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Showing posts with label Kwaidan RPG. Show all posts
Showing posts with label Kwaidan RPG. Show all posts

Friday, 5 August 2022

Don't call them rappas


There’s new news about Tetsubo coming soon. That’s the Japanese-styled RPG that began as a Warhammer supplement and then began turning into a much more authentic game of its own during lockdown. I have been adapting it to work with Paul Mason’s Outlaws RPG. Also, he has lived in Japan for over thirty years so is ideally qualified to advise me on both the rules and the culture.

I began by asking Paul about kusa, a group of medieval Japanese saboteurs-cum-mischief-makers that I read about in a martial arts magazine. The kusa were a sort of precursor to ninja, but I also wanted Tetsubo to dispense with the notion of ninja as feudal-era special ops that was popularized after World War 2. And the best way to go back to the roots of the profession (if indeed it has any that we can isolate from all the modern myths) would be to ditch the name “ninja” in favour of something more historically accurate.


Paul responded: Wikipedia has kusa as another term for ninja, but unfortunately no context behind it, whether it's period-based or regional. My source for terms was the Iga-ryu Ninja Museum. It lists shinobi, ukami, kanja/rappa, onmitsu and ninja as the terms used by period (the last is listed for Taisho: ie the 20th century). Regional terms include some of those period based terms as well as suppa, ukami, dakko, kikimonoyaku, and kurohabaki. Interesting that it includes none of the Wiki ones apart from rappa and shinobi.

So in Tetsubo, kusa became the apprentice level of the kanja (not ninja) profession. I then asked Paul about how to represent defilement.

Paul: The term you need is kegare (穢). It would translate as impurity or uncleanness. When you go to a shrine and wash your hands at the little shack for that purpose, it's a ritual washing to rid you of kegare. This obsession with cleanliness (see also Japanese bath houses, and taking off your shoes when you enter a house) is somewhat relevant in the present pandemic. I've even heard it given as a reason why the Japanese never had an industrial revolution -- better hygiene meant longer lifespan than Brits meant there were not enough surplus agricultural workers, a necessity for industry.

Dave: Funnily enough, I’d previously thought of using kegare for bad joss [a rules concept in Outlaws] and immediately rejected it for the fairly daft reason that Tetsubo already has defilement defined as occurring in specific circumstances (proximity to a dead body, fluffing etiquette when addressing a kami, etc).

Paul: That's exactly what bad joss is supposed to deal with!

Dave: The mental process here is interesting because it illustrates why it’s taking me longer to edit Tetsubo now than it probably took to write it in the first place. I’ll think of a way to implement something (kuji-no-in, say) using Outlaws rules. But then I see there are a couple of other ways to do it, and whichever I choose has knock-on effects, so I enter a mental holding pattern where no decision is taken as I move on to another part of the rules. All of which is pretty stupid given that the people who want Tetsubo will mostly be Warhammer players and the people who want Outlaws really want Outlaws, not Tetsubo – so I’m agonizing over choices that might only matter to the handful of people who buy the book and play it as written.

Paul: I can't help thinking that trying to imagine the kind of people who want to play the game is a bad move. Surely you can only say to yourself: what is this game to me? And design it accordingly. In the case of Tetsubo, the answer is clearly: "not Kwaidan". So just go ahead and do interesting things that wouldn't work in Kwaidan.


Kwaidan was/is to be a roleplaying game set in Heian Japan, considerably more culturally authentic and closer to my heart than Tetsubo, which everybody seems to associate with Kurosawa's early "noodle Easterns".  

Dave: At least I’ve managed to break that holding pattern regarding kegare. You are of course quite right – that’s exactly what I needed to substitute for bad joss. And instead of getting hung up on how to square the abstract acquisition of kegare when acquiring motivation with specific in-game circumstances that cause or remove defilement, all I need to do is put numbers to the latter. +5 kegare for touching a dead body, -[degree of success] for a purification CEREMONY roll, etc.

I’m still undecided about how to handle magic. In a perfect world I wouldn’t bother having it as a separate discipline and simply have it bleed into everything else – but that’s Kwaidan, not Tetsubo. I was listening to the Appendix N Book Club podcast in which somebody said we’d had forty-five years of role-playing, and still nobody has figured out a way to make magic magical.

Paul: That's wrong. Plenty of people have figured out how to make magic magical. It's just that however you do it, once you write down rules someone will find a way to suck the magic out of it. My philosophy is that role-playing magic rules are there for people who don't want magic to be magical. For the rest of us, if you are going to allow players to use magic, it's all about trust.

Dave: I really like the Outlaws magic system and it does feel that sorcerers in Outlaws are very different from the usual RPG artilleryman types. But Outlaws magic has a very strong Chinese flavour (not that I know what a Japanese flavour of magic ought to be like) and it’s a mark of its strength that it doesn’t easily lend itself to conversion to a different setting. You could use the core Outlaws abilities system for anything from Tekumel to Ancient Greece – and Arabian Nights and Camelot, as we’ve said before – because people still have to haggle, fight, sneak, impress, treat wounds, sing, make works of art, etc. But the obstacle to any generic system is magic. That’s where GURPS falters: what would “generic magic” even look like?

Paul: Yet another reason why I don't believe in GURPS. But ironically, if you're doing a Japanese magic system, the closest you're going to find is in a Chinese one. Throw away all that stuff about “shugenja” from Bushido. The image of a sorcerer in Japan is the onmyoshi. And the onmyoshi is a hell of lot closer to an Outlaws sorcerer than he is to a sorcerer in any other game. 

Dave: Given that any magic rules must fit the setting, do I retain the leadenly dull spells inherited from Warhammer, rejigged to give them Outlaws stats? That feels like a lazy option, and when I went through a list of the Tetsubo spells crossing off all the boring ones I was left with barely a dozen – and thus glaring gaps in what sorcerers could do. Pretty much the only thing I like from the original Tetsubo rules is that ninja (now kanja) were a type of sorcerer, but then when I read their spells, hobbled as they are by inheriting the magic system of Warhammer, that concept soon dissolves into the mucky residue medieval alchemists were left with in their vain attempts to turn lead into gold. 

What I should do is spend a couple of weeks with Joly’s Legend in Japanese Art really soaking up the depiction of sorcerers in myth, then rebuild from there. It would be enjoyable, too, but at that point I’d really have to wonder why I was investing that effort into Tetsubo when it’d be better spent on Kwaidan. Just this morning I was flipping through the book and M. Joly chastised me with the information that shugendo is not “wizardry”, but a syncretic mystical sect -- in the real-world sense of mystical, that is. And Royall Tyler’s book Japanese Tales mentions that one folkloric power of wizards is “causing the penis to disappear” – again, that’s more one for Kwaidan, I think.

Paul: Spell-lists are one of those soul-sucking things that I don't miss in role-playing games. I switched to C&S because I liked the way it encouraged the idea that sorcerers were almost 'above' spells. One of my players got so into the mindset that his character spent all his time enchanting materials, and he infuriated (and intimidated, as his character became quite powerful) the other players by showing little interest in their schemes, but simply trying to manipulate them to obtain the rare materials he wanted. I think unless magic has that distance, that otherness, it is simply technology: blasters in Traveller.

Dave: That’s what I thought about most of the magical battles in the Harry Potter films. The wands were just phasers. In Chinese Ghost Story or Game of Thrones, on the rare occasions when you get to see magic it does feel magical.

And as for maboroshi – I don’t even know where that came from. Presumably a class of illusionist in Warhammer, and Jamie and I reached for “phantasm” as a plausible equivalent in Japanese? (Or did it come from Lafcadio Hearn? If so hardly authentic, but Hearn I’d accept as valid in the way that Pre-Raphaelite reimaginings of Arthurian myth are valid.) Do I rebuild the class using Outlaws magic, or abandon it and move the original Tetsubo spells for maboroshi (if any are worth keeping) across to whatever I end up calling sorcerers. (My pocket dictionary suggests maho-tsukai or kijutsu-shi, but I suspect they may be thinking of a stage conjurer.)

Paul: Maboroshi means illusion, not illusionist. Annoyingly, Illusionist would be Maboroshishi, which is too silly to use. And Maboroshiya, the alternative, sounds like a shop (remember Mr Benn?). Maho-tsukai is a literal translation of “magic-user”, which was a term I hated in D&D from the very earliest days. I mean, you could use it, and the Japanese term is probably marginally better, in that it is slightly possible that someone might say it, whereas one reason I shacked up with C&S so early was that I could never imagine any story in which someone said, “He is a mighty magic-user!”

Kijutsushi sounds more interesting. The scroll you asked me to research, after all, was from a series called kijutsu no kagami, ie “the mirror of kijutsu”. Strictly speaking, it means “magic tricks”, but it might have more to it, and the scroll suggests that it does.


So this is how the sorcerous professions of Tetsubo ended up:

The generic term for the spellcasters of Yamato is mahutsukai. There are four broad classes:
    • Onmyoshi specialize in astrology, divination, protection against spirits, and the study and manipulation of the five elements, with particular emphasis on geomancy and the correct directions and locations to avoid bad luck. By preference they channel magical energy from iyashirochi (ley lines or ‘dragon veins’, natural sources of ki in the landscape) or from the spirit world. 
    • Genka are a more select and secretive school of mages who practice spells connected with death, illusion and destructive energy. They have a reputation for drawing magical energy from servants, acolytes or even from unwilling captives. 
    • Taoist mages are mystic hermits who develop control over reality and natural forces by means of asceticism and meditation. They prefer to draw their magical force from within themselves, often while meditating under waterfalls, and store it in a focus (often a mirror or gourd) until needed. 
    • Kanja are the eerie ‘wizards of the night’ whose study of magic revolves around their activities as assassins, saboteurs and spies. They power their spells with whatever source of occult energy is most conveniently to hand.
But that’s not the whole story. A sorcerer might change his or her school, acquiring spells and practices from several classes. Bukyo priests have access to magic not studied by any of the mahutsukai and that uses spiritual power. Shinto priests obtain boons from kami that serve the same function as spells. And anyone might acquire knowledge of spells from a supernatural being like a tengu or from a book, whether or not they have any formal training in magic.

In any case, ordinary people are unversed in the types of magic and use the various terms for mahutsukai classes as if they were interchangeable. In a state of ignorance, personal prejudice will often serve to supply a definition. Thus a spellcaster who has associated with the speaker's own lord may be described as an onmyoshi, one suspected of working for an enemy lord may be called a genka or kanja, and one known to have come from Huaxia or who refuses employment may be labelled a Taoist. Sorcerers themselves do little to clear up this state of confusion, as each sorcerer knows that his or her power will be greater against a foe who is not quite sure what to expect.

Friday, 28 June 2019

How to roleplay

Paul Mason is famous in roleplaying circles as one of the uber-fans involved with Dragonlords and as the editor of the superb if infrequent imazine, in which he treated us to a stellar series of articles and reviews in his inimitably trenchant and thought-provoking style. He was also for many years one of my Tekumel players and has written Outlaws, a great but so far unpublished RPG of the heroes of Liangshan Po, which I used as the basis of my (also unpublished) Heian Japan roleplaying game, Kwaidan.

These days Paul is too busy with his academic career in Japan to do much roleplaying, but the last time he was over in Britain I asked if he wouldn’t mind me running some of his articles as guest posts, and he gave a kind of oblique permission. That is, he looked at me with an expression that was more 'are you serious?' than 'don’t you dare'.

This piece might strike you as very basic stuff if you’re a roleplayer – but hey, I’ve been roleplaying since the mid-70s and I found it useful. Remember that once you reach 10th Dan you go back to wearing a white belt. Nobody should ever think they’re anything but a novice. Take it away, Paul...


In a role-playing game the rules are details: they are the trees from which part of the wood is composed. So let’s consider a different approach to writing rules for role-playing games. Let’s try to look at the wood.

goal
The purpose of this game is to take part in a story. The story isn’t told by anyone, but is built up from the improvised contributions of all the participants. See the sample for an idea of how this works.

how to play
The game creates a story. Participants in the game all play a part in creating the story, by making contributions. The goal of the game is to make it as easy as possible for participants to act or describe their improvised contributions to the game without spoiling the sense of immersion.

participants
There are two basic types of participants in the game. Players are a little like actors. They will usually act the life of a single person: their character. The referee is more like a director. The referee describes sensory information in the story, and may occasionally act other characters in the story, as needed.

action
A participant who contributes to the game by acting does so by saying what their character is trying to do. So in the sample, Fred says: ‘I climb up the gantry to the deck above.’ If you like, when this action is speech, the participant can act the speech by actually speaking as the character. So later in the sample, when Fred says ‘Set it to stun!’ he’s actually saying what his character is saying. In some cases you might need to check which it is, but usually it will be obvious. Two or more participants can thus act the roles of their characters, conducting a conversation which forms part of the story.

Anything which is acted by a participant takes place as described, unless it is challenged by another participant (usually this is the job of the referee, but other players may also challenge if they like). A participant whose action has been challenged must prove that the character could succeed. To do this, they need to use an agreed game mechanic (such as Outlaws Light, presented in imazine #33). An example of a game mechanic is that you must roll 9 or less on two dice to hit with your phaser. Really skilled characters like Worf need an 11 or less. Other Klingons need 7 or less.

Some complex interactions, such as fights, often involve continual implied challenges, and therefore may require a lot of use of mechanics. Other actions, if they seem reasonable given the character and the story, can pass unchallenged.

description
A participant who contributes to the game by describing does so by talking about something accessible to the senses of characters in the game. This is usually the job of the referee, but players may also occasionally describe things connected with their characters. So in the sample, Sam describes what the players can see once they have climbed the gantry, and what they can feel.

Descriptions, like actions, can be challenged. They shouldn’t be contradicted outright, but senses can be mistaken! A player who describes a scene is speaking only for their character, and other players, or the referee, may perceive things differently. Note that the referee is privileged in description: because they speak for ‘everybody’ a player who challenges a referee’s description is simply describing what their own character perceives, and not what anyone else does.

Obviously, not everything needs to be described, and referees should beware of trying to act events in the story in the guise of description! For example, if Sam in the sample goes on to say ‘When you walk on to the transporter pad, there is an explosion’ this is wrong, because the players haven’t yet said that they are acting by walking on to the transporter pad. Remember, you’re not telling a story by crafting it authorially, you’re creating one by inhabiting it.

contributing
There are no fixed rules governing how and when you can contribute to a story, but there are some obvious guidelines that should be followed. The most important is: take your cues from the story. If you act something your character is doing tomorrow, then everyone else’s actions today will have to be done in flashbacks. This will be difficult, and may even cause a contradiction with what you acted about tomorrow. Challenging other player characters, or getting into conflicts with them, is fine, but blocking the story itself is generally bad form.

A typical sequence of contributions will be:
  • Referee describes the situation facing the player characters, and/or uses a character to act a stimulus.
  • Players respond by acting their character’s reaction. There’s no fixed order to this, but if a player feels that their character should be able to act first, they always have recourse to a challenge.
  • Participants respond to the actions. This may lead to further description—the referee, or a player, may describe the result of actions.
  • Out of all these contributions, a sequence of events will soon be evident. This is the story.
Even in your own mind, separate Action from Description. At first it’s tempting to think that your character could do absolutely anything, but soon you find that the limitations are what create drama. Maybe you can’t leap that chasm, maybe you’re not fast enough to outrun the fireball. Maybe the Ferengi saw you pick his pocket. Sometimes you should challenge yourself, not wait for other players to do it.

timing
Time for the characters in the story does not pass at the same rate as it does for the players. At times, it will pass very slowly, if you’re working out something that doesn’t take long, but needs to be explained in detail. At other times, it will pass very quickly, as with a long journey in which nothing much happens. As with most things in the game, time can be skipped over, subject to challenge by any of the other participants.

winning
There are no rules to cover winning. Players can decide on their own ideas of what constitutes winning. However, they may find that other players don’t agree with them. So how do you win? Well, how does a character win in a story?

ending
The game takes place in game sessions. A game session is when the participants get together to play the game. It can end at any time that is convenient for the participants. The end of a game session doesn’t mean the end of a story. The story can continue in the next session. A story only ends when everyone agrees that it’s finished, and you start a new one, or when you stop playing the game entirely!

postscript
Thanks to Dave Morris for providing comments and useful examples based on Star Trek. In writing this, I’ve been particularly inspired by all those games which have started with some vague waffle about how role-playing is like improvisational radio theatre, have followed it with a sample dialogue, without any explanation as to how and why people said what they did, and then plunged straight into tables of character generation. I’m also indebted to my own players, half of whom were complete beginners.

- Paul Mason