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What do you guys know about japanese TTRPGs? I'm interested in the bigger focus on one-shots and episodic nature. Also the "skill matrix" which I've heard has taken over a lot of systems.
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>>97901023
>I'm interested in the bigger focus on one-shots and episodic nature.

Which is probably a legend. Shit like SW isn't more episodic than dnd.

Anyway pretty gud game, unfortunaly Shinobigami shines more on second playthrough.
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>>97901023
Game mechanics are not something that most JRPG designers care about. So, most JRPGs have dogshit mechanics.
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>>97901711
Lmao You're so retarded
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>>97901023
>>97901023
I have been playing and translating Japanese TTRPGs since like 2021, probably, so lemme speak from a modicum of expertise:
When it comes to TTRPG design, you can group games by how much they lean into one of three angles. Simulation, Narrative, and Board Game.
A lot of western games lean either stronger into the simulation or narrative, where as japanese ones lean into the board game angle first, into narrative second.
This has two effects:
First, Japanese games are a lot more gamey, which isn't really a bad thing. The rules are more often then not very clear and mechanics are very structured. There are often just a few sets of core rules and mechanics, the rest is in what is lovingly referred to as Power Card Autism. You get powers and abilities in a certain format, and there are a lot of them, but they are all formatted the same so if you can read one you can read them all. So its really easy to pick up and play. It helps that 9/10 times they come with premade characters right in the book and at least one scenario to play, so even if you are a new GM you can just read the book and don't have to write a whole campaign before you can start to play.
Generally japanese TTRPG culture is more focused on playing one session at a time, often with different games and even GMs. That is not to say that campaign play is non existent, it is just not the sole main focus of any game ever.
Another paticularity of japanese games is that Systems are rare. As in, there are few "rule systems" that are used for many games. The SRS made by F.E.A.R. is the only example that comes to my head. Game rules are usually designed for that one specific game, purpose designed for the setting and theme of the game. Thanks to their design thou, most are easy to pick up so its easy to jump between systems even if they are all different.
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>>97902700
What would you say are the most interesting things happening in Japanese RPG design right now?
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>>97902776
bump so this doesn't die, interested in an answer
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what the fuck is a skill matrix
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>>97905624
'e mean the Saikoro Fiction system which uses a Skill Matrix for making checks. Shinobigami primarly uses this system, but a few other games also use that system, but most of which are either only in Japanese or Russian.
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>>97906068
post an image of the page or something. is it just a big chart?
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>>97906243
Here's a blank CS, the Chart is on the sheet.
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>>97906500
why are the skills numbered like that? is there some sort of linear power access? are the thin empty boxes next to each individual skill name check boxes or do you place a number inside?
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>>97906531
to writ, you pick a series of skill relevant to your character, and dependent on the total number of spaces between that and the given skill being used, adds a modifier to it.

Video of Notepad going on about the other Saikoro Fiction games:
https://www.youtube.com/watch?v=etYvonUmHQs
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>>97906531
NTA, but from what I could find (assuming I'm understanding it correctly) is that you fill in certain skills (called Strong skills), and then roll 2d6, which is what the number on the side is for.
For a strong skill, you need a 5+. Otherwise, you count from the skill used to the nearest strong skill, and increase the number needed by however many boxes.

So to use that sheet for example, a character trying with a strong skill in Blade needs a 5+ for that, a 6+ for Hand to Hand, a 7+ for Speed, and so on.
But notably, it also works across columns, with those tiny boxes between still counting as a box. So a strong skill with Blade also only needs a 7+ on Concealment and Demolition.
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>>97906659
I can see why that is a popular system. I have moved away from explicit skill lists due to them encouraging specialists always solving things where as quantum skill systems ( IE pick your own skills) encourage everyone to participate . This is a pretty good middle ground and appeals to the rationalist literalist asiatic mind
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As an L5R fan, do the nips have lots of games with Honor and Glory stats? What's their take? I see the Shinobigami sheet has "Conviction"
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I know they love CoC 6th and 7th to death, but not much about original JP systems , maybe except Aionia and Emoklore
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Anyone tried shinjuku crawler?
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>>97907277
why is size a stat
explain those 8 stats
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>>97907352
>why is size a stat
Combined, abstract measure of how fat and tall you are. Contributes half of your HP pool and damage bonus calculation. Rulebook also says it lets you look over walls. Although I think it only makes sense for when you roll a check to hide in a closet.
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>>97907641
what are the other exotic stats? app, int vs edu ect
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some weeb shit is kinda cool. I like Kamigakari's Spirit dice, they're a neat idea. They're a pool of pre-rolled d6's that you use to pay for abilities or substitute for rolls. It's maybe a bit on the undercooked side and enemies don't really engage with spirit dice, but i think it's a neat idea.
Kamigakari is in itself a bit undercooked, I suppose, with what it's anything-goes kitchen sink urban anime fantasy.
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>>97902700

First of all: Kamigakari, Sword World, Ryuutama, they're all non-oneshot based. It's just an urban legend that nips only play those. Hell, their definition of oneshot might be pretty loose, as things like Tenra and Shinobigami are... not gonna stay in 3 hours, most of the time.
(well, maybe Shinobigami with a group that knows it)

Not sure where you'd think they make less specific RPGs than 'murrikans as well. Saikoro Fiction is a thing, sure, but so is DND. Kamiya makes all different games.

>>97910043

One thing about Kamigakari that I find pretty funny is the size of the city.
Like, you'r expect some millions plus city to make the supers blend and mantain the masquerade, but nah, it's just 200k. Would be a medium sized european city, and quite some bumfuck nowhere in the US.
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>>97910103
Hisashiro is a great city! It's east of Osaka, but it's got a port so it's gotta be so far east it's more like south of Nagoya. It's kinda funny that it's also just got EVERYTHING. You want high-tech industry? We got it. You want a catholic girl's school? YUP. We've got trains and offices and warrior cults and shopping malls. Every legal, illegal, paramilitary demon-adjacant organisation has a branch office. They're right across the street from each other! They also got a Chinatown but that's totally unrelated to the troubles at hand.
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>>97910196

It's not even particulary over the top, the moggles' side has perhaps one too skyscrapery building and that's it. Hell, the one thing that struck me as maybe strange is it having four urban railway stations (and... a beach right in the middle of the central seafront?), but I guess for nips it's not.

That being said, even in Fate the Kobe thing would have made me think Fuyuki has at least 1m people. Whatever, it's good as it is.
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>>97910303
There's also the giant fish spirit in the lake.
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>>97910043
>>97910103
>>97910196
God I want to start running Kamigakari again
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>>97906500
>Olfaction
Sorry what?
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>>97910999
The sense of smell. Possibly scent-tracking like a dog, and/or the ability to conceal your own scent from such.
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>>97910999
It's a ninja game. Smell poisons, smell medicines, smell bitch ass ninjas, smell gunpowder, smell faggots across town, and so on.
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>>97907721
Power is described as magical potential and is probably the most important stat in the game. It determines your starting sanity, resistance to being influenced and in the edition the image is from, also your luck.
Appearance has absolutely no defined rules outside of chargen, but the rules suggest to use it to determine initial NPC disposition.
Intelligence is sometimes checked when no skill clearly applies, when you ask the GM to give you a clue (the idea roll) and sometimes against insanity effects. Where they're one of the few rolls you want to fail, since failure means you're too stupid to realize how bad things are.
Education measures your academic knowledge, as opposed to inherent intelligence, and is the main source of skill points during chargen (restricted to career skills though). Since you're incompetent at everything you haven't put skills in, it's the second-most important stat.
Strength and Constitution provide the other halves of your damage bonus calculation and HP pool, respectively. Dexterity determines who goes first, modified by what action you take.
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>>97901711
>>97901113
>>97901023
I am a nigger with major interest in the Japanese Dice Delusion Game too,
so I will chime in like a total faggot.

Games that work like western TTRPGs: Sword World / Goblin Slayer, Arianharod,
--- Ryuutama can go either way. It has the weirdest class system where choosing a
sub-type can change everything.

Definite one-shot fodder: Maid, Double-Cross, Shinobigami, Gun Dog, Nechronica, Kancolle.

You could do campaigns, but the overall premise is super-weak: Golden Sky Stories

You can die in one battle scene super easy: Tenra Bansho Zero, Nechronica

I would not agree that J-Games mechanics are shit, they are just super-different and
have a different end-purpose in mind. Look at Nechronica: all skills and attacks are just
roll a d10, beat a 6. This can be seen as shit, until you realize the game has a different
focus on body parts and sanity reactions...
Not everything has to look and act like D&D.
....If you want to get into JTRPG's, go ahead, it's just different and most of the good ones
are not translated.
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>>97913721
What are the good ones?
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>>97913721


Nechronica is campaign-based, tough it has a strong "this evening we play a battle OR two and that's it" structure. Like all Kamiya games, GSS included.

I'm curious as to where you find Tenra particulary lethal, tough? That's... really contrarywise to how I read and played it. You know that going out of Vitality doesn't kill you, right?
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>>97913814

In my opinion (NTA) Shinobigami, Tenra, Golden Sky Stories, Nechronica. Didn't play Dracurouge but that sounds dope as hell.
Played Witch Quest, can't remember that well but I guess it's mostly an archeological value nowdays.

SW has cute ideas and cute races but it's just dnd with different numbers. GS seems the same but without ideas. Ryuutama seems REALLY bad, like it's some autistic dndslop that sells itself falsely on some "cozy" premise.
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Nechronica's dumb "Build-a-Loli" limb system cracks me up. It's been a fun time the few chances we managed to get it on the table, although I don't think we've ever managed to play its grimdark tone seriously without it getting overshadowed by the party obsessing over organ-swapping and grafting shit onto themselves.
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>>97913721
do more videos larue
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Surprised to see the amount of Ryuutama hate in this thread. I've read the book a few times and it seems really nice but I've never successfully convinced my table to play it (and to be honest, had trouble imagining how it would play)
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Still wishing for a proper fan translation of Monotone Museum. Large fan of the “corrupted fairy tale” aesthetic, but they only ever translated the fluff. The included txt file just goes “use the FEAR engine lol”, but I don’t know where to grab that, so that’s kind of out.
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>>97917116
Almost hate to ask the hatred is a bunch of gaslit FabUlt players being egged to hate on it's partial inspiration.
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>>97918531

Oh, I dislike both, don' worry about that.
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>>97917116
It's a nice system, but the traveling rules actually kind of suck depending on what kind of GM/players you have. It's incredibly restrictive, which is good if you have inexperienced players that don't otherwise know how to play. However, it's a bit grating and seems more like rolling for the sake of rolling once you've done the process a few times. I had to break it up by inserting roleplaying opportunities in between the rolls.
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>>97913846
>That's... really contrarywise to how I read and played it.
I think Tenra isn't considered lethal in the sense that "mechanics make it easy to die", but because the game insistently pushes you into retiring your own character by going out in a blaze of glory and trying to keep the same character for long is contrary to the design intent.
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>>97901023
>What do you guys know about japanese TTRPG?
off of the few books i got my hand on their book suck ass. The rule book is being treated like a light novel just in slightly larger format. Terrible printing paper and quality most of them are so thin. The illustrations inside suffer due to this too
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>>97921279

Does it tough? You're supposed to sublimate and rewrite Fates to lower Karma.

>>97921309

Honestly way better than DND-like coffee table books. I do like good drawings too, but it should be an handbook most of the times.
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>>97906500
Why is sleight of hand a martial art
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>>97925065

Why is cooking strategy, if anything.

You kind have to get a shitton of skills in six columns in Saikoro Ficition, some are gonna end up a tiny bit strange. Note that yes, having six columns matters (you use a die to randomize them, and they count as hit points).

>>97907234

No. Methinks is mostly it's a western "projection", so to speak.
If anything a jidai jeki would have something more on the lines of duty vs desire.
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>>97917116
>>97918531
LOL.

FabUltima, isn't that Italian-to-English, only inspired by Japan?

Ryuutama's worst thing is that you can literally loose HP to travel, and then have to fight a major disease cockroach.
It is literally up to the GM to save or slay your ass in a lot of cases.
.....also,
Plenty of stuff that allow the players to add details to the world so the GM doesn;t have to, but in the end it comes off as lazy at best and badly hipster at worst.

Ryuutama is at best when:
...You have the GM make up at least 90% of the world details
...You keep severe travel but make it drive enemies to cover or something.
...You leave serious enemies for planned, serious, post-travel encounters.

Otherwise, you really get oregon trail'd.
>then again, that could be the real reason we need the game.

Also, Milk Maid.
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>>97923894
>Honestly way better than DND-like coffee table books
you may not like the size of DnD-like books but i think it disingenious if i said it didn't have good paper quality and high quality illustration print
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>>97925661

Yeah, and that is not necessary, at least at those prices.
You do need decent paper and binding, but.
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>>97925666
as i usually use pdf for playing those book are for collection and i think it would be better with higher quality production
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>>97925679

Bad idea to use pdfs to play. Anyway, it would be conceivable to have lavish 60 bucks* full illustrated and 20 something non illustrated "on the road" core books, for something like dnd.

In general terms rpgs that REALLY sell themselves on illustrations tend to be weak games.

*=I mean, it's still overpriced as fuck, but.
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>>97925700
having the power of ctrl + f is more convinent on the fly desu, don't get me wrong i still love flipping through real books but being able to quickly look up something on the spot has it advantage
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>>97925712

Tried it. No, it doesn't, really. By all means get the tablet as well, but especially for corebooks and adventures? Dead trees.
(To be totally fair i either play lower count rpgs or ones with good indexes, and I play many different ones so I do need to study the system back to square one often)
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>>97925748
Comsider this: not everyone is as computer-illiterate as you.
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>>97927154
kek
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kurojin
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Well, would also point out the Armored Core 6 TRPG got translated recently.

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