Category Archives: projects

Even More Slime Story

I was originally planning to patch up Slime Story enough to throw a playtest document up the site for people to look at and possibly play. Then my brain got to storming, and I wound up starting on another overhaul of the system. The overhauls are getting smaller each time, but they’re still not tiny.

This time, I made a major change to how consequences work, which in turn means I have to fiddle with a bunch of other things, since some of the ways in which I was using consequences in the rules are no longer feasible. There are still Tired and Upset status effects, but there are only four levels of such, and each gives a -3 penalty on related actions. This solves the problem of sometimes getting close rolls resulting in consequences that aren’t that consequential (no reason to care about taking a mere -1 penalty), but it also means I can no longer do things like have a Fighter feat that lets you do a big hit in exchange for taking one little rank of Tired status. As a result, I’m resorting to a bit of D&D4e stuff, with special abilities having At-Will, Scene, or Episode timing.

I also realized that concessions (basically the thing in IAWA where instead of taking mechanical consequences the loser can take story consequences devised by the winner) are the key to making the combat more interesting while simultaneously avoiding having characters get taken out. I didn’t want to rip off the flashback mechanics from 3:16, both for originality’s sake and because it doesn’t fit with the setting, and using something already in the system is probably the best way to go about things anyway.

That still leaves me with a few things to work out, notably how to make statuses more mechanically interesting, and how to make combat/encounters drive role-playing a bit more. I have an idea for “checks” on connections, which would make your next check to raise a connection’s a bit easier. I also have an idea for “Strain”, which (perhaps) would be points you have that others can tap to give you a penalty to a check. So far Strain is the only thing I’ve come up with to put some granularity into the rules.

And… that’s about where I’m at right now. Presently, the games that are influencing Slime Story are as follows:

Aitsu wa Classmate
Arianrhod
Bliss Stage
Dungeons & Dragons 4th Edition
In A Wicked Age
Meikyuu Kingdom
Mouse Guard
Primetime Adventures
Tunnels & Trolls

Slime Story: Continuing

Slime Story is really coming together, though it seems like the game is determined to require me to tear out and replace chunks of it to the very end. Yesterday I wrote a combat system, this morning I decided I hated it, and today I started writing a new one. Basically, I’d devised a hybrid of Tunnels & Trolls and Slime Story’s conflict rules, which made combat too abstract for my tastes. The system I’m working on now is more like a mixture of D&D4e and Meikyuu Kingdom, with (IMO) some neat flourishes.

On the other hand I’m pretty happy with the conflict system, though it’s going to definitely need playtesting to get everything just right. It’s kind of like a cross between In a Wicked Age and Truth & Justice. Each side makes a check (2d6 plus an attribute). The winner can either spend their margin of success (Victory Points) on status effects (Tired, Upset, Injured, or Shaken) or ask the loser for a concession. I’m very glad I listened to Paul Tevis’ podcasts on “Stakes and Sticks.” Anyway, if you don’t like the way a conflict turns out for you, you can escalate, which means both sides have to switch to different attributes and roll again, but the consequences roll over, so the stick becomes more menacing.

What I like about this is that it lets you make an argument or asking a girl out on a date mechanically interesting without taking away any freedom to role-play how you want. If I best your character in an argument, I can hold several ranks of Upset status over your head, giving you an incentive to do what I want, but you don’t have to. That’s just awesome.

The major thing I need to get into playtesting to figure out is whether the rate at which you can exchange victory points for status ranks is right. Right now I have it so you can give someone a -1 to either social or physical stuff per point of margin of success.

The combat system uses a “Footing” mechanic where you declare whether your character is in a Forward (high offense), Middle (neutral), or Rear (high defense) position. Certain classes can get feats that let them get into “Ambush” footing, and enemies and screw-ups can force you into “Off-Balance” footing. A basic attack is just a check against a static defense rating, but if someone’s attacking you, you can do a “Clash” action and resolve it as a conflict instead. I’m also working on some neat stuff with “tactical actions” that can weaken or otherwise inconvenience an opponent.

I’m happy with the basic outline of the combat rules now, though I want to work in some stuff that will help push you into role-playing during battle, because as it stands now it’s like 4e in that combat won’t afford many opportunities for role-play unless you force free-form in by yourself. The way battles propel you into role-playing is IMO one of the coolest things about 3:16.

There are some things that I’m contemplating putting in, like mechanics for characters’ relationships with their parents and their overall social standing, but I’m not sure these are necessary per se.

And… that’s about all I’ve gotten done lately.

Slime Story: Progress

I’ve been really inspired to work on Slime Story lately, both the stories and the RPG.

The Slime Story RPG has been a strange and at times annoying project. Very rarely do I wind up ripping something apart and starting over so many times, but each time I’ve accumulated more usable stuff. I’ve gone from a d20-based system to 2d6+Bonuses Roll-Over to a d6 die pool thing and back to the 2d6+ thing, but along the way I’ve settled on the game’s basic structure, on classes and cliques, and a bunch of other things.

This time I think I’m finally getting to where I can at least finish a first draft of the rules. As I had hoped, the Mouse Guard RPG really inspired me. This is partly just because it’s put together so incredibly well, and partly stuff like the way it handles conflicts, conditions, and goals. I really like the idea of “consequences” as a result of conflicts, and just plain using group consensus to decide on things like Beliefs and Goals seems simple and effective.

Slime Story is shaping up to be a hybrid of indie, traditional, and Japanese RPG design influences, though I don’t really see all that strong of a strong distinction between them unless I try really hard to step back. The relationship mechanics in particular look like certain bits of Yuuyake Koyake, Beast Bind: New Testament, Aitsu wa Classmate, Bliss Stage, In a Wicked Age, and Dogs in the Vineyard all thrown into a blender.

The weird thing about it is that the traditional and Japanese side of things has me writing up lots of crunchy bits. However, the Feats you can get by being of a given clique (Average, Geek, Jock, Popular, Punk, or Weirdo) mostly relate to social stuff, and I’m having to do come up with some pretty wacky stuff just to reach my goal of giving each one eight to choose from. Even writing up monster descriptions is strange because like a lot of things in the game I end up presenting hackneyed fantasy tropes through a pop-culture lens.

Things I learned about the Slime Story setting by writing a novel:

  • Monster Mart sponsors a yearly convention called “MonsterCon.”
  • Slime Cola tastes like cheap supermarket cola mixed with oil and window cleaner, but it is a really effective energy drink like they say.
  • The “First Monster Hunter” was a housewife. She also is the inventor of the original recipe for healing potions.
  • There’s more–possibly a whole lot more–to squishies (the little slime creatures) than meets the eye.
  • The more gifted alchemists are coming up with all kinds of crazy things.
  • There’s a professional monster hunting circuit, most notably the M-Crawl, which is kind of like American Gladiators with monsters. A lot of hunters don’t take it seriously.
  • There’s an organization called PETM that is vehemently against monster hunting, and calls Monster Mart “Murder Mart.”
  • Monster hunting has shown up on TV and such, but by and large hunters haven’t been too thrilled with the results. The “salamander crystal thing” on an episode of 24 is infamous.
  • In that world Weezer did a song called “Monster Girl.” There are also a couple of bands that do all songs about monster hunting, notably a punk band called Wild Hunt and a nerdcore rapper called DJ Dragonslayer.

Progress

Okay, so here’s what’s going on:

Slime Story is finally starting to properly come together. I had to throw out a lot of my previous ideas for how the game might work, but the gears are actually fitting together. Right now the game in my head is like a mashup of Aitsu wa Classmate, Bliss Stage, and Tunnels & Trolls, with some Arianrhod, Yuuyake Koyake, 3:16, The Shadow of Yesterday, and D&D thrown in for good measure. It still needs a whole hell of a lot of work, but it’s getting there.

I’m increasingly thinking that fringe-y games that distribute creative input are more what I want to do. Running traditional games is proving too psychologically taxing. Not bad, not unpleasant, but they have a way of leaving me mentally exhausted at the end of the night. Besides, the friends I play with are all very creative people anyway. Also, I realized that, perhaps as a result of being the GM so often, immersion is not a priority for me.

I started on three different Kyawaii RPGs, and have been neglecting all of them, even the one that’s nearly finished.

For no particular reason, I’ve started working on a thing called “Anime+2d6.” I’ve basically taken the Anime d20 SRD and started re-working it into something kind of like Tri-Stat and kind of not. I will probably never actually play it, but it’s a mildly amusing way to kill time, and White Wolf isn’t showing any inclination to do anything with BESM3e ever again. It’s going slowly, partly just because I feel the need to edit out the SRD’s relentless abuse of the passive voice, though I also have to basically reconstruct the mecha rules and a few other things. When you think about it, the rules bloat BESM has undergone is pretty amazing. Needless to say, I’ll post it here when I feel I have something worth posting.

I still hate identity politics in RPGs. It’s like, with the whole Proposition 8 thing there are people speaking against gays even more than usual, and in a lot of cases, I want to walk up to them and say, “Have you ever actually met someone who’s gay in person? I’m guessing no, because if you had, you’d have realized they’re human beings like everyone else.” The way some people talk about indie RPGs reminds me of that. We’re all gamers, who want to have fun playing games.

Raspberry Heaven, I’m Coming Back To You

Watching Hidamari Sketch and Sketchbook has done wonders to help me deal with crippling stress and anxiety lately, so I got inspired to get back to working on Raspberry Heaven. Out of my excessive collection of unfinished game projects, it’s the most promising and playable. It also doesn’t hurt that the kinds of 4-koma manga that inspired the game are becoming more readily available in English. You can buy all of Azumanga Daioh in one $25 book, and Yen Press (which has been putting out some seriously great stuff in general) has released the first volumes of Hidamari Sketch and one I hadn’t heard before (but which turned out to be great), S.S. Astro. Plus, Bandai has supposedly licensed the Lucky Star manga. Sketchbook is absolutely wonderful, but so far no one’s picked it up.

Anyway, the major issues with the game as it stands are as follows:

1. Turn Order: Originally I had players just put down cards as they felt like it. I’m contemplating using some kind of turn order mechanic, but I don’t know if it will help the game or screw things up.

2. Special Moves: I went through and cleaned up the selection of Special Moves (so that none of them overlap), but I need to see if they’re all more or less equally useful. In the one playtest session we did, no one used any non-wildcard Special Moves. At this point it may just be a matter of playtesting.

3. Memories: So basically, I want to have something where the game sort of archives particularly memorable things that happen during play. However, I don’t think much of the rules I have in place right now, and I’d happily chuck them out in favor of something better. Or I may just drop that aspect of the game entirely. I’m thinking that Memories should be something that belong to the whole group, which in turn let me to the idea of doing a Mad-Libs type thing to create one or more Memories when you first start playing.

4. Applause: After seeing meta-game player encouragement work so well in both Yuuyake Koyake and Peerless Food Fighters, I’m thinking Raspberry Heaven could benefit from something similar… but the existing structure of the game doesn’t really lend itself to that.

5. Snippets: Basically, I want to let players to individual mini-scenes during the game.

On the plus side, Tobias Wrigstad was kind enough to send me an article he did that is an overview of jeepform. While I intend for Raspberry Heaven to stay a tabletop game where you play with cards, the game is getting some jeepform influence here and there, especially when it comes to telegraphing, which to me is one of the most fascinating new things in role-playing, like, ever.

Also, I realized that if you want to make a visual representation of your character and you’d don’t have $200+ worth of Pinky:St dolls on hand like I do (some of them were gifts. shut up.), you could use an avatar creator website. Tektek.org’s Dream Avatar would be my favorite (in case you couldn’t tell), but there are plenty of others.

Kyawaii RPG #2: Monster Girls In Love


This game is for adults only. Yes, really.

If you are 18 or over, you may click here to read it.

This game is largely because of my association with Suichi. Because of him I know more about sexual fetishes than I probably should. And I also know that they’re actually much more hilarious than people realize. This game also has themes and shit. You play as monster girls, who have encounters with male adventurers, and not in the 4th Edition sense. Yes, really. It’s specifically meant to be a very threatening game, but also a thought-provoking one.

To play (not that I really expect anyone to), you’d need some six-sided dice and index cards, and at least three very, very open-minded people.

Please don’t take this thing too seriously. The next one will hopefully be both more innocent and better overall. Not that that’s saying much.

I Do Not Feel Awesome


Some various small updates rolled into one:

We’ve started working on preparing the extra Maid RPG scenarios that didn’t make it into the book. They’ll be no-frills compared to Ben’s awesome layout work for the book, but they’ll be free too.

I’ve been reading Dark Heresy, and enjoying it a lot. Like Maid RPG, it’s an example of random character creation done right. Also, 40K has a really neat setting. It’s just a shame that it took them 20 years to make an RPG version.

Usually Random is trying to do a mini-RPG design challenge on 4chan’s /tg/ board. The original thread has slipped off the board, which is just as well because there was a troll who just couldn’t handle the idea that people might design RPGs because they enjoy designing RPGs, and not for fame and fortune. And who couldn’t grasp the idea that some of us have friends who are not total jerks and are willing to give an unpublished game a chance. Anyway, the deadline for the contest is on the 28th.

I’m about halfway done with the next Kyawaii RPG, which is about stuff that a lot of people will likely find very disturbing or disgusting, a few people will enjoy entirely too much, and a tiny minority will find thought-provoking like I intended. I was thinking about not releasing it, or doing so under a pseudonym, but I’ve been having a shitty time lately because of school, so I don’t really care what people think at the moment.

On a more positive note, I’m making some good progress on Slime Story. It’s like a cross between Tunnels & Trolls and… uh… some indie RPG about high school.

Also, some more Wordles:

Kyawaii RPG #1: Peerless Food Fighters!

(Original illustration forthcoming)
(Original illustration forthcoming)

So, listening to the Independent Insurgency podcast on XXXXtreme Street Luge got me all inspired. Aside from working on Slime Story with renewed vigor (when I was about ready to shelve it for a while), I decided to try writing shorter, wackier games.

Thus I present to you the first “Kyawaii RPG,” Peerless Food Fighters!. It’s all of 5 pages, and it’s kind of like Muteki Kanban Musume but not really. You play a girl who works are her parents’ restaurant, and your goal is to make your family’s restaurant more successful than those of the other players. So, without really meaning to I made a competitive RPG. Guy should be happy. It also does some neat things with player evaluation and scripted events.

1. What is a Kyawaii RPG?
It’s part of a series of short, weird RPGs I’m going to design when I feel like it.

2. What’s with that stupid name?
I like it. Shut up. It’s a subtle Lucky Star reference, for no particular reason. Also, considering that this is me (in the words of one of my online friends, “a very Asian non-Asian,” which I’m hoping is code for “kind of like a weeaboo, but not nearly that annoying”), it should have a vaguely Japanese name.

3. So they’re going to be short and crappy?
These are roughly on par with a 24-Hour RPG, except that trying to do a thing within a 24-hour span doesn’t work at all for how I create and live. Plus I’ll try to do a little bit of playtesting and revising, though not until after I shove the thing into the world.

4. Why the hell are you doing this?
Because normally I’m bad at finishing things. Hence, short things that I’m more likely to finish.

5. Aren’t you just ripping off XXXXtreme Street Luge?
Fuck you. I actually got inspired to get off my ass and design stuff, and to finish it. Plus, every design contest manages to happen at the very shittiest time possible for me.

6. Whatever. What’s the next one going to be?
I’m not going to post about a given game until it’s done. All I will say about the next one I’m working on is that it’s going to be as perverted as people wrongly assume Maid RPG must be.

7. What do I need to play?
Depends on which one. PFF uses six-sided dice and tokens. But I also want to do ones that use cards and other things.

Not About Maids

Illustration of Rita by Sue-chan (www.sue-chan.com)
Illustration of Rita by Sue-chan (www.sue-chan.com)

Time to post about some non-Maid stuff for a change.

I Design Too!
“This guy always has all the best ‘let’s smoke some peyote and watch anime’ ideas.”
— Eero Tuovinen

I haven’t gotten a whole lot done in terms of designing my own games of late, so I’m trying to make a conscientious effort to actually get some goddamn work done, and maybe even bring one or two to fruition. Raspberry Heaven is by far the most promising of my game projects, and the one that had probably my single most successful playtest session ever. I’ve already done some fine-tuning since then, and right now it basically needs more writing, testing, and tuning.

I’m also getting more seriously started on Slime Story, hence I started a thread on the Forge about it (which is where the above quote comes from). The thread explains what the game is about (and I’ve posted here about it before), and the game is basically at this point where I have a good idea what I want it to do, but I’m still trying to work out how.

Playing Games
My group is currently doing two different campaigns. There’s my Divine Machine campaign, which runs on OVA because it seemed the best system I had on hand that could handle all the crazy stuff I wanted to do (though now the scale of events is kind of pushing past what even it can handle), and which is barreling towards its conclusion. I’m kind of starting to wish I had a game that could mechanically handle an epic struggle against a sentient nanotech menace that threatens the entire multiverse…

We also finished our second adventure (fourth session) of D&D 4th Edition. Our characters reached level 2, and we’re generally playing the game more like a well-oiled machine, rather than looking up and arguing about the rules every 5 minutes.

Much as I’m enjoying both of these, I’m kind of looking forward to Divine Machine ending and/or D&D going on hiatus, because I’m increasingly wanting to shift away from long-term play and also to jump headlong into playing more of my accumulated indie games (plus playtesting my own stuff, and playing some of the stuff I’ve translated). In particular, I want to clean up Raspberry Heaven a bit and run a playtest, give Yuuyake Koyake another go with different local friends, and try out Monsters! Monsters!. I also want to play 3:16, do a PTA game about the lives of otaku, and do a Solar System game inspired by Fairy Quest.

Maid RPG Update: GenCon Indy 2008


I am so out of it right now, and very relieved that I’m done with conventions for the summer. ^_^;

This year’s GenCon was the launch of Maid RPG. We shared a booth with Khepera Publishing and Aetherial Forge, so the booth’s main offerings were Hellas, Ninja Burger, and Maid RPG. Three very different games, but all of them are awesome. Also, Jerry Grayson is a really awesome guy, and hanging out with him, Andy, Renee, Mike, and everyone else at the booth helped make the con for me.

Selling Maid RPG was one of the more amusing things I’ve done in a while. People would walk by the booth, eye it, and as soon as they started to comprehend what they were looking at, they would either be drawn closer like a magnet, or be repulsed like one. The word of mouth and internet buzz apparently paid off, because as this small press/indie stuff goes, it sold like hotcakes. We had a grand total of 70 copies to sell, and they were gone by the end of Saturday. I wish we could’ve had more, but we’ll hopefully have the online orders up and running soon enough, and Andy didn’t have to carry any home.

I ran two scheduled Maid RPG events. One was a purely random game where the Master turned out to be the son of Satan (Special Qualities: Demon, Evil Emperor, Family Hate, in a Post-Apocalyptic world). It was a very random game that sort of hilariously shambled along. Then on Saturday I went to run the Maidenrangers scenario I had so diligently prepared for, and found that I was running it for a familiar bunch of guys from Kentucky who proved that perverting the situation in Maid RPG does not require any random events if you’re determined enough. It was seriously amazing. And one of the tape-recorded everything. Be afraid.

Another cool thing about this project is just that I got to meet a bunch of RPG designers and other people big in the hobby. Several indie game designers stopped by the booth, as well as a good number of podcasters and whatnot. I lost count of how many people came by with Adept Press exhibitor badges (i.e., people who were part of the IPR booth), and I was routinely bumping into people whose names I know from online and from indie games. I also got to chat a little bit with Christopher Clark of Inner City Games, and when I went by the Arc Dream Publishing booth for a copy of Wild Talents they congratulated me on the game and were going on about how jazzed they were about it.

All in all, I’m extremely happy about how things turned out for us at the con. Admittedly I now need to stay home and curl up into a ball for a day or two, but it was easily the best convention experience I’ve had this summer, and for that matter in quite a while. Our friends from Kentucky want me to come again next year, but I really have no goddamn clue where my life will be at next year. If Maid RPG 120% or an English version of Yuuyake Koyake, or something else of mine comes to fruition I could well wind up feeling obligated to do that, but who knows. Andy will definitely be there with Tenra Bansho Zero and Maid RPG for sale, and if my finances permit that’d be enough of an excuse to come to help out.

Up Next For Maid RPG
As happy as I am to have Maid RPG out into the world, I’ve already spotted a few errors. We’ll have to put together an errata file in the very near future, and try to fix as much as possible in time for the next printing. We did as much as we could, but we also wound up giving ourselves tight deadlines for GenCon. If you have a copy and you catch something, please don’t hesitate to let us know. We’re kind of new to this whole “being an RPG publisher” thing, so I have to ask for you patience. The next one will be better.

There’s also the matter of doing the layouts and PDFs for the remaining scenarios that didn’t get into the book, and getting the full website up and running. I don’t know when that’s all going to happen, but it’s definitely on the to-do list.

I’ll be poking at my own original material too, and I intend to give all of it a decent amount of playtesting. However for the time being life is hectic, and I have no idea when I’ll really be able to commit the time needed to it.

One thing I am definitely going to do in the near future is put together a packet of all the stuff for my expanded version of the Maidenrangers scenario, complete with pregens, character sheets, etc. If the scenario sounds neat to you, I’d suggest waiting until I get this stuff ready, since I have a few important additions based on having two runs through it under my belt now.

I didn’t take that many pictures, but here’s what I did get. Mike (the Ninja Burger Mike) took some pictures of things I missed, including this unbelievably cute girl wearing bunny ears and holding a copy of Maid.

Non-Maid RPG stuff after the cut.
Continue reading Maid RPG Update: GenCon Indy 2008