Category Archives: musings

Character as Communication/Tokyo Heroes

Three posts in less that twelve hours! Woo! (I really have had RPGs on the brain lately…)

Reading all this theory blog stuff (not to mention finally reading through more of The Burning Wheel) got me thinking of this idea of “character as communication.” This post in Jay Loomis’ LJ digs into the nature of the whole disadvantage concept as seen in GURPS, which helped bring an idea together:

A character sheet is a means of communication between player and GM, and both sides need to treat it as such. When a player puts a disadvantage or somesuch on the character, he should be in effect saying to the GM “I want the game to partly be about this!” Burning Wheel stresses this quite a bit actually, though with the added wrinkle that the group will periodically vote on new traits to be added to each player character based on how they act in-game. In RPGs, players tend to get disadvantages for points and hope that the actual downside will be minimalized, while GMs can sometimes get too caught up in the overall plot to have the PCs’ individual stuff be more than a sub-plot.

I’m pretty sure I’ve been guilty of both, though my character for my friend’s upcoming superhero campaign has some serious stuff that will come back to haunt her (which come to think of it is not unlike my character for his Macross-based Mekton Z game, though for very different reasons). With my superhero character (Victory Rider) I went so far as to even list off some possible plot/episode ideas. I deliberately left her father’s alien origins a total mystery, and also suggested some wacky stuff with her rider transformation getting weird before it adapts to her physiology.

For Tokyo Heroes I’m attempting to do something with this idea. The game has a “Keys” mechanic similar to TSOY, but for Hero Dice that are shared by the group, and the group chooses 2 Keys that are possesed by all team members, and the player selects one related to his character’s Aspect (ranger color) and has the option to buy a “Personal Key” to boot. Each player also has a Heroic Flaw (inspired in part by Enemy Gods), which I’m thinking of linking to the individual XP-type mechanic somehow. None of these have any point benefit during character creation; you have to pick them. Between those the players are saying a lot about what they want out of the campaign, so the text recommends that the GM either have copies of the character sheets or make a cheat sheet of the characters’ stats, and look at them before doing any serious campaign planning. This is something I’m definitely going to be trying out with pretty much any game I run.

Tokyo Heroes also has a “spotlight episode” mechanic. In sentai and magical girl shows there are often episodes that revolve around one particular hero; the team gets drawn into the plot because of a friend of that hero, and it’s that hero who leads the way into battle. In Dekaranger the episode titles are actually color coded, and there are episodes like “Perfect Blue” — where DekaBlue has an old partner come to Earth for a visit, but turns out to be a bad guy, and they have a climactic shootout. So, in Tokyo Heroes a player can invest personal points (I’ve been calling them Karma in my notes, but as a placeholder) — sort of like the Star Power in Hong Kong Action Theater 1st Edition — at the end of a session to have the next session be a spotlight episode. The character gets certain mechanical benefits and has the plot center around them for that session. In spite of that last sentence being really horrible convoluted, the point is that this is a way for players to force the issue and make it so that their characters’ desires and whatnot become a part of the game.

Also, just when I thought there weren’t any other sentai RPGs out there at all, it turns out there is in fact one in Japan. It’s called Eiyuu Sentai Seigiranger (Hero Sentai Justice Ranger), part of a 175-page RPG anthology called TRPG Super Session: Daikyouen. From what I’ve read it seems to be a little toungue-in-cheek, and pleasing the sponsors in order to get more toys is a major part of the game. Still, I’m definitely going to see about ordering a copy from Kinokuniya when I get a chance.

Neat RPG Blog Posts

First Post – What To Expect

I’ve decided to try to separate my RPG-related musings from the white noise of my LiveJournal. I don’t know how long I’ll keep updating regularly, but right now I have the RPG bug unusually badly, so I’ll probably be posting quite a bit for a little while.

Right now I’m working on two different systems — the second edition of Thrash, and a new sentai RPG called Tokyo Heroes. Both are now going really well, to the point where having a version for playtesting is going to be mostly a matter of getting what’s in my head and notebook into the Word doc, plus some grunt work (designing maneuvers) in the case of Thrash. Both are going to need plenty of playtesting, albeit for somewhat different reasons.

This evening we finished up a mini-campaign run by my friend Elton, using Fudge and based in the same universe (a science fantasy space opera setting that I really need to write a book for some day) as the long campaign I ran and finished not too long ago. Up next is my friend Mike’s superhero campaign, for which it looks like he’s settled on Truth & Justice. So, I’ll be printing out the pdf (and Prime Time Adventures too) for further perusal, since I have a terrible time reading pdfs on a computer monitor. This is partly because for some reason people always do them in two or more columns, which makes the file just annoying to read when you have to either scroll up and down or make the page too small to read in the first place.

In the past I’ve had a really hard time wrapping my head around the stuff that’s going on with RPG theory, but then I came across this page, which contains links to numerous RPG design and theory blogs. I used Plucker to take it with me to work on my PDA, and I found I was actually understanding most of what was said. I don’t want to go knocking Ron Edwards’ articles, but for various reasons they just don’t do it for me. In the couple of hours it took for me to go through the various blogs I already felt like I was getting much deeper into understanding new concepts in RPGs, and it affected Tokyo Heroes right then and there.

So, while you shouldn’t expect too much, I will be occasionally philosophizing about RPG theory here, as well as talking about where things are with my games and my experiences with actual play.