Archive for March, 2009

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Maid RPG Update: Maids’ Sunset

March 22, 2009

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Sunset Games has officially announced that the original Japanese version of Maid RPG is going out of print. It’s a little sad, but then the original game did come out in December of 2004, so it’s had quite a run. However, this has no effect on the English version, and we can and will continue to offer it for quite a while to come.

Here’s a quick translation of Kokado’s fateful blog post:

Maid RPG, a very unusual RPG, is now out of print. It is a game that came out just before the maid boom really hit, and had the nerve to ride the wave.

This is a tabletop role-playing game where the players become maids, and compete to serve their Master (the GM) to earn his Favor before the others.

There was a game at JGC where six girls played in costume, there was the time at the all-Maid RPG convention the leader of Atarinbou[1] came in a maid uniform, there was a big stack of the book being sold at the Nipponbashi Tora no Ana[2]… This game created all kinds of legends (or rather, memories).

There’s even an English version.

Some stores still have it in stock, should you wish to go buy it. We apologize for any inconvenience this may have created.

[1]Atarinbou is the circle that created Aitsu wa Classmate!, a high school comedy game also published by Sunset Games.
[2]Tora no Ana (Tiger’s Den) is one of the premiere chains for buying otaku goods, along with Animate and Gamers.

Aside from quirky RPGs, Sunset Games offers a massive variety of historical wargames and polyhedral dice to Japanese gamers, as well as Japanese versions of the Harn RPG books. We wish Sunset Games the best of luck with their future endeavors!

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Maid RPG Update: Revisions

March 11, 2009

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At long last, some more news on the Maid RPG front!

Andy has finished compiling and implementing the numerous revisions. There are a few rules fixes (here’s the errata file), a handful of edits for content people found objectionable, and a ton of little grammar and formatting errors. Many thanks to Grant Chen for all of his help. If you’ve purchased the PDF, you should’ve already been notified, and will be able to download the new version.

From here we’ll be doing a new printing and getting the book back in distribution. We’re hoping to have it back in stock at Indie Press Revolution in 2 to 4 weeks.

I also need to get around to putting together the extra scenarios that we’re supposed to be putting out as free PDFs…

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Magician’s Academy RPG

March 6, 2009

Magician’s Academy is a series of light novels by Ichiro Sakaki. It’s about a school where people go to learn magic, but it has a wacky moe-infused sensibility. To give you an idea, one of the teachers built a machine called “Mimigar Z”, which caused most of the school to sprout animal ears. There’s also an anime adaptation called “Macademi Wasshoi!”, which is how I originally discovered it. It’s kind of a gratuitous, guilty pleasure, doubly so since the character designs (and the art for the light novels) were by BLADE.

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Magician’s Academy RPG (or “MAR”) is an RPG from F.E.A.R. that adapts the light novel series using a tweaked version of their SRS house system. It’s the third game they’ve done that’s a light novel adaptation (the others are Kaze no Stigma and Shinkyoki Soukai Polyphonica). It’s one of those bunko (little paperback) format RPGs, a little over 400 pages, and I was able to order it through the local Kinokuniya for about $12 (where the Japanese price is 800 yen).

For this post I’m going to run through the stuff that makes it different from other SRS games I’ve read.

Character Creation
MAR uses SRS’ typical character creation scheme, where you pick out a total of 3 levels from 1 to 3 different classes, which in turn determines your attributes and what special skills you can pick from. What makes it different from other SRS games is that characters are a combination of a “Macademi Class” and a “Style Class”.

The three Macademi classes are Magician, Shinma (supernatural beings like angels, demons, etc.), and Irregular (people and other things with crazy powers). If you know the series, Takuto is a magician, Tanarot is a Shinma, and Suzuho is an Irregular. Under Magician and Shinma there are several Aspects. For Shinma these are the four elements, plus Chaos and Balance. For Magicians these are different kinds of magic (Enchant, Summon, Shield, Power, etc.)

Style classes relate to the character’s role in the story, things like Servant, Joker, Misfortune, and Artificial. Where Macademi Classes give a character skills representing special powers, the skills you get from a style class tend to be more meta-game. For example, SRS features “Appearance Checks” (登場判定), where the GM can have a player roll to see if his or her character gets to show up in a given scene. A Servant character can take the Allegiance skill to get a bonus to Appearance Checks if their master is also in the scene. On the other hand the “Misfortune” Style Class gives you lots of skills that let you take damage and such in place of other characters.

Impulse System
This is one of the most distinctive aspects of the game, though one I have mixed feelings about owing to how it’s implemented. It’s like they stumbled on something kind of like the aspects from FATE, but IMHO the implementation relies a little too much on GM fiat.

Each character has a set of twelve personality traits, arranged into pairs as follows:

Brave/Careful
Compassionate/Rational
Honest/Stubborn
Trustful/Skeptical
Tolerant/Serious
Passionate/Naive

Each class gives a list of personality trait ratings, and you pick one of your character’s classes as the base. From there, stuff in the game’s lifepaths and such and modify these numbers, usually by shifting a point from one side of a pairing to the other. For example, the “Everyday” table has a “Research” entry, which gives you -1 to Brave and +1 to Careful. There are also items that can affect personality traits, such as Bunny Ears (which are in the “Moe Item Table”), which give you +1 to Trustful.

In play, the GM can call for a player to make a Personality Check (2d6 plus a personality trait, against a difficulty of 12) to see if the character will in fact do something. So, if the characters are late for class and they come across a girl who needs help, the GM might call on a Compassionate check to see if the character actually lends a hand. Any time a personality check makes a character veer away from what the player wanted, the character gets an Impulse Point (衝動店), which the player can use for a host of fairly typical metagame effects. There’s also a special rule that once per session you can substitute Passionate in place of whatever personality trait the GM is asking for.

Chaos Chart
The Chaos Chart is a sort of random event table, intended for the GM to be able to throw something out to compensate for things going out of whack in the game. It has three charts, for the Beginning, Middle, and Ending phases of the story. All of the entries push things much closer to the ending, if not outright resolve it, and not a few of them have characters from the novels show up as well. (“Tanarot suddenly shows up, and resolves the incident. Go to Ending.”)

To be honest I’m not sure what to make of it. It’s the kind of setting where throwing in random stuff certainly makes sense, and I suppose that having the option to just say, “Oh, Tanarot took care of that. Now, about your characters going on a date?” fits as well. I like the idea of bringing the canon characters into the game–the setting is neat, but Tanarot and company are a big part of what gives the story its distinct feel–but needless to say I have mixed feelings about chucking them in as deus ex machina to fix things.

Other Stuff
Whatever one thinks of the house system approach of SRS, MAR does actually take advantage of its strengths. In particular, at the end of the book there’s a section on taking stuff from other SRS games (Alshard Gaia, Polyphonica, etc.), which would give GMs plenty of critters and characters to mess with.

There is a “World Section” that explains the setting, but it’s barely 12 pages. Especially given that it’s actually put out by the same publisher (Famitsu Bunko, though it at F.E.A.R. are both parts of Enterbrain), this suggests that they’re assuming people who buy the RPG will also be into the light novels. I ordered the first novel in the series along with the RPG, and the two certainly look like they belong together. The book has brief bios of the major canon characters (and Hapciel), but no actual stats.

On the whole, this looks like a neat little game, though you clearly have to be on board with the game having a very strong GM role to really enjoy it as written. If there was an English version of this, I’d most likely be willing to give it a spin, but on the whole I think I’d rather use a crazy Maid RPG variant. Not unlike Penguin Musume Heart, while watching Macademi Wasshoi I kept feeling like I was watching something that runs on Maid RPG’s physics engine.