Showing posts with label obscure games. Show all posts
Showing posts with label obscure games. Show all posts
Thursday, February 27, 2014
Forget Rifts, Give Me Mutant Chronicles!
Just look at the great gonzo, British grotty art!
How did I miss this gem back in the day?
Apparently getting a re-edition.
I am so glad io9 has RPG news.
Wednesday, February 26, 2014
T Minus Two and More Blog Love
The OSR love keeps pouring in for the March
Madness Non-D&D Challenge. The ever sunny Alexis from Tao of D&D has showered
the endeavour and yours truly with encouragement:
(From his comment on Talyman’s blog) “These
things are for people who can't think of anything to blog. Moreover, I'm not
interested in helping "noobs" get their blogs started. If they have
something to say, then they'll be fine. If they need a crutch, or anyone's
help, they should stop blogging immediately and attend to their hygeine
instead.
We need less 'training wheels' and more 'toss them into the pond and watch them drown.'
But then, that wouldn't let Tedankhamen and many others feel good about themselves for pointing and then gleaning off the self-important righteousness of 'finding new talent.' ”
We need less 'training wheels' and more 'toss them into the pond and watch them drown.'
But then, that wouldn't let Tedankhamen and many others feel good about themselves for pointing and then gleaning off the self-important righteousness of 'finding new talent.' ”
Beautiful! I do hope he is right and we get
lots of new voices and hear about new games, and I am pretty satisfied with the
response to date.
In case anyone is wondering about my feelings,
these types of comments don’t bother me at all. In fact, they remind me of my
uni gamer days when dissenting opinions and barbed comments darkened the skies.
I never took talk about a game seriously back then, and I don’t now. People who
want to play with me will, and people who poo poo us won’t.
But there is some real good feedback - someone
has already completed the whole thing! The blog Timinits and Trolls gave some great
responses, passed on questions he didn’t care for, and gave us a peek into some
obscure French RPGs. Go give it a read and be inspired!
Saturday, February 22, 2014
Count Down to March Madness OSR Challenge!
Here’s your warning – there are five days
left before February ends and the start of the March Madness 31 day Obscure
Game Blogging Challenge. All are welcome to participate, and I am really stoked
to learn about some games in the shadow of Grandpappy D&D.
Here are the revised questions– these are
probably the final versions unless people give me some good suggestions or
criticisms. Notice that for most questions I am not specifying old school game,
mainly because some posters voiced concerns over their lack of experience
playing them. The challenge is open to all, and participants should feel free to
‘tweak’ questions or answers to fit their gaming experience.
1 What was the first roleplaying game other
than D&D you played? Was it before or after you had played D&D?
2 What was the first character you played
in an RPG other than D&D? How was playing it different from playing a
D&D character?
3 Which game had the least or most enjoyable
character generation?
4 What other roleplaying author besides
Gygax impressed you with their writing?
5 What other old school game should have become as big as
D&D but didn’t? Why do you think so?
6 What non-D&D monster do you think is as iconic as
D&D ones like hook horrors or flumphs, and why do you think so?
7 What fantasy RPG other than D&D have
you enjoyed most? Why?
8 What spy RPG have you enjoyed most? Give
details.
9 What superhero RPG have you enjoyed most?
Why?
10 What science fiction RPG have you
enjoyed most? Give details.
11 What post-apocalyptic RPG have you
enjoyed most? Why?
12 What humorous RPG have you enjoyed most?
Give details.
13 What horror RPG have you enjoyed most?
Why?
14 What historical or cultural RPG have you
enjoyed most? Give details.
15 What pseudo or alternate history RPG
have you enjoyed most? Why?
16 Which RPG besides D&D has the best
magic system? Give details.
17 Which RPG has the best high tech rules?
Why?
18 What is the crunchiest RPG you have
played? Was it enjoyable?
19 What is the fluffiest RPG you have
played? Was it enjoyable?
20 Which setting have you enjoyed most?
Why?
21 What is the narrowest genre RPG you have
ever played? How was it?
22 What is the most gonzo kitchen sink RPG
you ever played? How was it?
23 What is the most broken game that you
tried and were unable to play?
24 What is the most broken game that you
tried and loved to play, warts and all?
25 Which game has the sleekest, most modern
engine?
26 What RPG based on an IP did you enjoy
most? Give details.
27 What IP (=Intellectual Property, be it
book, movie or comic) that doesn’t have an RPG deserves it? Why?
28 What free RPG or what non-English RPG did
you enjoy most? Give details.
29 What OSR product have you enjoyed most?
Explain why.
30 Which non-D&D supplemental product
should everyone know about? Give details.
31 What out-of-print RPG would you most
like to see back in publication? Why?
I had hoped to post more this month but real
life is taking its toll on my hobbies. I think the March Madness Blog Challenge
will be a good, structured way for me to get some posts out while I grind away
at real life Things That Must Be Done! I hope both readers and writers have a
blast with it.
Sunday, February 9, 2014
Updates and Mostly Good News
Hey all,
I am enormously pleased with the response
to my proposal for the March Madness Non-D&D OSR Blog Challenge. Some
bloggers who I respect immensely (check the replies to the original post to see
who, and check out their blogs!) have all come on board. In addition, the post
has reached just shy of 200 reads, tripling any of my previous posts and
(hopefully) foretelling a good time for both readers and writers in March.
As for the questions, I thought about
changing them based on suggestions, but ultimately have decided to put it out
into the world warts and all. The only 2 improvements will be the following
clarification in question 2:
“2 What was the first character you played
in an RPG other than D&D? How was playing it different from playing a
D&D character?”
Also, I will be adding “… played or want to
play…” in the questions about system (questions 7 to 15) because, let’s face
it, there are so many great games we are dying to play but just haven’t gotten
around to. I will send out a reminder about the challenge around the 20th of this month.
There is a spot of bad news – I was
actually planning to go to a small con and do some (GASP!) actual roleplaying
in March, but sadly family concerns have made it impossible. I am sure March
Madness will make up for it.
Always end on a high note they say, so HEREis a link to a story, “The Coast,” that got published last week in Canada. If you
like historical fiction, you may enjoy my imagining of an incident that happened
to my Inuit ancestors on the coast of Labrador
in the mid-eighteenth century.
I hope you enjoy it, and thanks for
reading.
PS: If you are interested in Weird Japan, check out Zack Davisson's blog Hyakumonogatari!
PS: If you are interested in Weird Japan, check out Zack Davisson's blog Hyakumonogatari!
Thursday, February 6, 2014
March Madness - Non-D&D OSR Blog Challenge
No
doubt about it, D&D dominates the gaming scene old and new. That is not
necessarily a bad thing, as D&D is a solid game (both in terms of system
and genre) with an enormous fanbase. It serves as a ‘lingua franca’ for the
gaming community, much as English serves as a global language for the world. As
Nelson Mandela said, “If you talk to a man in a language he understands, that
goes to his head. If you talk to him in his language, that goes to his heart.” Make
no wonder then that D&D has captured the hearts of so many for so long.
But
just as English isn’t the only language and just as its hegemony causes others
to be forgotten, D&D blots out many other worthy games. Although the OSR
has made great strides in bringing old editions of D&D back into
circulation and discourse, it has largely failed to do the same for other
lesser-known old school games. Although fans diligently create materials and
run sites for Traveler, Star frontiers, and MSHAG, I feel that there is a desire
and need to unearth more obscure games, as evidenced by blogs like Mesmerized
by Sirens, and the proliferation of non-D&D posts on OSR blogs.
I
seek to encourage this widening of the OSR spotlight by throwing down the
gauntlet of an RPG blog challenge about games other than D&D. I participated
in a 30-day challenge last year and had a great time, but also felt really limited
by its adherence to D&D, and a little lost because it demanded knowledge of
the terminology from later editions that I did not have. I also participated in
MbS’s Obscure RPG Appreciation day, which I found inspiring and enlightening,
and learned about the lost siblings of D&D. Although I celebrated D&D’s
recent 40th birthday, I’m all blogged out about the game and thus
didn’t participate in the challenge.
In
this vein, I have created a 31 Day Blogging Challenge for March that asks
questions on a wide range of genres and systems, and I hope that we can
introduce lots of great games (and a few terrible ones) that are not as well
known as they should be. Although I hope primarily to hear of older games, I
have left the questions vague on the age of games so as to encourage younger
bloggers or hobby latecomers to contribute as well.
Because
participating in a 30 day blog challenge takes up so much time and energy, I’ve
decided to publish my questions here well in advance of March to give those
interested a chance to reflect and start writing drafts of their posts. I hope
to see other blogs take up the challenge, and will be posting reminders as
March draws near. I hope you will contribute to this widening of OSR
perspectives and look forward to learning and reading much from the
participants.
-
Tedankhamen
March
Madness 31 day Obscure Game Blogging Challenge
1
What was the first roleplaying game other than D&D you played? Was it
before or after you had played D&D?
2 In
what system was the first character you played in an RPG other than D&D?
How was playing it different from playing a D&D character?
3 Which
game had the least or most enjoyable character generation?
4
What other roleplaying author besides Gygax impressed you with their writing?
5 What other old
school game should have become as big as D&D but didn’t? Why do you think
so?
6 What non-D&D
monster do you think is as iconic as D&D ones like hook horrors or flumphs,
and why do you think so?
7
What fantasy RPG other than D&D have you enjoyed most? Why?
8
What spy RPG have you enjoyed most? Give details.
9
What superhero RPG have you enjoyed most? Why?
10
What science fiction RPG have you enjoyed most? Give details.
11
What post-apocalyptic RPG have you enjoyed most? Why?
12
What humorous RPG have you enjoyed most? Give details.
13
What horror RPG have you enjoyed most? Why?
14 What
historical or cultural RPG have you enjoyed most? Give details.
15 What
pseudo or alternate history RPG have you enjoyed most? Why?
16
Which RPG besides D&D has the best magic system? Give details.
17
Which RPG has the best high tech rules? Why?
18
What is the crunchiest RPG you have played? Was it enjoyable?
19
What is the fluffiest RPG you have played? Was it enjoyable?
20
Which setting have you enjoyed most? Why?
21
What is the narrowest genre RPG you have ever played? How was it?
22
What is the most gonzo kitchen sink RPG you ever played? How was it?
23
What is the most broken game that you tried and were unable to play?
24
What is the most broken game that you tried and loved to play, warts and all?
25
Which game has the sleekest, most modern engine?
26 What
IP (=Intellectual Property, be it book, movie or comic) that doesn’t have an
RPG deserves it? Why?
27 What
RPG based on an IP did you enjoy most? Give details.
28 What
free RPG did you enjoy most? Give details.
29 What
OSR product have you enjoyed most? Explain how.
30
Which non-D&D supplemental product should everyone know about? Give
details.
31
What out-of-print RPG would you most like to see back in publication? Why?
Tuesday, February 4, 2014
Semiotics of the 6 Attributes
At a
glance, the six original attributes of D&D seem elegant in their simplicity
and symmetry. There are three physical stats (Strength, Constitution and
Dexterity) and three arguably mental ones (Intelligence, Wisdom and Charisma). For
anyone who started roleplaying with the game, it is largely by these 6 that we
define all our characters, as well as judge how other RPG systems emulate them.
But what do these terms actually signify, and does this match what they do in
practice?
(NOTE - All pictures are the first Google image result for the attribute in question)
STRENGTH
This
was the first attribute handed down by uncle Gary (Men & Magic p. 10), and has
arguably become the most important. Although it began as merely the mark of class
for Fighters, coupled with a nebulous application to “opening traps and so forth,”
it developed into the characteristic allowing the most direct influence on the
gameworld via damage, attacks, and feats of strength against barriers. But the
word by itself is vague enough to be nearly meaningless. Would the uninitiated
think we are talking physical or mental strength? People say “I haven’t the
strength to go on” after mental or physical duress, which would seem to make this
term closer to Constitution. In this light, having undead drain Strength seems
rather more fitting. Overall, wouldn’t ‘Brawn’ have been a clearer, more apt word
to use?
INTELLIGENCE
Where
Strength fails in D&D Intelligence prevails, specifically in the form of
magic, which is probably why this was the second attribute. Once again, it
starts as merely a mark of class, namely Wizards, and gradually comes to
determine all spell access, languages, and proficiencies. Although there are
other collocations of the word such as ‘military intelligence,’ in general the
term conjures up the associations of scholarship and mental prowess it is
intended to. If there is one flaw, it is that intelligence is normally paired
with reason and logic, and one wonders how these are supposed to interact with
the illogic of magic. Perhaps Intuition would have better served that purpose,
but Intelligence would still have been necessary for skills and languages.
WISDOM
This
is an odd choice for the third attribute, as it would seem less important in
keeping a character alive than Constitution or Dexterity which follow it. It
begins as a mark of class like its precedents, this time for Clerics, and later
affects magic saves, although not for any discernable reason other than to
spread out benefit among the attributes. Wisdom would also imply a character’s ability
to see connections in what they observe about the world, but since this is
mostly done by the player, one wonders whether Wisdom is necessary at all, and
whether retroclones like Microlite 74 haven’t the right idea by replacing both
Intelligence and Wisdom with Mind.
CONSTITUTION
This
is an equally odd lexical choice. Definitely not an everyday usage for the
word, with the online database of the Corpus of Contemporary English (COCA)
overwhelmingly giving the political or legal meaning of the word as the most popular.
Still, we use it in talk of ‘morning constitutionals’ and other health-related
topics, so it is fairly true to function in its modification of poison saves
and hit points. Alternatives like ‘Endurance’ would seem too limited in scope,
while ‘Health’ sounds a more commonly understood term that could have stood in
just as well.
DEXTERITY
This
doesn’t exactly seem to do what it says on the tin. As collocations like ‘manual dexterity’
indicate, Dexterity largely implies talent with feet or hands. Although the
modifiers to Armor Class for which Dexterity later became prized do fit with
this meaning, bonuses to missile attacks and initiative would seem more aptly
attributed to hand-eye coordination and reflexes, respectively. However, it is this very type of overly realist analysis of the meaning of attributes that loses sight of the utility and charm of the original 6 and falls into a needless proliferation of supposedly 'representative' attributes that, as we shall see, plagued AD&D's designers as the years wore on.
CHARISMA
Strangely,
although tables of attribute bonuses and abilities would later become a staple of
D&D for all attributes, in OD&D only Charisma was afforded such
attention. This is ironic given that Charisma quickly become the ‘dump stat’ in
other editions. Clearly, uncle Gary valued PC-NPC interactions in a way that
was lost among the average self-taught D&Ders of the 80s, and was
exacerbated in the move in later editions towards PCs combat machines who have
no need for interaction with NPCs of any stripe, from henchmen to kings. Speaking
of the ubiquity of henchmen and other NPCs in OD&D, shouldn’t gold temporarily
pump up your stat when hiring meatshields?
OTHER
OLD SCHOOL GAMES
The
original 6 attributes not only bound our conception of character, they inspired
many games that came thereafter, but were increased or modified to suit the
differing worldview of particular game creators. Take Basic Role Playing (BRP),
which brought to life the saga of Elric as well as Great Cthulhu, and
especially for this latter needed to add Size to reflect the cyclopean horrors
the PCs would battle. In BRP, Strength is useless in modifying damage without Size,
and it also initially modified hit points before Chaosium began systematically
nerfing attribute applications to reduce chargen bookeeping. Since BRP is a
percentile system, maybe Size could also be used to determine difficulty to hit,
or be the base for an attack, with larger creatures easier to hit? BRP also
added the nebulous Power attribute, which served as a base for magic powers in
Stormbringer/Runequest and Sanity in Call of Cthulhu.
Likewise,
DC heroes added Will, Mind, Aura and Spirit to reflect the different types of
powers costumed heroes would both yield and be attacked by, while the addition
of Influence reflected the importance of wealth and celebrity of characters
like Batman. Vampire: The Masquerade made a major effort to arrange the
terminology of the original 6 into a balanced taxonomy of attributes, arranging
a total of 9 ‘traits’ into three categories - Physical (Strength, Dexterity,
Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception,
Intelligence, Wits).
D&D
itself was not immune to the perceived need to balance out attributes more, and
both Unearthed Arcana and the reviled 2e Powers book suggested additions or alternatives
to the original 6 attributes. This latter seemed to attempt to mirror Vampire’s
‘balanced’ taxonomy, with the division of each of the original 6 attributes
into bloated troikas of influence. Simply read the following list to get a
feeling for how AD&D’s creators mistakenly sacrificed the beauty of the
original 6 for a misplaced attempt at balanced realism - Strength, Stamina,
Muscle; Dexterity, Aim, Balance; Constitution, Health, Fitness; Intelligence,
Reason, Knowledge; Wisdom, Intuition, Willpower; Charisma, Leadership,
Appearance.
These bloated attributes didn’t make it to
3e, which conversely began the simplifying process by reducing saving throws to
3 categories (Fortitude, Reflex, and Willpower) more directly based on and
modified by attributes. The OSR took this even further, with Swords &
Wizardry’s one save and Microlite’s aforementioned consolidation of attributes
into 4 - Strength, Dexterity, Mind and Charisma. The movement back to the
simplicity and symmetry of the original 6 attributes (or less) is, in fact, one
of the things that unites players across editions, as well as being one of the charms
of the OSR.
Monday, August 26, 2013
LODOSS RPG REVIEW
It’s been a dog’s age since I last posted, but family & career deadlines hijacked my freetime this month. I’m still in the docket until Friday, but I thought I’d take a few minutes and review a Japanese D&D clone to blow off steam.
BACKGROUND
Most RPG fans know of or have seen Record
of Lodoss War, a Japanese manga & anime set in a D&D style world.
Lodoss was created in the mid 1980s, and the story goes that the creator, Ryo
Mizuno of Japanese RPG powerhouse Group SNE, simply turned the session reports
(or ‘replay’ as the Japanese call them) of his D&D game into the story of
Lodoss and serialized them in a gaming magazine. I myself have seen Lodoss
Replay books in used bookstores out here in Kyoto, some with the main characters statted
out for Tunnels & Trolls. Regardless of the particulars, the original manga
& anime bring fantasy roleplaying to life with beautiful art, so it is no
wonder that Lodoss has inspired gamers for so long, and even a fan-made RPG
using the Fuzion system of Cyberpunk & Mekton (available HERE).
Today, however, I will be reviewing the
1995 Lodoss Island RPG’s Basic Rulebook from Sneaker Bunko.
THE BOOK
The Lodoss RPG book is in the typical
Japanese RPG pocketbook format, making it much more portable than western RPGs.
The layout is clear with a logical chapter progression – About This Book
(including setting details), Characters, Skills, Combat, Items, Magic,
Character Growth, Monsters, Other Rules, Gamemaster Section, a Sample Scenario,
and finally copies of all the charts you’ll need to run the game thankfully reprinted
from the main text. It also contains a foldout character sheet stapled into the
front cover, a removable cover and highly readable text inside peppered with
generous examples of manga-style art. Which brings me to my next point…
THE ART
As you can see, the Lodoss RPG cover
picture of elven main character Deedlit is GORGEOUS (excuse my somewhat dark
cellphone camera and my computer for turning it sideways for some reason). The fantasy watercolour style fits the feel of Lodoss
perfectly, although Deedlit’s features are arguably a bit too Japanese for the
genre. Inside, there are three styles of art – hyperrealistic action manga
style for the bestiary, a simpler line drawing style for equipment sections,
and a cutesy bobble-head style for the examples of play.
The grotty action style really makes the
monsters come alive, while the simple line style presents items efficiently and
allows players to imagine them on their own character. The bobble-head art,
though irksome at first to me, has grown on me, and I feel it fits the ‘pathetic
aesthetic’ (to quote Dr Bargle) of beginning characters in old school games.
There’s even a dirty pun on the similarity of the words ‘donkey’ and ‘condom’
in Japanese (‘roba’ or old horse and ‘rubber’), which I think a fine
tongue-in-cheek antidote to the melodramatic seriousness of modern fantasy game
introductions.
THE TEXT
The font is easy on the eye, while the text
is eminently readable and understandable. In fact, Lodoss RPG was one of the
texts I forced myself to read before taking the Japanese Language Proficiency
Test, which I passed with some thanks to studying eclectic and interesting
texts. If you’re a gamer and can read Japanese even a little, break out your
dictionaries and use Lodoss RPG as a study text and you’ll be gaming in
Japanese in no time.
THE GAME
The mechanics show old school roots but are
cleaned up and straightforward, consisting of 7 attributes (Strength,
Constitution, Agility, Dexterity, Intelligence, Luck & Charisma), with some
derived bonuses. The chassis is a d100% system much like Chaosium’s Basic
Roleplaying, which as a diehard fan of Stormbringer and Cthulhu, I adore. The
spell system is point-based and contains an eminently useful and wide variety
of spells, while monster statblocks are very manageable.
Playable races include human, elf, dwarf
and half-elf, and these are expanded with grassrunner (aka hobbit) and dark elf
in the Expert Book. Classes include Warrior, Knight, Priest, Thief,
Elementalist Shaman, and Mage. Magic is further subdivided into Sorcerer Magic
(in Japanese ‘Ancient Tongue Magic’), Common Magic, Priest Magic, Shaman Magic
and Demon Scream (‘’Dark Magic’ in Japanese).
It’s been a while since I read the Lodoss
RPG, but scanning the book again confirms my good impressions. Chargen is
straightforward and involves no intricate calculations like Swordworld RPG,
just the addition of a bonus to skills based on attributes which is very
reminiscent of the old Stormbringer RPG. Players choose race but
randomly roll background like Stormbringer, which gives them different skill
points to allocate. The skill list is generous and logical, as is the list of
spells for each discipline. Level advancement gives bonuses to hit points, but
also ‘Growth Points’ that can be used to improve skills & attributes, while
XP advancement for all classes are on one table. XP is gained from defeating
monsters and achieving mission objectives.
All in all, Lodoss RPG seems a near perfect
blend of D&D and Chaosium system-wise, with some very efficient modern
changes made to the chassis of these older systems. It is not without its
flaws, however, and the two most glaring problems are the Dodge skill and
weapon damage vs monster hit points. The Dodge skill is SUBTRACTED from the
attacker’s weapon skill, which would seem to make the ‘whiff’ factor of combat
rather high and make melee somewhat tedious. Perhaps this was done to make
combat ‘one-roll’ like D&D, but is unnecessary and easily remedied by using Chaosium-style back & forth attacks and defenses.
Another odd rule is that weapon damages are
all rolled on a d10 or d6 with arbitrary modifiers, plus Strength bonus if any.
Again, this is not a deal-breaker, but makes for some odd choices with a dagger
doing d6 + 3 and greatsword or bow doing d10 + 5. Monsters have similarly wonky
hit points based on d10 + mods, with an Ogre having 5d10 + 30 and a Kobold
having d10 + 5. Meanwhile armor is all static values that are subtracted from
damage inflicted, with a robe being AV 2 and a suit of Mail AV 9. Perhaps this
works in practice, and I would play RAW before making any changes, but it
admittedly feels odd to someone used to dice tube progression in weapon damage
and straight rolls for hit points.
SUPPLEMENTS
The rulebooks are split somewhat like B/X
D&D, with the Expert book giving details for levels past 5, more spells
& skills, monsters, races, rules for figurine & mass battles, and ‘Advanced
professions’ that function very much like prestige classes of latterday D&D
and thus are very ahead of their time in this respect. I also own two fullsize
(i.e. western softcover gamebook size) supplements, with adventures, more
gorgeous art, reprints of Basic book content for player reference, replays
(i.e. session reports), and designer advice. All in all, Lodoss materials are a
beauty to behold and are a great addition to my RPG collection, especially
since I got them all 2nd hand for a few dollars.
I should note that the few scenarios for
Lodoss I have read seem somewhat…odd to me. For example, the Basic Book
scenario, “An Adventurer’s Nature,” involves the characters joining an ‘Adventurer’s
Guild’ right off the bat. They are sent on a ‘test’ by the guild to some caves,
where they solve some riddles they find in a trail of letters, ‘fight’ some
guild members dressed as goblins, then come upon a real robbery in progress. I
would imagine this scenario would not be to the taste of most north American gamers
(I could be wrong), both due to its railroadey nature and the concept of
joining a guild to go on a fake dungeon crawl. I’d prefer to run B2 with it
myself and see how it stands up to The Caves of Chaos.
CONCLUSION
I would certainly love to run or play the
Lodoss RPG, and of the 3 Japanese RPGs I have reviewed, it is the most runnable
straight out of the box, while also having the smoothest rules. Lodoss RPG
shows both its western old school roots, the Japanese aesthetic sense of design,
and the strangeness (from the north American standpoint) of Japanese culture.
Friday, May 31, 2013
Sword World RPG for OFRGAD
Sword World RPG for OFRGAD
As I noted in an earlier post about the
Dragon Half RPG, the tropes of D&D would be reflected and recontextualized
in many ways in different countries. The first major Japanese re-creation of
fantasy roleplaying was the Sword World RPG by Group SNE, originally published
in 1989. Sword World set the pattern for fantasy RPGs in Japan, offering
not only core rulebooks (basic, advanced, & monsters) in the pocketsize
format so familiar to Japanese gamers, but also the replay (basically the
transcript of a gaming session) and novelizations. It also saw a fullsize book,
a revised edition, and currently Sword World 2.0 graces the shelves of any new
bookstore in Japan,
while second hand bookstores shelves groan under the weight of rulebooks,
replays, and adventures for the older edition.
LOOK
The original edition I am holding is a 440 page pocketsized tome devoid of art except a psychedelic snake-wrapped swordhilt on the cover and a minimalist setting map.
The original edition I am holding is a 440 page pocketsized tome devoid of art except a psychedelic snake-wrapped swordhilt on the cover and a minimalist setting map.
Although later editions such as the monster
manual had some art by the incredible Yoshitaka Amano, and the fullsize edition
was gorgeously illustrated, the book I have looks like a trigonometry text. There
are 19 chapters in the book: Welcome, Characters, Skills, Combat, Armed Combat,
Magic, Adventurer Skills Other Than Battle or Magic, Character Growth,
Character Making, FAQ, Combat Notes for GMs, Magic Notes, Skill Notes,
Monsters, Treasure, Awarding XP, Advanced Combat Options, Magic Options,
Monster Skill Options, ending with Designer Notes and a Chart Book. The poor
organization and focus on combat really betrays the early fan origins of Sword
World, and it is a wonder that Group SNE is still in business and has made some fine rpgs like Lodoss and Paradise Fleet since Sword World.
SYSTEM
Sword World reads like a trigonometry text
as well, and that is not a good thing. There are tables of effects for combat
rolls and more tables of trivial modifications for attributes. The example of
filling in a character sheet looks like a flowchart for taxes. All in all, not
fun, which is a shame because the Dragon Half RPG which is derived from Sword
World reads, looks, and probably runs ten times better and is a hundred times more
enjoyable. The system is 2d6 plus mods, check a spreadsheet for result. Ho hum.
SETTING
The setting is the New Kingdoms of Fosseria
in the Age of the Sword. You may notice the island at the bottom of the map is
called The Cursed Island, and would later become the setting for The Lodoss War
RPG.
CONCLUSION
As a RPG history buff, Sword World is an
interesting relic to have on my shelf, but I doubt it would last beyond a
session of play with all the more intuitive and fun games out there. It does,
however, really showcase the difference in RPGing culture expectations in Japan, and
comparison with recent games like Sword World 2.0 and Araianrod show that
Japanese FRPGs may have gotten prettier as books, but not any smoother as
systems.
Thursday, May 16, 2013
Dragon Half RPG Review
OK, it has been a week-and-a-half from
hell, but work and studies have calmed down a tad so it is time to post away
some stress.
This time I’d like to review the Dragon
Half RPG, my contribution to Mesmerized by Sirens’ “Obscure RPG Appreciation” initiative.
INTRODUCTION
When D&D first hit it was a global
phenomenon, translated into tons of languages and sold worldwide. Its core
concepts were also translated into other tongues and worldviews as local
reimaginings of the game, sometimes losing and sometimes gaining elements as it
mutated. Britain gave us “Dragon
Warriors”, Germany created “Dark
Eye”, while France
offered “Epees et Sorcellerie,” all versions of D&D as seen through the
lens of their creators’ own culture.
Further afield, Japan fostered many indigenous
FRPGs, from the early wave of D&D clones like “Sword World” and “Lodoss War”,
to more recent creative reimaginings like “Ryutama”. Living in Kyoto, over the years I have made a small
collection of these Japanese children of D&D, and today I’d like to present
one of my favorites, the 1991 Dragon Half RPG.
For those few who don’t know the name,
Dragon Half started out as a manga then successful anime telling the story of
Mink, a young girl whose mother was a dragon and father a lecherous dragon
slaying knight. Mink is a spunky young girl with dragon strength, wings and a
tail, who drags her friends along on a quest to see dragonslayer/rock singer
Dick Saucer.
As you can tell from the description,
Dragon Half has its tongue firmly in its cheek, overturning D&D tropes or
simply following them to their absurd end. The art, although evocative and
highly polished, is also highly sexualized, alternating gratuitous crotch shots
and nudity with cutesy bobble-head style characters, understandable as the
author Ryusuke Mita cut his artistic teeth in the lucrative world of
pornographic manga, like so many animators in Japan. Still, the story is great,
the humour is funny, and the laviscous art plays into both the fantasy and
fandom aspects of the genre.
The RPG is in the pocket size format so
popular in Japan,
and while lacking the hefty tome feel of western rpgs, this small size belies a
large 556 page punch. The writing is clear, the pages uncluttered and legible
(if you read Japanese), and the art is top notch, as it is all taken from the
manga. Contents include Ch.
0 Starting, Ch.
1 Character Making, Ch.
2 Skill Rolls, Ch. 3 Battle & Character Death, Ch. 4 Magic, Ch. 5 Character
Advancement, Ch. 6 Special Rules
& Addendum,
Ch. 7
Equipment, Ch. 8 GM Section, Ch. 9 Making & Repairing Constructs, Ch. 10
Miscellaneous Damage, Ch. 11 Special Options & Rules, Ch. 12 Magic Items,
Ch. 13 Monsters! The book has designer’s notes and useful charts at the end,
and a character sheet stapled inside the front cover.
THE RULES
The rules are a simplified form of the
Sword World RPG, Japan’s
1989 answer to D&D. Since the pages of damage charts and monster statblocks
of Sword World make my head throb like a high school algebra test, I find Dragon Half’s
pared down mechanics much more enticing. Basically, you roll 2d6 plus mods
against a difficulty determined by the GM. In combat, there is the extra
complication of a MSHAG-like table of damage results ranging from ‘Unharmed’ to
‘Destroyed’ and everything in between.
Having run a few simulated combats the
system seems well balanced and eminently playable. Magic seems a bit underdone,
with a very limited range of spells, which can be remedied by cribbing from Sword World if so desired. Skills are basically occupations like
Princess, Thief, or Bard, and the descriptions are Risus-like in their brevity.
In fact, a knowledge of Risus mechanics might be a serious asset for anyone interested
in playing Dragon Half, as the Risus mechanics of ‘pumping’ skills and
resolution could come in handy.
Just as skills are underdeveloped, the most
glaring problem with the rules is the weakness of the Gag Level rules. Dragon
Half characters become stronger as they advance in Hero Levels, which are basically
synonymous with D&D levels. There is a parallel system of Gag Levels,
however, which include unexpected great effects for failure and a ‘Gag Skill’
that you can fail spectacularly in, but without any real incentive or
explanation of why a player would want to. Once again, the infusion of Risus
rules to allow characters to ‘milk’ skills for success and pay this off in gag
failures would seem a good patch for this lack of definition.
However, there are a lot of great, humorous
touches in the game – all PCs are ‘halfs’, basically with one human parent and
one of another species. I rolled a (boring) half-elf preparing for this
article, but could just as easily gotten a half-vampire or half-mermaid if the
dice had rolled a different way. All monster statblocks include an ‘Edibility’
rating, as a preoccupation with food is a staple both of the source material
and Japanese culture (see the movie Tampopo).
SCENARIOS & GAMEPLAY
There were three supplements as far as I
know (BGG has the cover of “Labyrinth of Laughter” mislabeled as the gamebook on the BGG website),
and all were filled with great art, funny descriptions, and ludicrous
adventure. It would take a great GM and players who were fine with gonzo-style
D&D parody gaming to get the most out of these, with a familiarity with the
source material a must. If you like gonzo-D&D that is a mix of Paranoia and Adventure
Time, then the Dragon Half RPG just might be your thing.
Saturday, May 4, 2013
Obscure RPGs? I'm in!
Mesmerized by Sirens is trying to start an Obscure RPG Day, for rare fantasy games published up to 1989.
I coincidentally happen to be working on a review of Dragon Half RPG, as well as an adventure for Stormbringer 1e. Although Stormbringer is an early iteration of BRP as well as a game derived from pretty popular IP, I think 1e is obscure enough to let me slide in. Dragon Half is certainly obscure, and although it was published around 1991, the Sword World system of which it is a simplified version is old enough to qualify.
Either way, I support Catacomb Librarian's efforts and hope to get both these posts up before the deadline at the end of the month.
I coincidentally happen to be working on a review of Dragon Half RPG, as well as an adventure for Stormbringer 1e. Although Stormbringer is an early iteration of BRP as well as a game derived from pretty popular IP, I think 1e is obscure enough to let me slide in. Dragon Half is certainly obscure, and although it was published around 1991, the Sword World system of which it is a simplified version is old enough to qualify.
Either way, I support Catacomb Librarian's efforts and hope to get both these posts up before the deadline at the end of the month.
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