Archive for December, 2008

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Slime Story: Progress

December 29, 2008

I’ve been really inspired to work on Slime Story lately, both the stories and the RPG.

The Slime Story RPG has been a strange and at times annoying project. Very rarely do I wind up ripping something apart and starting over so many times, but each time I’ve accumulated more usable stuff. I’ve gone from a d20-based system to 2d6+Bonuses Roll-Over to a d6 die pool thing and back to the 2d6+ thing, but along the way I’ve settled on the game’s basic structure, on classes and cliques, and a bunch of other things.

This time I think I’m finally getting to where I can at least finish a first draft of the rules. As I had hoped, the Mouse Guard RPG really inspired me. This is partly just because it’s put together so incredibly well, and partly stuff like the way it handles conflicts, conditions, and goals. I really like the idea of “consequences” as a result of conflicts, and just plain using group consensus to decide on things like Beliefs and Goals seems simple and effective.

Slime Story is shaping up to be a hybrid of indie, traditional, and Japanese RPG design influences, though I don’t really see all that strong of a strong distinction between them unless I try really hard to step back. The relationship mechanics in particular look like certain bits of Yuuyake Koyake, Beast Bind: New Testament, Aitsu wa Classmate, Bliss Stage, In a Wicked Age, and Dogs in the Vineyard all thrown into a blender.

The weird thing about it is that the traditional and Japanese side of things has me writing up lots of crunchy bits. However, the Feats you can get by being of a given clique (Average, Geek, Jock, Popular, Punk, or Weirdo) mostly relate to social stuff, and I’m having to do come up with some pretty wacky stuff just to reach my goal of giving each one eight to choose from. Even writing up monster descriptions is strange because like a lot of things in the game I end up presenting hackneyed fantasy tropes through a pop-culture lens.

Things I learned about the Slime Story setting by writing a novel:

  • Monster Mart sponsors a yearly convention called “MonsterCon.”
  • Slime Cola tastes like cheap supermarket cola mixed with oil and window cleaner, but it is a really effective energy drink like they say.
  • The “First Monster Hunter” was a housewife. She also is the inventor of the original recipe for healing potions.
  • There’s more–possibly a whole lot more–to squishies (the little slime creatures) than meets the eye.
  • The more gifted alchemists are coming up with all kinds of crazy things.
  • There’s a professional monster hunting circuit, most notably the M-Crawl, which is kind of like American Gladiators with monsters. A lot of hunters don’t take it seriously.
  • There’s an organization called PETM that is vehemently against monster hunting, and calls Monster Mart “Murder Mart.”
  • Monster hunting has shown up on TV and such, but by and large hunters haven’t been too thrilled with the results. The “salamander crystal thing” on an episode of 24 is infamous.
  • In that world Weezer did a song called “Monster Girl.” There are also a couple of bands that do all songs about monster hunting, notably a punk band called Wild Hunt and a nerdcore rapper called DJ Dragonslayer.
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Kyawaii RPG #4: Black Hole Girls

December 23, 2008

I wrote most of this game a while ago, and then sort of got mired in finishing it off because of the tables. But I got all inspired today, so now you know why I’m posting two Kyawaii RPGs in two days.

Anyway, Black Hole Girls was inspired by Shadow Star and Alien Nine, two very disturbing manga (both with good anime adaptations that unfortunately cover less than half of the overall story), and owes entirely too much to The Shab-al-Hiri Roach.

You are a 12-year-old girl. You have an extremely powerful alien symbiote that will more or less do whatever you want. Will you try to make your alien more powerful by having it take Gel from the other girls’ aliens? Or will you try to build influence in the human world? Only one of you can ascend, but to what?

Click here to download.

Pointless Side Remarks: Word 2007 lets you do some pretty neat stuff really easily, but it can get goddamn retarded when you try to mix up different margins and columns. Second game in a row to start with bad poetry. This one is an excerpt from a poem I wrote inspired by Alien Nine, called “Alien On My Head.”

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Kyawaii RPG #3: Seasons

December 22, 2008

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I started watching Clannad yesterday, got highly inspired, and wound up banging out a very simple game in a matter of hours. I’m not sure how well it lines up with the source material, since it’s from about 5 episodes of Clannad, plus what I can remember from Air and Kanon. Seasons is a very simple game, basically pure role-play with some guidelines related to revealing what makes people tick and helping them out. It bears some resemblance to It’s Complicated, only not as good.

Click here to download.

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D&D: Nine Towers

December 10, 2008

Without really meaning to, I started coming up with a campaign setting for D&D4e. It makes me wish that I could buy something close to it in book for, because I’m not sure I’m qualified to write up everything it calls for. Still, I was thinking about running a D&D mini-campaign, and this is looking to be an interesting enough setting to make me want to do it.

The setting is a mixture of D&D, Final Fantasy, assorted anime, Neil Gaiman, China Mieville, etc. I want a world that’s over the top, baroque, and sometimes surreal. So, there’s this massive Empire of Man that, through ambition and soulfire technology (tentative name), which uses captured spirits as batteries/fuel, spanned the whole of its homeworld and is now spreading through the ether to colonize other worlds. This takes place in Nine Towers (also a tentative name), a colony that has very rich soulfire resources, but also faces threats from powerful natives and dangerous monsters. The Empire is spread thin right now, so it can’t actually provide Nine Towers with the military support it really needs, even as it demands more and more soulfire shipments.

The capital of Nine Towers is a city that was formed by a Dreamshaper, one of an exceedingly rare breed that can transpose elements of reality and the Dreamtime. Thus the city is a great surreal sprawl stretching into the sky, beautiful and twisted, but with very real nightmares lurking in its far corners.

This setting is meant to have some of the issues that D&D normally glosses over, including racism (non-humans are not given imperial citizenship unless they earn it through exceptional service), sexism (though more like 1950s than medieval), and modernity (soulfire technology has propelled the Empire beyond its agricultural economy abnormally fast).

Imperials refer to the main race of the natives as “Wild Folk.” This is a new race I’m working on, based on the Varna from Arianrhod, the weird tribes you meet in Gradia, and so forth. Basically, they look human but they’re a little smaller and quicker, and they have some kind of animal features (tails, ears, horns, etc.) depending on which tribe they come from. The twist is that they’re at least as vital and ambitions as the humans, but the Empire founded Nine Towers before their civilization really took shape. The Wild Folk have an animistic religion, and a considerable command over spirits, though how they express it varies greatly. Hence, Wild Folk can include druids, witch doctors, shamans, barbarians, summoners, etc. (And to do the setting properly I think I need a new Summoner class…)

Some other things that I think are neat:

  • The two main religions of the Empire are the newer monotheistic faith of the One God, and the polytheistic faith of the old gods. The clergy of the One God dislike letting the old ways persist, but soulfire technology depends on the summoning rites of the old ways.
  • Magic is a scientific practice; the Empire employs many sorcerer-scientists. Divine powers are actually magical rites encoded within scripture.
  • I want to do something with different varieties of humans (races in the proper sense of the word) rather than leaving it totally generic, but I’m not sure what.
  • Most D&D races are not present. Eladrin, Tieflings, and Genasi are “re-skilled” as “Spirit-Touched” humans, people warped by soulfire exposure or other factors. I may throw in some of the other optional races from the Monster Manual (Shadar-Kai, Dopplegangers, and possibly Drow) as other varieties of Spirit-Touched.
  • I want to put together another, less common native race, to give the setting some kind of big bruisers.
  • Nine Towers has great need for adventurers, whether in the bowels of the city or out on the frontier.

So, the list of things I would need to do it properly includes:

  • Information on the Empire and Nine Towers.
  • A Summoner class, and appropriate rituals.
  • A Wild Folk race writeup, with some racial feats. If I were to go for the full effect, probably one or more paragon paths too.
  • Rules where appropriate for soulfire stuff, including magic items, rituals, etc.
  • Guidelines for monsters in Nine Towers, probably including some write-ups of new ones.
  • Other stuff that I’m no doubt forgetting.
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TRPG Book Report: Doko ni Demo Aru Fushigi

December 3, 2008

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.
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