Category Archives: Japanese

Maid RPG Is Coming

With love to all of the Masters...

Update: Hard to believe it’s been 5 months since I first posted this. This is the single most viewed post on my RPG blog, by a margin of 3:1 (and the next two most viewed after are also Maid RPG related). Anyway, for information on ordering, downloadable extras, and so on, check out the Official Maid RPG Website.

Maid RPG is a role-playing game designed by Ryo Kamiya and published in Japan by Sunset Games. And, with some substantial help from Andy Kitkowski, I will be publishing an English translated version. We’re aiming to release it at GenCon Indy 2008, and I’ll be posting full details as we get closer to the con. Although we hadn’t really planned it that way, Maid RPG will be the first ever Japanese RPG to be released in English. However, Andy will also be releasing a demo version of Jun’ichi Inoue’s Tenra Bansho Zero.

In Maid RPG, the players take on the role of maids who serve a Master who lives in a mansion. That’s the basic setup, but what ensues is often an excuse for the most bizarre chaos imaginable. This is a game that embraces randomness. Characters have random Special Qualities, ranging from Freckles and Glasses to Stalkers and Cyborgs. During the game, characters earn points of Favor by pleasing the Master, and one of the things they can spend Favor on is causing Random Events.

The English version of Maid RPG is going to be a compilation of the core rulebook and both supplements from the original Japanese version. That means it’ll include not only the core rules, but optional rules for butlers, randomly generated masters and mansions, seduction, costume changes, and special items, plus a grand total of 17 scenarios and three replays, and more besides.

You might be tempted to think that Maid RPG is the kind of thing you’d put on the shelf and never play, but I can say from personal experience that it is a perfectly playable (if very weird) game. It has the potential to become very twisted (though you can use it for light romantic comedy too), but it’s a lot like an anime version of Toon. With everything we’ll be packing into the English version, this one book will be able to provide months and months of gaming. You can even play it “random style,” and do everything off the cuff to kill time.

We’ll be launching a Maid RPG website next month! Stay tuned for more news!

If you have any questions about the game, feel free to comment here.

Mononoke Koyake: First Impressions

The stuff I ordered from Sunset Games came in the mail the other day. I’m going to write much more extensively about them some time in the future, and I’m thinking of writing thorough reviews of the Japanese RPGs I own when I have the time.

Mononoke Koyake is a supplement for Yuuyake Koyake that adds a new class of characters: mononoke. Where henge are animals with mysterious powers, mononoke are beings who are wholly made of the mysterious. The book consists of the rules for the five types of mononoke, some story/dialogue section to better introduce stuff, and two scenarios. Unlike with henge, each type of mononoke has the potential for several different variations, though in game terms these are a matter of flavor text.

The five types of mononoke are:

  • Michinoke: These are supernatural creatures that in myths appear to frighten or attack people on roads. I hadn’t thought about it before, but Japanese myth contains an awful lot of these. The signature character is Onbu, who in her base form looks like a hairball with arms and a massive lolling tongue, but others include a faceless person, that thing that’s an umbrella with a single leg sticking out, etc.
  • Oni: These ogres/demons are relatively straightforward, and they’re depicted as being aggressive to the point where they’re pushing the limits of what the game would allow. Variations include thunder gods, hags, hanya, etc.
  • Kappa: Kappa are a weird kind of monster to begin with, though here their defining trait is being water creatures. The variations include all kinds of beings that live in the water, including mermaids.
  • Visitor: Visitors are perhaps the most interesting and flexible character type. The signature character is Repushi, a cute little alien, but the variations listed in the book include time travelers, magicians, snow women, and even Santa Claus. Most of their Powers and Weaknesses have to do with them being far from home.
  • Ghost: Japan has a long tradition of ghost stories, and here ghosts can include classic lost souls, skeletons, vampires, cursed dolls, etc.

I still need to read through it more, but overall this seems to be a fairly straightforward, well-constructed supplement that (being only 56 pages) does what it does and finishes quickly. The new character types are probably trickier to handle (the text recommends playing the game with henge for a while before you try out mononoke), but they also seem like they would open up even more potential for creativity in character concepts.

I also got Aitsu wa Classmate!, a game about an idealized, zany manga high school lifestyle. It’s a fairly dense 176 pages, so it’ll take me a while longer to digest.

Want.

Although it goes without saying that S. John Ross is a living fountain of awesome, today I stumbled across the Adventures of Darcy Dare paper miniatures font. The art is done in that kickass illustration style that’s used by lots of industry pros, yet aside from the Esurance commercials hasn’t gotten anywhere near the mainstream exposure it deserves. Some time I seriously want to run a game based around the general feel of Darcy Dare, and have each player pick out a character from the font to represent their character.

Also, since I had more money in my PayPal account than I realized, I decided to order some more things from Sunset Games. I’m finally getting Mononoke Koyake, the sourcebook for Yuuyake Koyake that adds kappas, aliens, ghosts, oni, and michinoke (I’m not sure what those are either). Also, I ordered Aitsu wa Classmate! (“That’s My Classmate!”), a newer game (by an entirely different designer) about high school wackiness. Finally, I’m also getting the newest issue of A Local Paper, Sunset Games’ little in-house magazine thingy. Past issues have included convention reports, mini-RPGs, scenarios, etc., though I’m getting the newest issue which has a Yuuyake Koyake replay with designer commentary, and a Maid RPG scenario.

Another Celebrity Gamer: Kagami Yoshimizu

Something completely random: I’ve become a huge fan of Lucky Star, so along with the now 5 manga volumes I picked up the “Lucky Star Public Guide Book,” a guide to the manga (and other associated stuff) for hardcore fans in a manga format, similar to Love Hina 0. In the back there’s an interview with him. It turns out that he got into TRPGs in middle school (when he was enjoying the Lodoss novels and accidentally bought a replay), and started playing them more seriously in high school. All this got mentioned in the interview because when it came time to put together a 4-koma manga he was having a hard time coming up with characters, so he opened up his RPG scrapbook and pulled out some of his characters. It doesn’t mention what TRPGs in particular they came from, though it shows very tight pictures of the character sketches from the character sheets and three of the four have a box for “運命” (unmei/fate) underneath. The interview doesn’t really get into much detail about his TRPG habits, and whether he still plays or has since given it up a la Stephen Colbert. Still, especially in light of the fact that his manga is one of the key inspirations for a game I’m working on, I found it interesting.

So. Things.

Ugh. So, I wasn’t able to participate in GameChef even to help out with feedback, and I’m almost certainly not going to get any further with Moonsick in time for it to be considered for Push. School has been kind of intense and stressful lately, and my creative mojo tank is running dangerously low. Spring break is taking too long to arrive (seriously; it’s two weeks later than at the college one of my friends goes to), and Summer vacation can’t come soon enough. Hopefully then I’ll be able to get some shit done. Of course, it doesn’t help that GameChef, like NaNoWriMo, comes at kind of a lousy time for anyone who’s in college (“Should I work on this game/novel, or be ready for midterms?”). If either one was during the Summer, I’d have more free time for them than I’d know what to do with. But then it’d probably manage to be a lousy time for everyone who’s actually got a real job. I may try to make July my own personal NaNoWriMo, but then the moment I try to do something like that I usually get inundated with freelance work.

So, apart from struggling mightily to concentrate on studying (I should be studying for my midterm rather than writing this) I haven’t been doing a whole lot. I’m starting up an anime-inspired dimension-hopping campaign using OVA (“Divine Machine”) and we’re going to resume and conclude our stalled Truth & Justice campaign as well. More on those when something actually happens, which probably won’t be for another two weeks.

I got a copy of the original Japanese version of Tenra Bansho Zero in the mail the other day, and I haven’t had time to do more than skim it, but (1) damn does it look awesome, and (2) now I understand entirely too well why it’s taking Andy so long to get it out in English.

That’s all for now. go away.

Edit: One more thing: Tokyo Heroes Actual Play.

SRS Basic

I know I’ve mentioned this before, but FEAR is trying their hands at an open system. For a while now they’ve been using variants of the same general system for most of their games, and they took the version from Alshard GAIA (the modern-day Earth version of Alshard) and created SRS (“Standard RPG System”). Since I have a couple of back-burner projects with a relatively mainstream bend to them, I decided to go translate it in my spare time. Here are my impressions:

SRS uses a very simple roll-over system; 2D6 plus whatever modifiers you have. It also has a very simple class-and-level system. You pick out a total of three levels of classes at character creation, and those mostly determine your attributes, add bonuses to your combat values (derived values for various things) and decide what Skills (special powers/shticks) you can select from. SRS is basically just a framework for creating games, so it lets you decide on what attributes, combat values, and classes you want. It’s definitely a toolkit for making games, rather than a game itself. With, say, Fudge, you can treat it as a complete game out of the box if you want to play it a certain way, but that’s not the case with SRS.

One interesting thing about it is the use of scene framing. It doesn’t have any particular meta-game effects (though the design notes say you can add stuff like that if you’re so inclined), but the rules call for fairly tight scene framing, over which the GM has substantial authority. The GM designates certain PCs as “scene players,” and other PCs are either left out, or can make some kind of roll to get into the scene.

The most glaring omission is that the SRS Basic rules have nothing for combat. This would seem very odd, considering most FEAR games seem to be fairly combat-oriented. However, their plan is to have the stuff in SRS Basic be required (or at least if you change stuff from it you have to acknowledge such in your game’s text). They’ve started to release combat rules in the form of “Plug-Ins,” though they’ve started with one on “Combat Movement and Engagement,” which I haven’t fully read just yet but seems like it’s actually SRS’ answer to Attacks of Opportunity. On the other hand, there aren’t really any limits as to what you can add to the game. Skills in a more traditional sense aren’t in SRS or a lot of FEAR games, but they do have them in Beast Bind, and they’re hardly unusual in Japanese RPGs.

The SRS Terms of Use are interesting, and they’re probably something that couldn’t be pulled off in the U.S. Essentially, they say that you can do anything within reason for personal use of SRS, but for commercial uses you have to contact FEAR and get permission and possibly pay a licensing fee. And they provide an e-mail, address, and telephone number to contact them directly. They also specifically mention that they’re only sharing things that have been explicitly released as SRS content, so material from Alshard GAIA (or other published games) is off-limits as per normal copyright laws.

Also, as Andy noted, FEAR is putting out a new game called Tenra WAR, apparently a crazy crossover between Tenra Bansho and Terra The Gunslinger. AFAIK it’ll be the first SRS-branded game, where neither of the games it’s based on used the proto-SRS that appeared in many other FEAR games.

So, as far as SRS is concerned, I think I’ll hold off on trying to do anything with it until there are enough plug-ins released that I wouldn’t have to build a combat system from scratch. On the other hand, along with the new Yuuyake Koyake supplement (Mononoke Koyake, which adds spirits, ghosts, and aliens into the mix), I already have a decent list of games to order from Japan when I have the money to do so. (I still have no idea how to get my hands on Meikyuu Kingdom though…)

Weirdness

Fear the Roach
My friends and I played The Shab-al-Hiri Roach last night, and once it got going it was really incredible, though we only got through the first two events (that’s what happens when we play on a weeknight). We very quickly had a bunch of backstabbing and subplots going, which seems to be right where it should’ve been. The cards were great at helping give people cues for their scenes, and the assignment of NPCs to players worked wonderfully.

Now I’m buzzing with ideas for how to mess with things to make my anime RPG project more interesting. I’ve been getting caught up on Bleach lately, and some of this stuff feels like it would be a good fit for how some anime is set up.

Nihongo
The other thing is that while searching to see if anyone had linked to this blog (thanks Guy and Fillip!) I came across a thread from the TRPG board on 2-channel (probably the single biggest BBS/forum in Japan). Since it’s over 1,000 posts, I haven’t read it all, but apparently my blog posts about Japanese RPGs became a side-discussion for a while. It has stuff like “How does this gaijin know about Maid RPG and Yuuyake Koyake? LOL” (Most of the really weird games I own I discovered through the internet, lately that’s been mainly via Story Games; in this particular case it’s specifically Andy K’s fault). There was even someone who thought I must be a Japanese guy living in the U.S. and fluent in English (I’m definitely caucasian, though I also know Japanese and work as a translator). Unlike when I had this blog on Blogger.com, WordPress doesn’t display a bio anywhere that I know of. At least it looks like I’m not totally screwing things up when it comes to trying to make generalizations about the hobby in Japan.

でね、直接聞いてもかまいません。っていうか、喜ぶわけですけど。日本語でもいいし、メールアドレスはnekoewen@yahoo.co.jpです。

Things I Learned From Japanese TRPGs

I’ll get into stuff for my anime RPG project hardcore soon, but first:

I’ve always been interested in how things are reinterpreted for different cultures, and in studying to become a translator I’ve wound up exploring many of the cultural differences that can be seen in Japan. RPGs in particular seem to develop substantially different subcultures in different countries, particularly when there’s a strong language barrier. Japan is relatively isolated in terms of language, and also has a sort of culture of reading and publication. From what I’ve heard there are many countries, especially those with many English-speakers (such as Finland) where American RPGs dominate the market, if sometimes in very different patterns from here depending on what it released and catches on. While a Japanese version of D&D are available, the Western games that have caught on there are ones like GURPS that were more thoroughly localized. Group SNE’s GURPS has crazy manga art, and they’ve produced some original settings and such.

As far as I can tell, the titan of the (very small) RPG industry in Japan is a company called Far East Amusement Research, or F.E.A.R. I now own three of their games: Beast Bind: New Testament, Arianrhod, and Alshard ff. These games are for the most part aimed squarely at otaku. They have lavish manga-style art, and crazy, exciting settings meant to appeal to fans of anime and video games. They vary a bit, but F.E.A.R.’s in particular tend to have fairly simple rules. Characters are created by putting together a 2-3 different templates (classes, races, or in the case of Beast Bind, “Bloods”) which determine attributes and provide a selection of special abilities to choose from. Assign 3-5 extra attribute points, calculate a couple of secondary values, and you’re pretty much done. Character creation is very quick, and results in characters painted in broad strokes, with lots of cool powers. To speed things up even more, these games also have “quickstart” character creation, where you take a mostly completed template, add a couple points, give them a name, and you’re pretty much done. DeadLands, and most of the various Unisystem games have done this, but not quite as effectively.

What makes these games interesting is how they’re presented. I talked about this a bit before (back when I first got Beast Bind: New Testament), but Japanese TRPGs are often written with the assumption that many people will be picking up the books (thanks in part to their shiny, attractive covers) and trying to play them without having ever met someone else who plays RPGs before. This is a major contrast to the American RPG hobby subculture, where it’s largely assumed that people should learn RPGs from other people who play them.

Replays – transcripts of game sessions – are the most readily noticeable consequence of this. Not all, but most TRPG books have at least one replay included, even the 32-page Maid RPG core rulebook. They’re also to be found on the internet, and doujinshi circles and even publishers put them out as small books. In the absence of a “mentor,” these can provide an effective example of how a game flows. Still, they also appear to have become a form of entertainment in themselves, enjoyed by people in the hobby both as reading material and something to create. The Ru/Li/Lu/Ra rulebook has a photograph of a game in progress in the introduction – something I’ve never seen in any RPG from any country before – and among the nerdy Japanese guys, drinks, poker chips, rulebooks, character sheets, dice, and so on, there’s a tape recorder. This penchant for recording also manifests in several RPGs having “session sheets.” These are forms included for the game, similar to character sheets, used to note down things like experience points for each character.

There is also a much greater emphasis on “scenarios.” The American RPG scene used to thrive on published adventure modules, but now even D&D seems to have relatively few of these, and many RPGs have no support of this kind available at all. Japanese RPGs seem to take scenarios very seriously, and while there are some rulebooks that don’t have any replays in them, I’ve yet to see one that didn’t have at least two scenarios in the back. Most games have a relatively tight premise, which no doubt makes it easier to write and use scenarios, but it’s also that these games are not aimed at long-term play, at least not in the American sense of a D&D campaign that goes on for multiple years. Alshard ff actually lists “Campaign Play” as an option in a sidebar, rather than as part of the list of gameplay formats (one-shots, pick-up play., casual play, etc.) in the main text. Some games don’t seem to even be particularly concerned with having continuing characters in the first place. The majority of the scenarios for Maid RPG are set up in completely different worlds from each other, and demand creating new characters.

Another thing that the F.E.A.R. games in particular do is make a very concerted effort to convey in the text how a game session should flow, from the GM devising (or selecting) a scenario, to the game itself, to cleaning up after, to suggesting going to a café or some such afterwards to talk about the game. Along the way, the rulebooks often have simple diagrams/flowcharts to help explain the games’ workings. While some of these are for things like clarifying the combat rules, there’s also some that cover the basic flow of the game. In page 120 of Alshard ff there’s two diagrams representing gamers sitting around a table. One shows the GM at the far end of the table with arrows going from the players to the center of the table, and larger arrow going from the center to the GM; it has a big X next to it, indicating this is wrong. The other shows the GM seated in the middle, with a double ended arrow between each player and the GM; this one has a circle, showing that it’s correct. I’ve certainly never seen anything like it in an American RPG. Also, the first diagram calls to mind what I’ve heard about old-school D&D players having a “party caller” who announces what the PCs are doing most of the time.

There isn’t an “indie scene” in RPGs in Japan the way there is in the U.S. (and other countries where people are into the same websites), but in some ways the categories have to be drawn differently in the first place. Japan has a massive doujinshi scene, where fans produce various works, some original but many derived from anime, manga, games, etc., and sell them at conventions. For example, I’ve seen a website for a circle that had produced doujins like “GURPS Cardcaptor Sakura” and “GURPS Galaxy Angel.” The scale on which these are sold is no doubt comparable to some indie games, but the “creator ownership” aspect isn’t a concern, and would be rather tenuous for something based off of a popular anime in the first place.

There are however some smaller TRPG publishers out there, though it’s hard to say whether they represent Japan’s equivalent of indie or the mid-tier publishing that’s become scarce to absent in the American RPG industry. I lucked out in that Sunset Games was willing to let me use Paypal to order Maid RPG and Yuuyake Koyake, two very unique games, both by Sakaya Kamiya. Neither is quite like any RPG I’ve seen, Japanese or otherwise.

Maid RPG takes the otaku maid fetish and uses it as the basis for what amounts of an anime version of Toon. Like Toon – only more so – it embraces randomness as a path to comedy. Characters are almost completely random, and tend to have odd traits glommed into them for no good reason. Hence when we played the other day my character was a pure lolita catgirl with blonde hair, an eyepatch, and a revolver, whose family broke up and who was enslaved by the master. In my opinion the single most brilliant thing about this game is that players can spend points to trigger random events.

Yuuyake Koyake (which means “Sunset”) has “Heartwarming Role-Playing” as its subtitle. It’s a diceless game about henge – animals with minor magical powers that take on human form. They live on the edge of a town in rural Japan, and the game is about them generally being friends and helping out the people of the town. Forming connections to people is a vital part of the game, and necessary for characters to get the points they need to use special powers or boost their attributes enough to accomplish especially hard tasks. It also has the single best use of controlled writing voice I’ve ever seen in an RPG rulebook; the entire time it feels like your grandma is reading it to you.

Here we are!

Yay! My first new post on WordPress! I’m still working on getting acquainted with the interface and whatnot. Anyway.

In case you’re wondering “yaruki zero” is Japanese (やる気ゼロ) for “no motivation.” It’s an “extreme in-joke” (meaning I’m the only one who really gets it and finds it funny); when I and some other students were forced to do a skit for a Japanese class, after the ordeal was over I was thinking, “Well, that’s what happens when you have a group made of up people who didn’t want to do this in the first place. We’re ‘Team Yaruki Zero!'” Like my Go Play keychain, it’s also a reminder to myself to actually do stuff.

My package from Amazon Japan came in the main on Thursday, so I now have shiny new copies of Ru/Li/Lu/Ra, Alshard ff, and the bunko version of Arianrhod. I will post about these more when I’ve had a chance to really read them. At the moment I’ve been distracted by the manga I ordered along with them (new volumes of Genshiken, Yotsubato! and Rozen Maiden), plus I want to finish reading Gary Alan Fine’s book Shared Fantasy, which is a sociological study of RPGs from 1983, before I have to return it to the library.

Although the setting of Alshard looks fantastic, the underlying system is very, very similar to Beast Bind and Arianrhod (and part of why I picked up Ru/Li/Lu/Ra was just to make sure I picked up something not from FEAR). Interestingly, FEAR has taken the basic rules from Alshard (specifically the version from Alshard GAIA) and created what appears to be an open system, called (heh) the “Standard RPG System” (SRS for short). I’ll have to sit down and read/translate it, and see just how much they allow people to do with it. I’m wondering if they’d be amenable to an English translation to it, especially since it would be perfect for some of my more mainstream RPG project ideas (notably Ether Star and Catgirl: The Storytelling Game).

I also got the newest issue of Role&Roll, Japan’s main RPG magazine, and was inspired to post about it on Story Games herehere. Admittedly in posting it I was sort of crossing my fingers and hoping, but I was still (pleasantly) surprised when Tad Kelson posted saying he was going to try to put together an indie gaming mag.

I’m also hard at work on my anime RPG project (I still don’t know what to call it; I’m using “Anime Dreams” as a placeholder). I have a small notebook I use to write down stuff when I’m away from my computer, and I’ve literally filled up about 40 pages just with ideas for this game. Right now I’m mainly working on the conflict resolution rules — which will be at the heart of the whole thing — and it’s taking a heck of a lot of work. I keep catching myself staring off into space on the train and thinking really hard about it. I’m exceedingly happy with how this is turning out so far, but how well the conflict resolution rules work is going to be the main test of how good a game it turns out to be. I’ll be posting more about the gritty details soon, when I’ve got my tentative version a bit more straight in my head. At the moment it’s looking like the game will be diceless and resource-based, which in turn means I ought to go look at Yuuyake Koyake again.

Random Stuff

I kind of like not trying to have this blog be a series of carefully-constructed articles, because I can do meandering posts like this one. Anyway.

Last night we wound up playing InSpectres for the first time. We’d never played anything quite like it before, and it totally clicked perfectly right away. It helped that Mike was so on top of the GMing part; the GM has less creative control in that game, but IMO is every bit as important, if not more so, to making it happen.

I got to flip through his shiny new copy of BESM3e, which he picked up while he was in Berkeley to see Robotech: Shadow Chronicles (while I was home with a cold and lots of translation work, from which this post is in fact a distraction). Still waiting for my copy to come in the mail from Amazon, but then I paid $26 for it, so I can’t complain. I’m not sure what to say about it, especially since I haven’t really read much of any of it yet, but it seems very much like the game that comes after BESM1e and BESM2e, in good ways and bad ways. There tons of full-color art, though I recognized a lot of it from earlier BESM stuff, from second edition, d20, and various sourcebooks, including covers. It’s all the really over-the-top color CG stuff, naturally. Although there are bigger numbers (stats are 10/level) to deal with, and optional rules for tweaking the hell out of Attributes, it doesn’t seem like it was made all that much more complicated, though I still think OVA will be my go-to game for that kind of thing.

Mike’s co-worker who was joining us for gaming the second time, mentioned about a card game one of his friends had showed him called Thing Game Sucks, which is about participants running out of patience at a bad RPG session. I don’t normally like card games (or board games, or war games), but this one was too intriguing to pass up. I found the (tiny) publisher’s website, and ordered it. I will post about it when it arrives.

The Dictionary of Mu and The Shab-al-Hiri Roach both came in the mail yesterday too. Happy dance. :3

I also wound up coming up with a concept for another, as yet unnamed, anime RPG, which is now starting to come together (just when I’m too busy to really commit much time to it…). More on that later.

Addendum (January 30, 11:38 a.m.)
Just got my copy of BESM3e in the mail (like, the mailman handed me the box from Amazon 5 minutes ago, so I haven’t even opened it just yet. I also gave into temptation and ordered some Japanese TRPGs from Amazon Japan:

  • Alshard ff
  • RuLiLuRa (which I totally can’t say at all)
  • Arianrhod (which was apparently published in a bunko/little paperback format for about 700 yen)
  • The latest issue of Role&Roll, which AFAIK is Japan’s main tabletop RPG magazine.

I also got some manga (Rozen Maiden, Genshiken, and Yotsubato! all came out with new volumes), and caved in and got those “Moe Moe” guides to ancient and modern weapons.