Tag Archives: Yuuyake Koyake

Yuuyake Koyake Supplement: Kore Kara no Michi

korekara_cover1_200

The Sunset Games website now has some info about Kore Kara no Michi, the third and final Yuuyake Koyake supplement, due out this September. According to the description, it’s going to have one new character type, additional rules, and three scenarios, in a 64-page book like the prior supplements. As I’ve reported before, the book is indeed going to be about playing as humans. Here’s a quick translation of the description on the website, which looks very much like it’s going to be the introduction from the book:

It starts with one step.

First, you’re reading this book.

Thank you.

If you’ve never read Yuuyake Koyake and you’re reading this book, please see if you can borrow that book from a friend to read it. That book will let you become a henge and tell stories in the countryside. You need to know about that, or even if you read this book nothing can begin. How you begin the stories, and how you finish them, are not written in this book.

Yes, this is the final Yuuyake Koyake a book. It represents the end of Yuuyake Koyake, at least for now. Previously, there were Yuuyake Koyake, Mononoke Koyake, and Hitotsuna Komichi. Together, these tell you all about the mysterious inhabitants of the town. These prior books tell you the secret of how to become these beings, and tell stories about them.

Henge, mononoke, and elder henge. If you’re reading this, have you enjoyed becoming them and running all over town? Have you become them, and used mysterious powers that a person cannot? Have you spread more smiles around the town? If so, that makes us very happy.

You’ve become animals or monsters, or perhaps the narrator. Hopefully you’ve come to see the town from a different point of view. How people live, how things are, feelings, and surprises. You’ve given many things, and received many others.

That is the road that has led you here.

This book is the road from here.

What do you think of the town full of people, the town that you’ve been watching from the outside? You seen it as a henge, but what about as yourself? Yourself as a child, as you are now, or when you’re older. Was it as you really are, or as you wish to be?

The road that has led us here. You’ve seen the town as a henge, as a mononoke, as one who has watched the town since olden times. Now, let us take a first step onto a new road. It is not path either of us have walked before. Even the henge of the town have not walked this path before. This path is here for you to move ahead. It will not open until you do.

You can participate in stories as a normal person. People don’t have any wondrous powers. They simply have their feelings. But, their feelings, and the fabric of their connections to each other, are the most important thing of all.

Please remember, these people’s feelings created the town. Their feelings accepted the henge. The henge and the people joined hands. Up until now, the henge have been helping the people, but really, they’ve been supporting each other. People and henge, let’s walk together, one step at a time, on the road from here.

Now, gather your courage. As you’ve walked this road, you were never alone, and you never will be.

Revenge of the Random Thoughts

Deep Blue Sea
The blue ocean strategy podcast is taking a bit longer to put together than I had hoped, in part because, when it comes down to it, it’s potentially a very broad topic. The thread I started over at Story Games has generated over 80 posts over the course of two weeks, and produced some very interesting discussion, that has in turn helped me better figure out what to do with the podcast. In particular, I think that while RPGs have done a lot of innovation in terms of what the medium can do, there hasn’t been nearly as much innovation in how people market and sell those games. (Though needless to say, design and marketing can and probably should inform one another.)

Four Ee
D&D4e is a great game for campaigns, but it’s really not that great for one-shots. I’ve yet to play in a con game that didn’t run for 6 or 7 hours, even with the party focusing on getting through the encounters. A 4e character has enough of a learning curve that it’s not worth playing one for just one session.

I got a copy of the new Eberron Player’s Guide, mainly because I wanted to see what 4e could do with a fantasy setting less generic than Forgotten Realms, though frankly it’s not quite wacky enough for my tastes, which makes me want to get around to working on the Nine Towers setting I’d tentatively started a while back.

Potential Spaces
At Webstock 09, Ze Frank gave a talk on “Potential Spaces”. Although he’s a very talented guy himself, where he really shines is his ability to create spaces for people to contribute, and over the course of his 50-minute talk he gives several fascinating (and uplifting!) examples. Early on in the video he also talks about the relationship between the rules of a game and what actually happens, and this is something every game designer should be thinking about.

Dragon Oracle
As kind of a short side project I’ve started trying to design a (non-collectible) card-based RPG. It’s a simple fantasy game, tentatively titled Dragon Oracle. I’m trying to stick to using two decks of 54 cards (a Hero Deck for the players and a Dragon Deck for the GM/Dragon Master) and as few other materials as possible (which is why it wound up being non-random), though I ended up having to allow for simple character sheets. The number of cards limits the number of classes for the base Hero Deck to 3, which will be Fighter, Mage, and either Thief or Acolyte (priest/cleric). I’m not sure where I’m going with this. If it works out exceptionally well I may see about POD printing through Guild of Blades, or try submitting it to game publishers, but it may just wind up as a free PDF, if that. Right now it’s kind of stalled, partly because of the dilemma over class choices (though I’m leaning towards putting in the thief and letting the mage heal a bit, so it could be Fighting/Magic/Trickery rather than Fighting/Magic [arcane]/Magic [holy]).

Sunset +3
Over on the Sunset Games blog they’ve posted up an announcement and cover image for the third and final Yuuyake Koyake supplement, Kore Kara no Michi (“The Road From Here”), which as I understand it will be about playing as humans. Ike‘s art is awesome as ever.

Slime Story
I haven’t been getting much done on Slime Story, but I did get the commissioned art for the game’s archetypes:
Karate Star (Matt)
Suburban Ninja (Phoebe)
Joe Hunter (Doug)
Custom Character (Rita)
Dedicated Archer (Christine)
Nerdy Alchemist (Kenny)
Monster Lover (Kelly)

Dragon Ball Zeeeee
I have a vague notion of trying to put together a DBZ game loosely based on the Budokai Tenkaichi (or “Sparking!” in Japan) video game series.

Nechronica: The Long, Long Sequel

Nechronica Cover
Just recently Tsugihagi Honbo updated their site with info on their latest game, due out soon, called Nechronica. It’s not out yet, though their Tsugihagi Tayori #3 doujin has a preview replay included.

From the sound of things, it seems like a post-apocalyptic undead kind of setting, with some Rozen Maiden and Maid RPG thrown in for good measure, and I’ll definitely be ordering it as soon as it’s out.

From the description on the site:

In this world, humanity has been destroyed.
In this world, everyone is dead.
In this world, no one dies anymore.
Only the dead remain to act.

The protagonists of Nechronica: The Long, Long Sequel are young girls with the misfortune to have hearts. The dolls. Put simply, this is a game where you play girl zombies and fight other zombies.

The dead can move again through the necromancer who rules the ruined world. He serves as both the game’s ultimate boss, and a mechanism to move it forward. That is because it is the necromancer who gives these girls hearts. In a world of puppets, these dolls who have their own will, and can cry and laugh are mere toys to the necromancer. He sends enemies at them, and enjoys the tragedy or comedy that results.

These dolls are already dead, and do not die merely from being broken.

They’re already quite dead, after all.

The world is already finished too.

So, let’s have some tea under a lead-gray sky, and tell tales of a long, long sequel.

A preview replay of Nechronica: The Long, Long Sequel has been published in Tsugihagi Tayori Vol. 3. Please take a look if you’re interested.

The site also mentions a third Yuuyake Koyake supplement on the way, Kore Kara no Michi, or “The Road From Here”. This will be the final Yuuyake Koyake book, and will focus on playing as people, and is slated for release at JGC 2009 (which means early September).

Kurumi Project: Part 1


(Artwork by vmat on DeviantArt)

You may or may not be aware that I have this mascot character named Kurumi. She’s a 19-year-old bunny girl with pink hair. I’m that much of an otaku. Anyway, I’ve decided to do a series of posts where I try to do write-ups of her in as many different game systems as possible. This time around I’m starting with the obvious stuff, though it will get steadily more strange and contrived as I go along.

Risus
Kurumi
Cute Bunny Girl (3)
Warm and Caring (3)
Mysterious Power (3)
Lucky Shots [][][]

Maid RPG
Kurumi Hayashi (Age 19)
Maid Types: Sexy Heroine
Maid Colors: Uniform: Blue, Eyes: Purple, Hair: Pink, Ears: White
Attributes: Athletics 2, Affection 3, Skill 1, Cunning 2, Luck 2, Will 2
Maid Special Qualities: Bunny Girl, Nymphomaniac
Maid Weapon: Broom
Maid Roots: Love
Stress Explosion: Spoiled Child
Maid Power: Windows of the Soul

Yuuyake Koyake
Kurumi Hayashi
True Form: Rabbit
Attributes: Animal 1, Henge 3, Adult 2, Child 2
Base Powers: Cute, Mochi Pounding, Lop-Eared, Help Me, I Dunno, Moonlight
Additional Powers: Friendship
Weaknesses: Loneliness

Seasons
I have pink hair –> I like pink things in general –> Especially strawberry ice cream

I’m a bunny girl –> I have some kind of special power –> A scientist in the future altered my DNA before I was born –> Someone has to save the future

Raspberry Heaven
Quirks: Busty, Cute, Softy

Changeling: The Dreaming
Court: Seelie
Legacies: Panderer/Pandora
Seeming: Wilder
Kith: Pooka (Rabbit)

Attributes:
Physical: Strength 1, Dexterity 4, Stamina 3
Social: Charisma 4, Manipulation 2, Appearance 4
Mental: Perception 2, Intelligence 2, Wits 2

Abilities:
Talents: Alertness 2, Athletics 1, Dodge 2, Empathy 4, Persuasion 3
Skills: Crafts 2, Drive 2, Etiquette 1, Leadership 1, Performance 3, Stealth 3, Survival 1
Knowledges: Computer 1, Enigmas 2, Greymayre 1, Linguistics 1

Backgrounds: Dreamers 3, Remembrance 2
Arts: Chicanery 1, Primal 1, Wayfare 1
Realms: Actor 2, Prop 2, Scene 1
Merits and Flaws: Acute Sense (Hearing), Changeling’s Eyes
Tempers: Glamour 5, Willpower 5, Banality 3
Ravaging/Musing Threshold: Create Hope

TRPG Book Report: Doko ni Demo Aru Fushigi

Doko ni Demo Aru Fushigi

With so many TRPG books to go through, I’ve decided to start posting about the various books I’ve got as I go along. First up is Doko ni Demo Aru Fushigi. This is a 50-page doujinshi produced as a collaboration between Tsugihagi Honbo and Majo no Kai. Tsugihagi is Ryo Kamiya’s circle, and responsible for Yuuyake Koyake. Majo no Kai, headed up by “South,” published a print edition of Witch Quest, a free TRPG available as text files. Witch Quest and Yuuyake Koyake are both heart-warming “everyday magic” games, so it was natural for the two circles to collaborate on something. However, the notion of doing so came right when Kamiya was hard at work on Mononoke Koyake, so if they were going to do such a project, it needed to be one that wouldn’t place undue burden on either party. This book is the result. They met online, played a session of each of their games, and had a lengthy dialogue about everyday magic in general, and the book has a transcript of the discussion, sandwiched between two replays. It’s not the most impressive RPG book out there, but for me it was definitely worth the 500 yen.
Continue reading TRPG Book Report: Doko ni Demo Aru Fushigi

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

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.