Category Archives: games

Moonsick Part I

I sort of “accidentally” wound up working a bit on Moonsick, one of the games in my planned trilogy of Superflat-inspired RPGs, we are flat, owing in part to having finally bought Takashi Murakami’s Little Boy book, and in turn getting inspired to pull out Junko Mizuno’s Pure Trance (which is very unlike any other manga I’ve ever seen, and a bit weird even compared to her other works). The thing with Moonsick is that I’m finding it surprisingly easy to control my writing style in the same way I do when writing pure prose. I think reading Schauermärchen and especially Lacuna Part I did a lot to help me get there.

Lacuna does certain things that could put off a casual browser (some of which I intend to avoid), and I didn’t bother checking it out until a forum post tipped me off to why the game is the way it is. It’s called Part I even though Sorensen has specifically stated that there will never be a Part II (Second Attempt notwithstanding), it was the inspiration for the unfunny (IMHO) April Fool’s joke that got him banned from RPG.net, and everything describing the game is full of vague, leading questions and almost nothing solid. Nothing about the city in the collective unconscious or that there’s a fascinating set of game mechanics dealing with heart rate that’s central to the game, just cryptic stuff about Spidermen and the Blue City. The thing is, reading the book doesn’t actually answer all that many of those questions. There’s no such thing as a “right” way to play any given RPG, and in the case of Lacuna Part I that’s even more true than usual because it very deliberately forces anyone who plays it to fill in some gaps on their own. The back of the book gives hints, but even the GM doesn’t know what the designer intended the true nature of the Girl to be.

Moonsick is about girls who can’t grow up, who live on the moon and look down at an irradiated earth and wonder if the world was ever something different. It’s about feeling powerless and having a hard time making meaningful choices. The works of Junko Mizuno, Aya Takano, and Chiho Aoshima (amongst others) inform some of the game’s feel. The wording of the text, which stays rooted in this fictional world as much as possible, treats readers of the players’ section like children, and the game mechanics force them to make several choices right off the bat that seem pointless and aesthetic but are potentially significant in a purely arbitrary way. The number 28 matters in Moonsick for the same reason it’s significant in Akira.

The other thing with this game is that I’m winding up wanting to use visuals in very specific ways. The “rabbits” the game constantly refers to are not cuddly leporids (I’m not 100% sure what they are just yet), but the game text is not going to explain what they are, period. Instead I’ll have an illustration of one. Similarly, the fact that the girls on the moon all wear the same kind of white slip will only be shown in pictures, and one of the choices in character creation will be to pick out a hairstyle from a chart. I’m considering doing something similar with the various mutants on earth (like the Meltyplane and Prettyhead), purposely making it so the GM holds up a picture when the thing appears in the game, because it’s as close as he’s got to a description himself.

I have some vague ideas, but I really need to sit down and think about what rules the game needs, and what I want them to do. I think I’m designing a narrativist game, but I also suspect that simply designing a game about girls who live on the moon with rabbits that aren’t rabbits would be a better use of my time.

Perfect Explosion

I sure have been posting a lot here lately. Writing up 80 or so maneuvers for Thrash 2.0 is going to be interesting.

My forum monkey habit has been really bad lately, but I do come across cool stuff now and then. Two games by other people I want to call attention to:

  • Perfect 20: Levi from RPG.net has this stripped-down variant of d20 he created. It’s not quite perfect (heh) but in many ways it’s a thing of beauty.
  • Panty Explosion: I swear I am not making this up. I usually suck at titles, and this… this one just takes your breath away. It’s an RPG about the fucked up lives of Japanese schoolgirls, some of whom have psychic powers, though it’s rare for anything good to come out of using them. He’s got a PDF of a playtest version he’s showing around for comments. I want to give this a try some time.

I am 3d6

Today I picked up a copy of the I Am 8 Bit book, from the art show of the same name. The artists have taken imagery from old school video games and reimagined them. When these images are transferred from video game sprites to art, a curious thing happens: it strongly emphasizes just how bizarre they really are. In Super Mario Bros., Mario has to confront walking mushrooms (goombas), floating blocks that may or may not contain prizes, bullets with angry faces, and so on. When you’re playing an NES game you’re not likely to question these things, but when you look at it in the form of a painting, it suddenly takes on a bizarre, surreal cast. Video games have since moved more towards realism, but a lot of the great, both now and back then, have some profoundly strance concepts behind their simple, addictive gameplay. Pac-Man, Q*bert and Dig-Dug — which also feature prominently in the book — are at least as strange Super Mario Bros., and the same could be said for Katamari Damacy.

In board and card games there seems to be a spectrum that runs between simuation and abstraction. On one end there’s stuff like the old Avalon-Hill wargames, while at the other end there’s (for example) Cheapass Games’ Brawl, which presents itself as a fighting card game but is mostly about matching colors. I think video games can be looked at in terms of this spectrum too, even within a given genre (Gran Turismo and Mario Kart are two very different racing games, for example).

But what about roleplaying games? The kind of abstraction I’ve been talking about mostly comes about as a result of making creative use of the medium itself; a game like Super Mario Bros. probably wouldn’t have come about on a game console more powerful than the NES, with sprites limited to a certain size and a definite need for reusable scenery and enemies. In D&D the basic combat mechanic is based around the abstractions inherent in how its hit points and ACs work, and this in a very combat-oriented game (“kill things and take their stuff”). The intent there I suppose was to streamline things — having all the dodging and weaving implied means that a single d20 roll can resolve whether or not an attack hits well enough to do damage, which is overall pretty nice.

A newer and IMO more interesting example of this is in Eiyuu Sentai Seigiranger (from the TRPG Super Session Daikyouen RPG anthology I ordered from Japan). Since it’s based on sentai shows it naturally includes “mooks” (the equivalent of Power Rangers’ Putty Patrollers), but they’re called “dicemen” and each has a six-sided die for a face that actually shows how many HP they have left. This is overall pretty silly (it helps that Seigiranger is pretty tongue-in-cheek) and it shoves the game mechanic directly into the continuum of the game’s shared world, and yet at the same time it’s a stroke of genius. The game uses playing cards for action resolution, and the dicemen transform the six-siders into a combination prop and play aid.

I’m not saying it’s an inherently better approach, but I wonder what it would be like to specifically try to build off of the medium of roleplaying games to the point where realism/plausibility with regard to other media is diminised. Granted, it’s probably in the nature of RPGs that this is hard to pull off well, owing to the medium’s general attitude towards story, but the possibilities are intriguing.

TRPG Super Session Daikyouen

My Amazon Japan order came a LOT faster than I expected, so I have TRPG Super Session Daikyouen in my hands. I haven’t had a chance to do more than skim through the six games contained inside.

  • Eiyuu Sentai Seigiranger: The aforementioned “Hero Sentai Justice Ranger.” Earth (especially Japan) is being targeted. There are heroes who will rise up to defend the world. But… defending the world isn’t cheap. Pleasing the sponsors earns you Sponsor Points, which are actually divided up by the category of sponsor, so you get different effects from using video game sponsor points versus foodstuff sponsor points. The four attributes are Courage, Strength, Gentleness, and Sponsorship.
  • Super Shounen Shoujo Comical RPG: Genki Zenkai!: A game about fifth-graders with super powers. The three attributes are Heart, Technique, and Body, and powers are determined by picking out archetypes (Android, Esper, Magical Girl, Scientist, Sueprhero, Ninja, etc.).
  • Monster Maker Senki: Road to Valhalla: I don’t know a whole lot about this one just yet except that it has a definite tactical bent to it. It uses paper minis and hex grid maps, and the back of the book’s slipcover is in fact a map and color paper minis for this game.
  • Survivor: Kotou Seikan: Of the six, yhis is probably the most “indie” in its concept. Ordinary people are stuck on a deserted island and have to survive and find a way to get home. There’s a good amount of little tokens and whatnot that give it a little bit of a boargame look.
  • Heroes & Heroines: Herohero Fantasy: The art for this game has a generically non-Western feel to it (kind of like some of CLAMP’s stuff), and it seems to be a fantasy RPG that makes extensive use of cards, to the point where it’s practically an RPG/card game hybrid. One page in particular has monsters, which look like diagrams of cards arranged to look roughly like the critter in question.
  • Burnin’X’mas: Tatakau Santa-san: I’m not sure what to make of this one, except that it looks crazy and nifty. Apparently the PCs are given the job of making Christmas happen, and you pick a Class (Santa or Reindeer) and Type (Perform, Assault, Stealth). There’s also a busty, scantily clad Santa-girl (I’m not sure, but I think it came out before Ken Akamatsu’s Itsudatte My Santa, which recently was made into an OAV), a mean-looking cyborg with a santa hat, and an array of wicked-looking yet holiday-themed weapons, plus a really blatant send-up to Initial D.

Also, for each game there’s a 2-page color comic introducing the general setting in the front, a fairly long replay (4-8 pages), and a B&W comic showing gamers reacting to the game. And although pretty, the cover has almost nothing to do with the contents. The interior art varies in quality, but it’s always very appropriate and relevant to the particular game.

Anyway, more on this when I’ve had a chance to read through more.

Stating Things Clearly

I’ve gotten a lot further reading Beast Bind (still need to get through the setting and GM chapters though). Apart from the way the game favors quick character creation at the expense of a certain amount of player choice, I think the main thing that separates BBNT from your average Western RPG is that there are a lot of things that are spelled out explicitly that would be left vague or unmentioned in a game from our neck of the woods. The book actually maps out the process of going through a game session, from “pre-session” (settling in, getting materials ready, episode trailer, etc.) to “on-session” (the actual scenario) to “after-session” (handing out experience points, other finishing paperwork, etc.), and it even goes so far as to suggest heading to a family restaurant (famiresu — basically Denny’s-like places) or coffee shop to relax and discuss the game.

I’ve also heard that Replays are a major part of the hobby in Japan. A replay is a transcript of a game session, including both in-character stuff and game-mechanic stuff, and they’re common on fan websites and even sold as doujinshi. Andy K mentioned that these were helpful to the hobby in that since it was even more of a niche thing there was an even greater need for people to be able to understand what it’s all about just from reading something. Actual Play threads tend to summarize more often than not, while a replay is a blow-by-blow transcript. This and the above makes me wonder whether play styles in Japan might be more homogenous than here. When you go back to the original D&D, no two groups really played it quite the same way, and it looks like each successive generation of roleplayers came to it with different games and different expectations.

The game also as divides the scenario up into scenes. Like in World of Darkness (which was probably in some ways an influence on BBNT) there are powers with “one scene” as the duration, but it also makes a big deal of figuring out which PCs appear in a given scene. Sometimes you can even make an “appearance check” (登場チェック) — a roll on the Society attribute — to see if your character shows up. It’s not a basic, vital part of the game like in Primetime Adventures, but it’s there. And the thing is, given its quasi-narrative nature an RPG session inevitably has scenes, even if the group isn’t conscious of them as such. In writing fiction you have the whole scene vs summary thing, and I think that shows up in RPGs too. Even more so than in prose, using scene instead of summary emphasizes things, so I wonder if deliberately using that kind of distinction might be a good way to keep a game more tightly focused.

Needless to say I’m playing with some of this stuff for Tokyo Heroes. A sentai show contains about 20 minutes of new footage per episode, all of it meant to appeal to hyperactive little kids (and to a lesser extend the geeky older fans). The added twist for TH is that in a battle scene where a teammate has been hit at least once you can spend a Hero Die to automatically make it to the scene to help out. (Of course, sentai heroes do run into situations where they have to split up, so coming to help out isn’t an option).

The aforementioned TRPG Super Session Daikyouen book I ordered should be coming pretty soon too — hopefully some time this week, but given that most everything Japanese grinds to a halt for new year’s, it’s hard to say exactly when. Hopefully Eiyuu Sentai Seigiranger won’t contain anything that has me ripping Tokyo Heroes apart completely and starting over. I already did that once… ^_^;

On the plus side, I finally made some progress with Kidou Sentai Dynaranger, my generic example sentai team. And it is a little generic; it fits the genre perfectly I think, but I doubt at this point they’d do another general sci-fi based sentai series. If nothing else it’d wind up looking too much like the Chouseishin series (which seems to have completely fallen from grace with Sazer-X).

"Beast Bind: New Testament" GET!

Still have RPGs on the brain, still posting here almost every day. This morning I finally got my copy of Beast Bind: New Testament from Kinokuniya.

The first thing I noticed was that the book was definitely printed in Japan. The size is smaller than our 8.5×11″ format, and although it’s a softcover book it has a slipcover. Looking under the cover I immediately noticed they did something clever: the back of the slipcover is the character sheet. The artist who did pretty but vaugely loli art on the front cover did that and a very brief comic, while other artists did the interior art, which is actually surprisingly sparse. Only the first 16 pages are in color, while the rest are in black and white (an approach I haven’t seen in an RPG since Mekton Z). The layout was done by someone with definite skills, though it veers a little bit towards the cluttered aesthetic you see in Japanese magazines. The text is mostly in two narrow columns, albeit with lots of sidebars and diagrams, and the pages that list of numerous powers or other items are in vertical rectangular boxes arraged in a 3×3 or 3×4 grid. Western RPGs often have an example of play in the form of a dialogue showing what the GM and players say — BBNT has those throughout the book to illustrate the rules.

It’s going to take some time for me to read through it thoroughly — I can read Japanese, but I can’t really call myself fluent — but from what I understand the system is actually relatively simple. The game has some archetypes for quicker character creation, but to start from scratch you first pick two “Bloods” (though you can double up on a single one). These are Artifact, Immortal, Irregular (a person with superhuman abilities), Stranger (someone from another world), Spirit, Celestial, Demon, Beast, Full Metal, Magician, and Legend. Each blood gives you 3-6 points in each attribute (Body, Reflexes, Emotion, Mind, Society), and then you have 3 points to put wherever you want. From each of the attributes (which range from 6 to 13 at character creation) you divide by 3 and round down to get the number you actually add to rolls, and there are about 13 skills total (stuff like Melee, Machine Operation, Knowledge, etc.) that add directly to these for rolls (and between your Bloods, your Cover identity, and your free points you only have 10 levels total). There are some other derived values, my favorite being FP, which are basically HP, but “FP” is short for “Flesh Points” (or maybe Fresh Points…). Rolls are just 2d6 plus modifiers vs. a target number.

The neat think about this game is mainly just that it’s such an all-out gonzo manga take on the “supernaturals hiding in the modern day” thing. Among the included archetypes are not only a Rogue Vampire and Werewolf Cop, but a Magical Girl, a tokusatsu style transforming hero, and an android (well, gynoid) combat maid. It doesn’t have the Rune Blade archetype that was in the first edition, but you can make that easily enough, along with a zillion other things. The different Bloods determine what Arts and Hyper Arts you can take, and I find the fact that the Full Metal Blood has an Art called Gospel Engine too cool for words. (It lets a machine character have a soul in case you’re wondering). I am reminded not a little of Exalted’s Charms, but without the trees of prerequisites. Unlike Exalted the character sheet has spaces for the relevant data and more importantly a spot for writing the relevant page reference.

Most of what makes it seem different from Western RPGs is subtleties of presentation and aesthetics. It’s meant to be set up very much like an anime episode, with rules and guidelines addressing setting up scenes and whether a given PC can participate in a given scene, and it recommends doing trailers/previews for each session. Still, reading 272 pages in Japanese is going to take me a while. ^_^;

As a side note, when looking through websites for TRPGs I noticed that some of the art I’d seen in Masamune Shirrow’s Intron Depot artbooks was actually originally for some of the Asura System TRPG books. I definitely need to start making a (reasonable) list of TRPGs for my friends to look for when they take a trip to Japan (which in turn means figuring out where the heck they should go to find them; I think there’s a place or two in Akihabara).