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	<title>Comments on: Role-Play This! Shonen Fighting Manga</title>
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	<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/</link>
	<description>A Blog About Ewen Cluney&#039;s RPG Stuff</description>
	<lastBuildDate>Wed, 06 Jan 2010 18:40:31 +0000</lastBuildDate>
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		<title>By: Brandon</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1574</link>
		<dc:creator>Brandon</dc:creator>
		<pubDate>Wed, 06 Jan 2010 18:40:31 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1574</guid>
		<description>I found this while looking for tips to run a Bleach-esque game in BESM.  I was going to mention the Marvel Universe RPG, but Rob beat me to it.  I think it deserves a close inspection though.

The answer to making a diceless RPG still a challenge comes in the form of resource management.  MURPG uses energy stones that replenish at different rates for each character based on his (highly customizable) stats. At each point of contest, be it a match of wits or brawn, the players take up a number of these stones (maximum of which is limited by a relavent stat and bonus stones from boons) without telling the number to the other players or the GM, who does the same based on the challenge.  After both have alloted how much energy they will dedicate to the action, they reveal the stones and the person who dedicated more wins...frequently with a numeric effect like damage occuring relative to the difference.  The tradeoff is that based on the characters regeneration rate, that character may not get many of those stones back for the next &quot;panel&quot;, their word for round.

The hack of the system would be placing an energy pool that has a higher maximum or refresh rate based on what&#039;s at stake for the individual character. With this in place, you could even have a character who is frequently the one lagging behind combat-wise outshine his allies if the stakes are high enough for him, or create abilities (which MURPG offers a robust power generation system) that pull only from that pool, so the character can&#039;t unlock their hidden tallent until there is appropriate thematic reason to do so.

At any rate, I hope you&#039;re closer to your dream game now than you were in April of 2008.  Good luck!</description>
		<content:encoded><![CDATA[<p>I found this while looking for tips to run a Bleach-esque game in BESM.  I was going to mention the Marvel Universe RPG, but Rob beat me to it.  I think it deserves a close inspection though.</p>
<p>The answer to making a diceless RPG still a challenge comes in the form of resource management.  MURPG uses energy stones that replenish at different rates for each character based on his (highly customizable) stats. At each point of contest, be it a match of wits or brawn, the players take up a number of these stones (maximum of which is limited by a relavent stat and bonus stones from boons) without telling the number to the other players or the GM, who does the same based on the challenge.  After both have alloted how much energy they will dedicate to the action, they reveal the stones and the person who dedicated more wins&#8230;frequently with a numeric effect like damage occuring relative to the difference.  The tradeoff is that based on the characters regeneration rate, that character may not get many of those stones back for the next &#8220;panel&#8221;, their word for round.</p>
<p>The hack of the system would be placing an energy pool that has a higher maximum or refresh rate based on what&#8217;s at stake for the individual character. With this in place, you could even have a character who is frequently the one lagging behind combat-wise outshine his allies if the stakes are high enough for him, or create abilities (which MURPG offers a robust power generation system) that pull only from that pool, so the character can&#8217;t unlock their hidden tallent until there is appropriate thematic reason to do so.</p>
<p>At any rate, I hope you&#8217;re closer to your dream game now than you were in April of 2008.  Good luck!</p>
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		<title>By: Ewen</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1073</link>
		<dc:creator>Ewen</dc:creator>
		<pubDate>Tue, 01 Apr 2008 16:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1073</guid>
		<description>It seems to me that in fighty manga it&#039;s more that characters need their motivations properly lined up in order to use their full potential. Having fighting spirit helps, but without real power to back it up, it doesn&#039;t mean much. In Dragon Ball Z, Goku&#039;s will to fight to protect people is limitless, but it&#039;s his Super Saiyan power that lets him actually accomplish it in the face of the likes of Frieza. On the other hand, Kenshin (from Rurouni Kenshin) is at one point basically paralyzed by the thought of taking a life and becoming a killer again, even if it&#039;s the life of a scumbag who would happily slice open an infant to see if his sword is sharp enough.

These fights tend to have a natural pro-wrestling like flow where, as you say, the good guy gets defeated and then comes back stronger to win the day. The level of certainty I think varies (there&#039;s Revolutionary Girl Utena, where duels are 100% decided by who &quot;deserves&quot; to win), and the emphasis is less on whether someone can win, but how and at what cost. (SPOILER) It would&#039;ve been strange for Kenshin to lose against Aoi on his way to fight Shishio (the last boss, basically), but the fight put incredible strain on his body, and revealed his Succession Technique to one of Shishio&#039;s henchmen.

The end of a fight is basically either an epiphany that lets the hero win and become better, or a defeat that sets other things in motion. In Lyrical Nanoha StrikerS, Teana finally beats the two combat cyborgs by taking her tactical planning to the next level, and learning that while she makes a great team with Subaru, she has to stand on her own sometimes. When Kenshin is fighting Cho, he gives in and attacks with Shakku&#039;s final sword, and finds that the craftsman who had made so many swords for killing, at the last wanted peace, and made a reverse-blade sword of the highest quality.

Fights between true protagonists are very rare, and from what I&#039;ve seen your assessment is correct. s-CRY-ed builds up a rivalry between Kazama and Ryuho through the entire series, and dedicates the entire final episode to a knock-down-drag-out between them, but IIRC it&#039;s basically inconclusive. The rivalry between Goku and Vegeta is a little different, in that Vegeta is always lagging a little behind Goku in power, to the point where the frustration leads him to let himself fall under Babidi&#039;s power, putting the world in danger. Basically, protagonists can have eternal rivalries, but they rarely if ever have closure.

I don&#039;t think the same fights get repeated too much. If the hero faces the same villain twice, it&#039;s because the first time the villain was so overwhelming that it was completely one-sided. In Bleach, Ichigo&#039;s confrontation with Byakuya was very much like this. One of the central cliches is a continual cycle of lesser bad guys leading up to the main confrontation, whatever form that might take. Before fighting Vegeta the first time, Goku and company had to deal with Nappa, and before that Raditz. Kenshin and his comrades had to deal with the Juupongatana before Shishio.

And thank you for the comments. This is really helping me figure out what the game would need. :)</description>
		<content:encoded><![CDATA[<p>It seems to me that in fighty manga it&#8217;s more that characters need their motivations properly lined up in order to use their full potential. Having fighting spirit helps, but without real power to back it up, it doesn&#8217;t mean much. In Dragon Ball Z, Goku&#8217;s will to fight to protect people is limitless, but it&#8217;s his Super Saiyan power that lets him actually accomplish it in the face of the likes of Frieza. On the other hand, Kenshin (from Rurouni Kenshin) is at one point basically paralyzed by the thought of taking a life and becoming a killer again, even if it&#8217;s the life of a scumbag who would happily slice open an infant to see if his sword is sharp enough.</p>
<p>These fights tend to have a natural pro-wrestling like flow where, as you say, the good guy gets defeated and then comes back stronger to win the day. The level of certainty I think varies (there&#8217;s Revolutionary Girl Utena, where duels are 100% decided by who &#8220;deserves&#8221; to win), and the emphasis is less on whether someone can win, but how and at what cost. (SPOILER) It would&#8217;ve been strange for Kenshin to lose against Aoi on his way to fight Shishio (the last boss, basically), but the fight put incredible strain on his body, and revealed his Succession Technique to one of Shishio&#8217;s henchmen.</p>
<p>The end of a fight is basically either an epiphany that lets the hero win and become better, or a defeat that sets other things in motion. In Lyrical Nanoha StrikerS, Teana finally beats the two combat cyborgs by taking her tactical planning to the next level, and learning that while she makes a great team with Subaru, she has to stand on her own sometimes. When Kenshin is fighting Cho, he gives in and attacks with Shakku&#8217;s final sword, and finds that the craftsman who had made so many swords for killing, at the last wanted peace, and made a reverse-blade sword of the highest quality.</p>
<p>Fights between true protagonists are very rare, and from what I&#8217;ve seen your assessment is correct. s-CRY-ed builds up a rivalry between Kazama and Ryuho through the entire series, and dedicates the entire final episode to a knock-down-drag-out between them, but IIRC it&#8217;s basically inconclusive. The rivalry between Goku and Vegeta is a little different, in that Vegeta is always lagging a little behind Goku in power, to the point where the frustration leads him to let himself fall under Babidi&#8217;s power, putting the world in danger. Basically, protagonists can have eternal rivalries, but they rarely if ever have closure.</p>
<p>I don&#8217;t think the same fights get repeated too much. If the hero faces the same villain twice, it&#8217;s because the first time the villain was so overwhelming that it was completely one-sided. In Bleach, Ichigo&#8217;s confrontation with Byakuya was very much like this. One of the central cliches is a continual cycle of lesser bad guys leading up to the main confrontation, whatever form that might take. Before fighting Vegeta the first time, Goku and company had to deal with Nappa, and before that Raditz. Kenshin and his comrades had to deal with the Juupongatana before Shishio.</p>
<p>And thank you for the comments. This is really helping me figure out what the game would need. :)</p>
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		<title>By: Rob Donoghue</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1072</link>
		<dc:creator>Rob Donoghue</dc:creator>
		<pubDate>Mon, 31 Mar 2008 21:22:00 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1072</guid>
		<description>So, I chewed on this a little more. Now, I think the idea of what you&#039;re shooting for is admirable, I&#039;m not 100% sure the reality of the source material syncs up with the _idea_ of the source material.  However, I&#039;m willing to accept that this may be my ignorance speaking - of that list, the only one I have any great familiarity with is Bleach.

Now, that underlying principal that fighting strength is, on some level, internal to the fighter is a powerful one, and its one I love to see brought to bear in rpgs, which is why I&#039;m fond of rules that make those internal things matter to the conflict (Passions, Aspects, or whatever) but at the same time when they are the _dominant_ thing, then either they become meaningless (since everyone applies everything all the time, and it just become a number comparison) or they produce sometimes nonsensical results where the _only_ thing that matters is what the characters care about (this is a problem I have had with In a Wicked Age, as an example).

So I suppose my question comes in two parts: First - in these animes, how often is the outcome _genuinely_ uncertain?  In my experience there may be questions of stakes, prices, and such, but the expected winner can pretty much be expected to draw strength from within to be able to be overcome (or, alternately if it&#039;s a loss, it&#039;s the loss that then defines the subsequent power-up arc, to fight again).  But as I note, my experience is limited, so the fact that I have rarely been surprised does not mean these outcomes are not often surprising.

Second - and mechanically this may be most telling - how do these anime handle protagonist vs. protagonist fights?  And in saying protagonist vs protagonist, I mean when both characters have some narrative legitimacy to win - if it&#039;s one character&#039;s arc, then it&#039;s not necessarily a fair fight.  I have usually seen these end in draws, distractions and other cop outs, which is not useful to me, but again: limited experience.

I prove myself a liar and add a third: How often are the _same_ fights repeated?  Excepting the &quot;I will lose to this guy now, got through great trauma to power up, then defeat him later&quot; sequence, I get the sense that part of the point of the vast cast of characters in these Animes is to allow infinite potential combinations to pair off and fight (and in turn raise discussions of  &quot;who would win, X or Y?&quot;).

Anyway, those are the questions that this puts firmly in my mind.</description>
		<content:encoded><![CDATA[<p>So, I chewed on this a little more. Now, I think the idea of what you&#8217;re shooting for is admirable, I&#8217;m not 100% sure the reality of the source material syncs up with the _idea_ of the source material.  However, I&#8217;m willing to accept that this may be my ignorance speaking &#8211; of that list, the only one I have any great familiarity with is Bleach.</p>
<p>Now, that underlying principal that fighting strength is, on some level, internal to the fighter is a powerful one, and its one I love to see brought to bear in rpgs, which is why I&#8217;m fond of rules that make those internal things matter to the conflict (Passions, Aspects, or whatever) but at the same time when they are the _dominant_ thing, then either they become meaningless (since everyone applies everything all the time, and it just become a number comparison) or they produce sometimes nonsensical results where the _only_ thing that matters is what the characters care about (this is a problem I have had with In a Wicked Age, as an example).</p>
<p>So I suppose my question comes in two parts: First &#8211; in these animes, how often is the outcome _genuinely_ uncertain?  In my experience there may be questions of stakes, prices, and such, but the expected winner can pretty much be expected to draw strength from within to be able to be overcome (or, alternately if it&#8217;s a loss, it&#8217;s the loss that then defines the subsequent power-up arc, to fight again).  But as I note, my experience is limited, so the fact that I have rarely been surprised does not mean these outcomes are not often surprising.</p>
<p>Second &#8211; and mechanically this may be most telling &#8211; how do these anime handle protagonist vs. protagonist fights?  And in saying protagonist vs protagonist, I mean when both characters have some narrative legitimacy to win &#8211; if it&#8217;s one character&#8217;s arc, then it&#8217;s not necessarily a fair fight.  I have usually seen these end in draws, distractions and other cop outs, which is not useful to me, but again: limited experience.</p>
<p>I prove myself a liar and add a third: How often are the _same_ fights repeated?  Excepting the &#8220;I will lose to this guy now, got through great trauma to power up, then defeat him later&#8221; sequence, I get the sense that part of the point of the vast cast of characters in these Animes is to allow infinite potential combinations to pair off and fight (and in turn raise discussions of  &#8220;who would win, X or Y?&#8221;).</p>
<p>Anyway, those are the questions that this puts firmly in my mind.</p>
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		<title>By: Rob Donoghue</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1071</link>
		<dc:creator>Rob Donoghue</dc:creator>
		<pubDate>Mon, 31 Mar 2008 17:33:43 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1071</guid>
		<description>So, when you get around to looking at diceless games, you might want to consider looking at the recent (failed) marvel universe RPG. It was designed as a fight game in a number of ways, and while it is probably more mechanistic than you&#039;re looking for here, I think you might find a lot of it could be adapted to your needs.</description>
		<content:encoded><![CDATA[<p>So, when you get around to looking at diceless games, you might want to consider looking at the recent (failed) marvel universe RPG. It was designed as a fight game in a number of ways, and while it is probably more mechanistic than you&#8217;re looking for here, I think you might find a lot of it could be adapted to your needs.</p>
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		<title>By: Ewen</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1068</link>
		<dc:creator>Ewen</dc:creator>
		<pubDate>Fri, 28 Mar 2008 22:22:47 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1068</guid>
		<description>Well, I haven&#039;t tried any diceless RPGs to speak of yet (looking forward to giving Yuuyake Koyake a try once I have enough translated), but part of why I&#039;ve been thinking about trying to do a diceless game for ages is I&#039;ve always had friends who&#039;ve felt just plain screwed over by dice. Of course, that&#039;s actually a deprotagonization issue--you can make a game that uses dice without giving them the opportunity to turn PCs into chumps or corpses purely by random chance--but suffice it to say I have encountered people who definitely do not find the die-rolling to be part of the fun factor of RPGs.</description>
		<content:encoded><![CDATA[<p>Well, I haven&#8217;t tried any diceless RPGs to speak of yet (looking forward to giving Yuuyake Koyake a try once I have enough translated), but part of why I&#8217;ve been thinking about trying to do a diceless game for ages is I&#8217;ve always had friends who&#8217;ve felt just plain screwed over by dice. Of course, that&#8217;s actually a deprotagonization issue&#8211;you can make a game that uses dice without giving them the opportunity to turn PCs into chumps or corpses purely by random chance&#8211;but suffice it to say I have encountered people who definitely do not find the die-rolling to be part of the fun factor of RPGs.</p>
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		<title>By: dgarman</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1066</link>
		<dc:creator>dgarman</dc:creator>
		<pubDate>Fri, 28 Mar 2008 10:09:32 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1066</guid>
		<description>This sounds like a very well thought out idea.  I can understand where you are coming from with attempting to make diceless games, as I have tried in the past, but I find that this can detract from the all important &quot;fun factor&quot;.  This is in fact a game, and although dice results might not make the most sense story wise, the fact remain that players just like rolling dice.</description>
		<content:encoded><![CDATA[<p>This sounds like a very well thought out idea.  I can understand where you are coming from with attempting to make diceless games, as I have tried in the past, but I find that this can detract from the all important &#8220;fun factor&#8221;.  This is in fact a game, and although dice results might not make the most sense story wise, the fact remain that players just like rolling dice.</p>
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		<title>By: Ewen</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1064</link>
		<dc:creator>Ewen</dc:creator>
		<pubDate>Wed, 26 Mar 2008 20:36:26 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1064</guid>
		<description>It&#039;s not the game&#039;s responsibility per se; the point is that it is indeed possible for the rules to help with that, if only by giving those involved better and/or more integral tools to use (see Prime Time Adventures).</description>
		<content:encoded><![CDATA[<p>It&#8217;s not the game&#8217;s responsibility per se; the point is that it is indeed possible for the rules to help with that, if only by giving those involved better and/or more integral tools to use (see Prime Time Adventures).</p>
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		<title>By: The History Follower</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1063</link>
		<dc:creator>The History Follower</dc:creator>
		<pubDate>Wed, 26 Mar 2008 17:10:44 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1063</guid>
		<description>2. Keep the players and their characters actively engaged in the story.

How is this the game&#039;s responsability?  Isn&#039;t it the GM&#039;s and players&#039; job to make their game fun?</description>
		<content:encoded><![CDATA[<p>2. Keep the players and their characters actively engaged in the story.</p>
<p>How is this the game&#8217;s responsability?  Isn&#8217;t it the GM&#8217;s and players&#8217; job to make their game fun?</p>
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		<title>By: Ewen</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1062</link>
		<dc:creator>Ewen</dc:creator>
		<pubDate>Tue, 25 Mar 2008 16:36:33 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1062</guid>
		<description>I haven&#039;t checked it out either, mainly because I haven&#039;t felt inclined to pay $40 for a game I almost certainly won&#039;t actually play (even the $25 for the PDF is pushing it), but what I have heard sounds intriguing.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t checked it out either, mainly because I haven&#8217;t felt inclined to pay $40 for a game I almost certainly won&#8217;t actually play (even the $25 for the PDF is pushing it), but what I have heard sounds intriguing.</p>
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		<title>By: Joe Iglesias</title>
		<link>http://yarukizero.wordpress.com/2008/03/24/role-play-this-shonen-fighting-manga/#comment-1058</link>
		<dc:creator>Joe Iglesias</dc:creator>
		<pubDate>Mon, 24 Mar 2008 22:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://yarukizero.wordpress.com/?p=154#comment-1058</guid>
		<description>&lt;i&gt;A power scale mechanic (kind of like mass/strength scaling in Fudge), to show overwhelming differences. Half of DBZ is characters trying to raise their power scale enough to stand up to the new bad guy&lt;/i&gt;

My first thought is to wonder if maybe &lt;i&gt;HeroWars/Quest&lt;/i&gt; could handle this, but then I haven&#039;t actually played that game, so I&#039;m not sure how well the Mastery scaling would fit the feel.  AP bidding at least brings to mind the back-and-forth clashing beam wars that tend to show up in this subgenre.</description>
		<content:encoded><![CDATA[<p><i>A power scale mechanic (kind of like mass/strength scaling in Fudge), to show overwhelming differences. Half of DBZ is characters trying to raise their power scale enough to stand up to the new bad guy</i></p>
<p>My first thought is to wonder if maybe <i>HeroWars/Quest</i> could handle this, but then I haven&#8217;t actually played that game, so I&#8217;m not sure how well the Mastery scaling would fit the feel.  AP bidding at least brings to mind the back-and-forth clashing beam wars that tend to show up in this subgenre.</p>
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