Category Archives: projects

Falling Into Places

Mike had a really brilliant idea that he never got around to telling me about until last night. He was thinking of trying to make a Neko Machi RPG as a birthday present for me, but he didn’t get far before I posted about Raspberry Heaven. So the idea, which I think is exactly what RH needed all along, is to play cards for each of the 4 panels (kishoutenketsu again). I still need to figure out where to go from there with the idea, of course. I want to make a sheet with spaces for the cards and explanations of what goes where. It could be a deck of playing cards where highest card played gets narration rights (possibly with a requirement of a given suit for each stage of kishoutenketsu), or playing cards with some significance to what is played, or maybe (borrowing from the Bullwinkle RPG oddly enough) a deck of custom cards with plot elements. As Moonsick is already going to involve a deck of 90 or so custom cards, I’m not too hot on doing that with yet another game, but we’ll see. Regardless, quirks will definitely fit into how the cards are played in some way.

I’m not really into card games (or board games for that matter), but cards are really neat. :3

Also, Mike is working on his own music-fueled RPG, which we playtested last night. There’s an initial post about the idea here on Story Games, and more recent stuff here. IMHO he’s got a solid start on a game — a musical, rules-light Shin Megami Tensei/Persona kind of thing — that’ll be awesome after some more tweaking and whatnot. It’s tentatively titled “PodCasters”, which very unexpectedly is growing on me, despite how terrible it is.

Yet Another Game: Dandelion Complex

I think I’ve mentioned before that I was thinking about designing a game somewhat similar to Raspberry Heaven, but specifically based on maximum random zaniness. (So its main inspirations would be Pani Poni Dash and Sayonara Zetsubou-sensei instead). For whatever reason I wound up starting working on it, and it’s tentatively called “Dandelion Complex” (or “Tampopo Complex” in the imaginary Japanese version). It’s still very referential Engrish, but much more subtly so this time. So far the game is looking like a mashup of Maid RPG, Teenagers From Outer Space, and just a tiny bit of Best Friends. If I ever get both games to where I’m fully satisfied with them, I’ll probably put them in one book, though I have no idea what I’d call that book.

Anyway, in Dandelion Complex each player has up to three schoolgirl characters, and the GM is the Teacher. Players have tokens to spend on various things, including random events. The game is divided into “lessons,” in which the Topic, Setting, and Cast (which schoolgirls, if there are multiple per player) are determined by a mixture of the Teacher picking, players spending tokens, and random rolls. Both random events and the teacher deciding it should be so can require schoolgirls to do “Tests,” comparing attribute levels (1-4) to difficulty numbers, and they can spend tokens to make up the difference if need be, but doing too well on something brings out the Unintended Consequences tables.

I’ve been poking at Raspberry Heaven itself too. The main thing I’ve decided is to make it so that characters accumulate “Likes” rather than simply increasing bond levels, and (1) the total number of Likes is what determines how effective you are at helping, and (2) you can help even better if you have a Like related to the task at hand.

But mostly, I need to get through finals week before I worry too much about that kind of stuff.

A Small Update

While being egotistical enough to look for my own stuff on Google, I came across a free RPG called Catgirl Avengers, which I can’t believe I missed before. It’s a very simple traditional game, but it has a nice gonzo manga kitchen sink thing going, and some nice artwork too. I really can’t believe I never saw this before.

Also, I mentioned this briefly in the comment thread of my last post, but Guild of Blades is planning to offer POD services for cards. (Original Thread, Update). Aside from the fact that it’s just plain cool, I’m mentioning this because one of my back-burner projects suddenly got a lot more viable. I conceived Moonsick as a superflat-inspired RPG (Junko Mizuno’s Pure Trance was a particularly strong influence). The design of the game has evolved quite a bit since I started working on it, and as it stands now it’s more or less going to be a card game with strong RPG elements. And it’s something that’d be a massive pain to work on without a good way to print up the cards. Although I could make do with running thin cardstock through the inkjet printer, a POD solution makes me much more inclined to bring the whole thing to fruition.

Which isn’t to say it’ll be getting done soon… I’m getting close to being ready to make an announcement about something that’ll keep me entirely too busy over the next several months.

Lastly, I decided to get the $6 PDF of the D&D Rules Cyclopedia the other day. I have to say, the people who are complaining that D&D4e is going to be too different apparently need to get a better historical perspective. Just from D&D to AD&D a whole hell of a lot of stuff got changed:

  • It’s basically assumed that at 9th level a character has the option of becoming a land-owner. For the higher levels, most classes list land-owning and traveling paths. If you play a fighter, when you get to 9th level you can choose to become a land-owner, or become a paladin, knight, or avenger, depending on your alignment.
  • A lot of people already know that races (Elf, Dwarf, Halfling) are treated as classes. These have strict level limits (for “balance”), though they do still gain certain benefits for amassing XP beyond what it takes to get to level 10.
  • Druids are some kind of freaky prestige class type thing for high-level neutral clerics. Monks are called “Mystics.”
  • The game includes explicit rules for high level characters seeking immortality, for strongholds and domains, for mass combat, etc.
  • The section on the planes is short and when it comes to the outer planes very, very vague. (“There are planes where dragons come from, planes where Immortals live, planes where many undead spirits collect…”) Heroes turned Immortals are an important part of the milieu, but deities aren’t really mentioned.
  • There’s a default game setting in the appendix. That’s Mystara.

Catgirl: The Storytelling Game (Types of Reality)

I’m still not sure what to call the overall setting that Catgirl takes place in. Stuff like “World of Insufficient Light” both has been done and doesn’t fit where the game wound up going. The best I’ve come up with so far is “Age of False Innocence,” which is actually the title of a Blind Guardian song. So anyway, time for some more on the cosmology.

There are two distinct modes of existence: material and immaterial. Beings that are purely immaterial are called Figments, while beings that are purely material are called Others. Humans are among those who have some of both the material and immaterial within them, though it’s at best an oversimplification to call the immaterial side a “soul.” Not a few of a human being’s cognitive functions–including things like language and to some extent emotions–are at least partly a function of a physical, biological brain. On the other hand there are things like the Linker Core, an immaterial component that facilitates connections to other people, and allows one to dream. Those who are properly aware of the material and immaterial sides of themselves are called Awakened, so naturally those who are not–the great majority of mankind–are called Sleepers.

Figments are relentlessly created, disintegrated, and reformed. Every casual thought creates minor Figments, but the thoughts and dreams of many people, or even of one very determined person, can crystallize into an immaterial form that can endure for eons. For the Figments there is no such thing as “not real.” The concept of unreality is simply a fiction as far as they’re concerned, an impossible paradox. While Figments begin their existence as creations of others, especially Sleepers, they can acquire a life of their own and can change over time. The immaterial world contains entire worlds formed from the dreams of humanity.

The Others are more common and more powerful than you might think. While human science has unlocked many of the material world’s mysteries, complete understanding is still a long ways off. Thus there are Others who possess secrets and abilities that rival or exceed the greatest of the Awakened. Among the most dangerous of the Others are the Obliviators. These beings are painfully aware that beyond death only oblivion can await them, and have taken to doing anything and everything in their power to extend their lives. To that end they seek to steal the very essence of existence. They take on human form, and infiltrate the world of humans. Sleepers provide them with some sustenance, but the Awakened provide far more and far sweeter, so it is the Awakened that all but the weakest Obliviators choose to hunt.

Catgirl: The Storytelling Game (The Shadow)

Over the past few days I finally started reading Night Watch, the first part of Sergei Lukyanenko’s gritty supernatural tetralogy set in Russia. Without getting too much into it, the concept of Twilight helped me come up with an important element to the cosmology of Catgirl: The Storytelling Game.

The Shadow, also known as the Twilight, the Between, the Divide, and so on, is the immaterial world’s intrusion into and reflection of the material world, and vice versa. It is where the Awakened are at their strongest, because both sides of them are fully expressed. The Shadow looks like an approximation of the material world, but many mental and spiritual factors are plainly manifest. The symbiotic relationship between the two sides of reality allows influences to flow both ways. People can be affected by and exert influence on things in the Shadow, often without realizing it. They can unconsciously shape the Shadow landscape around them, but changes to it can likewise affect them back.

Most Awakened have the power to enter the Shadow, though some individuals are better at it than others, and some don’t even know that they can. Catgirls don’t have any powers that let them exert special influence over the Shadow, but anyone who can enter it can do things that have an effect. If Timmy’s recurring nightmares have formed a monster in the Shadow, defeating it will most likely let the boy sleep soundly at night. For this reason, deftly entering and navigating through the Shadow can be a very powerful skill to have. Some of the most desperate and dangerous battles fought by the Awakened have been fought to control part of the Shadow, and through it exert influence on the other worlds.

For better or for worse, it is unhealthy to stay in the Shadow for extended periods of time. Existing in the physical or spiritual realms naturally saps some of one’s vitality, but existing in a place that comprises both is draining both physically and spiritually at the same time. This is why most awakened only partially immerse themselves into the Shadow. By staying rooted into the material or immaterial worlds while entering the Shadow, it is both less draining and easier to leave if need be. Of course, it does mean truly existing in two realms at once, opening up the possibility that other people will think you’re crazy for reacting to stuff they can’t see. It is possible to enter more fully into the Shadow, but going into the deep Shadow for a length of time will cause those foolhardy enough to do so to waste away and go mad.

It is tempting to think of reality as a Shadow sandwich with material and immaterial bread, but things are not that simple. There are countless peaks, valleys, whorls, and tangles that render the sandwich metaphor untenable. Those who know how to navigate the Shadow can find shortcuts through reality, cutting through one realm to gain ground in another. The variations in this structure and be very broad, or impossibly fine. Sometimes pieces of an immaterial realm can even have a needle-thin breach leading to a specific person.

I also got my copy of Werewolf: The Apocalypse (first edition) in the mail today. I haven’t had a chance to do more than flip through it, but wow. White Wolf has really changed in the 15 years since then. The old logo says “A Renaissance In Gaming(tm)” below it.

Also, does anyone know of anything similar to Night Watch that might be a good source of inspiration?

Catgirl: The Storytelling Game (Setting Stuff)

As usual, I found something to distract me. I’ve been working more on Catgirl: The Storytelling Game, though mainly in terms of setting stuff. I even went so far as to order a $2 copy of the first edition of Werewolf: The Apocalypse from Amazon Marketplace, to get a blast of the wackier yet more pretentious original White Wolf feel.

The overall setting/cosmology is sort of a mix of weird ideas I’ve been trying to do something with and some Neil Gaiman influence, plus of course otaku culture. So far it’s turning out much more serious than I’d intended, but also cooler. The material world we live in is not a lie or an illusion, but rather an equal partner to the immaterial. There are Figments (purely immaterial) and Others (purely physical), and there are those who have some of each, though few truly realize it. There was no Golden Age that was shattered by hubris; on the contrary, the invention of stories let people look beyond the darkness and fear of the Dawn Time and start to dream. Some see the world as a tapestry, others as a song, a story, a painting, etc. Seeing the world as such is the easy part; the hard part is making the world see itself as you do.

Beings who consciously straddle the line between the material and immaterial worlds are collectively called “Awakened.” Catgirls (and other kemonomimi) are one type of Awakened, but there are also Shinigami, Magical Girls, Mascot Girls, Dreamers, and others besides. Catgirls are in a unique predicament in that all of the catboys are gone, and even the story of how they disappeared is lost. In a desperate bid for survival, 108 catgirls gathered and performed a ritual that made it so catgirls would be born at random among humans and even cats. There are three “Breeds” of catgirls: Homid (born to human parents, or to a catgirl mother who mated with a human man), Feline (born as a cat), and Transformed (a human turned into a catgirl by magic, not necessarily willingly). Although they don’t know why, catgirls are divided into five castes: Claws (warriors), Ears (diplomats/socialites), Glasses (scholars), Paws (athletes/spies), and Tails (priestesses/magicians). And yes, castes affect skills and charms. There are no Anima Banners, though I’m thinking of adding some kind of special ability per caste. Catgirls have two “Kitty Quirks,” mannerisms that mark them as being part cat. I put in a heading for “Meow Points” in the file, but I can’t remember what it was supposed to be… There are going to be some catgirl factions, including nekomimi maids, and a group that goes around finding humans to punish by transforming them into catgirls.

The Shinigami are the other Awakened that I’ve gotten the furthest in developing, and I’m very happy with how they’re turning out. There are 5 main Shinigami factions, most of which come from different anime. There are the Black Angels (ruthless death gods with black feathered wings), Chosen of the Middle Way (katana-wielding guys in black Buddhist robes), Corpses of the Unrelenting Night (amoral, decaying creatures who use a Shinigami Notebook to extend their own lives), The Girls in Black (gothic lolita girls who can work magic through their cell phones and the attached charms), and Reapers of the Gentle Dawn (kind Shinigami who see themselves as having a sacred duty to departing souls). I’m not really planning to actually make splats/spinoff games for the other Awakened, but if I did, the Shinigami book would be the first one.

Thrash 2.0 Beta: GO!

I was originally planning to wait for my local friends to give me some feedback before putting the rough draft of Thrash up on the web, but I got impatient, as I’m sure plenty of you guys have. So:

Download Thrash 2.0 Beta (PDF)

A couple of things to keep in mind about this:

  • This is the first draft, so the text is pretty raw and unedited. There WILL be typos and such.
  • There’s a list of things I’m concerned about in the game’s design on the very last page.
  • I’m trying out some neat indie-influenced stuff, but this is still Thrash, which is a fairly traditional game. My model for this approach is Truth & Justice.
  • Although the general approach to the genre is the same as previous versions, the changes are massive, and it’s pretty much an entirely new game cast in a similar mold.

Edit: I should mention, I don’t mind getting feedback here, on the Thrash mailing list, by e-mail (ewen (swirly-a) neko-machi.com), or what have you. It’ll be neat to have the ML start picking up again though… :)

Also, while looking for Thrash stuff on Google I came across this. Good times.

Tokyo Kung Fu Catgirls

(This is what the subject headings usually look like on my LiveJournal).

The first rough draft of Thrash 2.0 is finished! Seriously! After I get some feedback from my local friends I’ll be posting it up.

In the meantime I wound up poking at some of the other things on my hard drive. I’d forgotten how neat Catgirl: The Storytelling Game (a semi-tongue-in-cheek parody of White Wolf-ness, but with lots of otaku memes thrown in) was looking. It’s going to be a ST-ish Fudge variant, and the point of it would mostly be just to do the setting for the fun of it.

I also wound up poking at Tokyo Heroes a little, finally. Again, with tremendously helpful feedback from Filip. Here’s what I’m working on so far:

  • Sessions are divided into four distinct phases: Prologue, Investigation, Battle, and Epilogue
  • The Investigation phase essentially involves clearing “gates” set out by the GM for the heroes to find and/or figure out how to beat the monster of the week. Gates can be cleared by using Keys, or just by being in the right place, or by succeeding at challenges. Gates can become improvised, they can be linked, they can branch, and they can provide special advantages against the bad guy.
  • The switch to Keys being the basis of investigation stuff has made many of the attributes in the game irrelevant. Tentatively there’ll be three: Courage (melee attack/defense), Prowess (ranged attack/defense), and Kiai/Spirit (for finishers, and encouraging teammates). This neatly does away with having an overpowered Attack attribute.
  • I’m pretty much getting rid of Stamina and Resistance. I still need to work out more of the specifics, but basically the heroes have a Blast Gauge that indicates how far the battle has escalated. For sentai heroes it starts at Basic Attacks, and moves up until it reaches Finishing Attacks. The Blast Gauge varies a little bit depending on the type of battle (the version for robots and magical girls doesn’t include a Basic Attack stage). Bad guys cause heroes to accumulate Pain, which can eventually cause them to be de-transformed or incapacitated if they get enough.
  • Part of setting up the game is setting up a Budget progression, which determines how powerful the bad guys are and creates a long-term pacing mechanic for the heroes getting handed new robots/powers/etc. Gates are part of the GM’s budget for each episode/monster.

Thrash 2.0: Home Stretch (of Lap 1)

The other day I realized something about Thrash. Something about the game inspires people to form strong and at times divided opinions on things. Maybe it’s got the cumulative opinionation (I think I just invented a word) of both RPGs and video games. I really do genuinely appreciate getting feedback on my games–Filip in particular has been tremendously helpful of late–but thinking back to all the discussions on the Thrash mailing list I can’t help but think that as fun as all of that was, at times there were problems with the signal to noise ratio there. I’d say “I’m thinking of switching from 1d10 to 2d6” and a big argument would follow. Certainly, trying to get the community to collectively figure out where to take the game was an abject failure. I really wonder how the FFRPG guys did it.

I don’t want to sound ungrateful or anything like that. If the above has slowed me down any, the majority of the 5-year delay still falls squarely at my own feet. When doing creative stuff, I have to take my own twisted personality into account, and remember that a lot of the time I work best in isolation.

So, right now I think I need to just hunker down and finish up the rest of the current draft. Barring any sudden amazing blasts of inspiration, I pretty much just need to finish filling out the less interesting bits of what I’ve already got laid out. The base character creation rules are done, maneuvers are pretty much complete (I’ll be needing people to look to see if any need to be added), the combat rules are complete, the Destiny rules need the wording cleaned up at most, etc. The weapon rules are still a little sketchy, and there’s a decent amount left to write in the GM section (though that’s mostly fluff and advice). From there I’ll have my local friends look at it (especially fighting game fanatic Suichiro), and then put a version up on the web for all to see.

Thrash 2.0: Destiny

I get happier with Thrash 2.0 the more I work on it. Things are just generally fitting together really well. The new maneuver design system seems to work just fine so far, and I’ve got the Special Maneuvers all taken care of (though there wound up being more Support Maneuvers than Specials, and only about 6 Supers, though most of them are meta-things used to make supers based on your special moves). Although I mentioned this before (a while back), the new AP system has allowed me to finally get combos and counters figured out in a way that looks fairly solid, for which I’m immensely glad.

I also keep coming up with rules options — three pages so far — that I’m sticking into the playtest version for people to look at and mess with to their heart’s content. I wound up creating a “power level” rule similar to Mutants & Masterminds, to set and gradually raise caps for various character traits.

The major thing I’m still working on figuring out is the details of the game’s more narrative-oriented aspects. I’ve added “Destiny points” to the game, which do double duty as XP and meta-game Drama Point type stuff. My inspiration for this melding of two elements is Truth & Justice. The game starts out with just adding clever rules for superpowers to the PDQ system, but its implementation of Hero Points goes a long way towards adding some of the feel of superhero comic storylines to the game. The question is, what do I need to do to give more of a fighting game/fighting manga feel?

Fighter Nature is sort of like T&J’s “Motivations” in that it’s going to describe the fighter’s reasons for fighting and affect the flow of Destiny points. I’m still working out what I want to do with Story Hooks though. These can be things like having a murdered family member to avenge (Chun Li), being famous enough to attract challengers (Ryu), or having been created by a secret organization as a fighter (Cammy). Stuff like that. I’m thinking of taking a cue from The Mountain Witch and giving the player the power to introduce things related to the Story Hook into the game (albeit with a Destiny point cost, and a potential for a Destiny point reward).

Some of the other uses for Destiny I’m thinking about include:

  • Second Wind (get some Health back)
  • Digging Deep (get a bonus on a roll)
  • Duel (force someone to have an uninterrupted one-on-one fight
  • Epiphany (suddenly figure out a new move pertinent to the situation at hand)
  • Fury/Quiet (reach a new plateau of rage or meditative calm to be more effective for one scene)