Showing posts with label anime. Show all posts
Showing posts with label anime. Show all posts

Thursday, January 9, 2025

A 26 episodes campaign

Trigun, Gungrave and the enormous Evangelion. The always mentioned here: Cowboy Bebop and Samurai Champloo. From more obscure animes such as Nadia: The Secret of Blue Water, Gokudo the Adventurer or Utena, to modern classics such as Kill la Kill, they all have something in common: they manage to take a crew of characters through an adventure, sometimes meaning multiple arcs, in 22-26 episodes. (We can add Hellsing and Katanagatari if we split their 40 min episodes into 20 minute ones, through this might be cheating). If you are willing to sink time into watching something good anime, jump into any of those named without investigating further. Trust me.

Dropping more names in the comments is always welcome. There was a golden age during the turn of the century for 26 episode animes (let me refer to an old table to generate your own)

Recently I am trying to come up with different, "out of the box" ways to generate gameplay (as opposed to create "dungeons" procedurally or "missions" manually), and the idea of emulating an anime campaign structure... makes sense. Or does it?



The secret of blue water


 

These are some notes:

 * The campaign is played through 26 sessions, no more and no less. These are coincidentally half the weeks in a year (52) so if you play once per week, you will take half a year to complete a campaign to be remembered for ages. 6 months is a great time for a campaign to span without starting to lose focus or energy, more if you like to rotate games or GMs.

* Some episodes/sessions will be "Character Arc" episodes, those are specially dedicated to develop a given character or his/her past. Ex: Cowboy Bebop 05: Ballad of The Fallen Angels

* Some others are episodic, when there is a situation to be resolved that spans during one or maybe more episodes (depending on the players). These also serve to introduce key details of the setting into the story. Ex: Vash the Stampede dedicating one episode for each Gung Ho Gun. 

* Some are filler because the animators had to make the series last 26 episodes, but this doesn't have to mean boring in play. They can be fun to emulate too. Ex: the island episodes in Nadia.

* Some can be weird, and not fit into the tone at all, or a priori. Ex: the zombies and the baseball episodes at Samurai Champloo

* This liberates the GM when making things happen, and when they don't go as expected. But of course, without procedures and generators there is no game:

* For 4 players, each rolls 2 d20+4: this generates 2 episodes from the 5th to the 24th that are meant to be their "character arc" episodes. These can be rolled in the open or in secret by the GM, both have their points. Duplicates should be re-rolled so nobody has to share their character arc days. Starting at episode 5, this means that GMs have at least 4 days to understand the character and the player, and to think about what is a good challenge for them to be overcomed. 

* Each place on the world has a fitting (d12+ current episode number) table of "happenings". The first 12 ones are more easygoing: pastoral themes, small bosses, more slice of life (this might also form weird or filler episodes sometimes, unless the PCs do something strange). Beyond 13th onwards, there are more serious enemies, disasters, portents.... These should be rolled the previous session by the GM, so he can prepare the next week session accordingly to where the PCs are and cross the results with the PCs previous actions. A "place in the world" normally means a city or a wilderness area, maybe from a rooster of 15 different ones. But depending on your worldbuilding it can mean a new semester in high school or a new planet, or just play with 1 or 2 zones.

* What about this: the characters can't die in random episodes. A fallen PC is just down for the rest of the episode (this means be removed from play unless helped somehow), unless it's one of their Character Arc, or in the final two, in which this rule has no effect. Of course, all kinds of epic last words are permitted if the situation allows it. If a character dies, the player can keep on in the game playing an NPC but without rolling for character arc.

* This means that the GM can throw any kind of enemy to the players: they will just survive the big boss appearing at anytime to make a display of power, yet players will try to survive just to play that whole evening, unless the episode is reaching the end (climax and end of the IRL meeting)

* The exact resolution rules are not important, any can work, depending on what the show is about.

* However, mechanics that are activated by making the players make up the past of their characters are a very good way to help the GM develop a better character arc for the PC.

* Some idea for running NPC interactions: Each NPC has some traits on them (like generous, coward, ambitious, greedy, lustful, rich, nostalgic, sad, etc). Some are easy to detect, and some are kept hidden by the GM (and the NPC). The GM should roleplay the NPC's responses taking into account all its traits (both the secret and the exposed ones), and using a reaction roll only when something is uncertain. A table for traits is something I must surely work on. Some random mooks do not have to be particular traits, maybe they can share a common one. But the GM can add traits to anyone at any moment as the spot is put over a given NPC.

* It is advisable that PCs have also at least one strong trait that distinguishes them from the others, with some form of mechanical advantage if the trait is disadvantageous. For example, Thieves Can Do It Too, by Johnstone Metzger, gives +1 dice to a related roll if a trait is positive, or +1 dice to a future, unrelated roll if the PC's trait puts him at disadvantage at any point.

* The emphasis for the GM is in to build charismatic NPCs that can be talked with, and some lore to be exposed the next week. Then, after the 26 episodes have gone through, gather the players and reflect if the whole adventure could have been a true, top 10 anime of all time.

 

 




Thursday, October 6, 2022

Fire Elixir Forever



I ran a long cyberpunk-themed campaign years ago, based on the adventures of a street gang (the PCs) versus another gangs of diverse levels; the most powerful one being a mix of the Yakuza and the OCP from Robocop. The rest of the setting was a wild mixture from Battle Angel Alita, Grand Thief Auto, The Warriors, Streets of Rage, Gungrave, Daredevil and Akira. The game stopped eventually due to two of my friends stopped talking to each other for unrelated reasons.
I used a very simple ruleset I came up with (Very similar to Lasers and Feelings, with "fiction first" style HPs and freeform skills) which had its pros and its cons, but it was very narrative and I didn't like it drove the game towards the players "negotiating" with the GM out of character; and made combats rely on my personal judgement and whims more than in tight rules. This made combats seem unfair on victories (it always felt like I had "given" them the combat) and even more unfair when they lost. I am maybe being so hard with myself: everyone involved were thrilled and we all remembet the campaign very fondly; pieces of it still appear on our day to day conversations and have changed the way we look at our hometown forever (the game was set on an alternate version of it)

Recently I "unwillingly" came up with some rules that I think that would have worked very good, and I want to write them here just in case I need them again. I don't think I will reunite the old gang or continue that campaign where we left it, but some of them are back in town and who knows if I can pull out some sort of spiritual "reboot".

Character Creation: Roll 4d6, then arrange them from highest to lowest. In that order they give you:

1) your age (add 11 to it. If your character is not part of a young gang for some reason, ignore this result)

2) # of starting items. You roll them on a separate table: some of them are actually traits and are inherent to you, while others are physical objects and can be given or traded to other PCs before the game starts.

3) Your starting hit points. Your gang's vest gives you an extra +1 as long as you wear it. 

4) Your # of skills

Skills: 


Kung-fu: This covers all melee or shuriken-based combat, from fists to katanas. 
Gun-fu: guns, guns, guns. I don't think the genre needs more differentiation in combat skills.
Ninjutsu: This is for when you dodge, sneak, jump more than one would thought, etc. It is possible for non-combatants to be skilled in this arts, specially for animals and kids.
Hacking: From John Connor stuff getting easy money to programming the Matrix
Mechanics: Engineering and repair of vehicles, cyberparts, the physical part of robots, etc.
Medicine: From first aid to acupunture to surgery to the implantation of cyberparts. Ido from GUNNM is an example of somebody who knows both medicine and mechanics
Driving: Useful for biker gangs who do a lot of road mayhem.
Charisma: This is not something that magically bends people to your will, but will come up when an NPC makes a reaction roll, when you try to influence a crowd or when you make a proposal to an NPC that is at least feasible to be accepted. This is Harry McDowell from Gungrave or Cyrus from the Warriors.

Notice that there are no void skills like cooking or lore: history. These nine are those that shape the genre I am trying to emulate. However I don't want to limitate the game to them. You can make up any skill you want as long as it doesnt step on the toes of all those listed above. Any kind of specific lore, an incredibly useless profession or hobby, etc. If you want optimization you can do it, if you want to be a flute player you can do it too. We had this rule for years, it worked perfecly and I loved it




Resolution:

You roll 1d6 if its something everyone can attempt. + 1d6 for skill; +1d6 for skill mastery, +1d6for situational bonus (This is called the Special die), up to 4d6

5-6 is a success. 4 is a partial success, and 1-3 is a failure

Combat:

Highest Hp goes first, unless duels and stuff where everyone rolls at the same time. 

You roll 1d6, + 1d6 for skill; +1d6 for skill mastery, +1d6for situational bonus (Special die), up to 4d6

The results are read like this:
1-3: miss
For each 4, you deal 1 damage.
For each 5 or 6, you deal 2 damage if using fists, 3 if using a street weapon and 4 if using a proper weapon.

Armor is rare, and normally pieces of combat cloth, such like a superhero's suit, provide some work as an extra amount of HP.
Real armor is more likely to happen when one has a metal exoskeleton, or a piece of cloth designed to stop a specific weapon (a kevlar vest for example). This kind of armor negates your best result when rolling against it, instead or in addition to HP increase.




Starting Items/Traits: not the definitive version, I am improvising it, but it looks something like this. There are also examples ingrained on how to deal with bonuses and mechanical parts on a system like this. Probably would benefit greatly from improving the table to a 1d36 one.

3 Minor Psychic Powers. Choose 1, the others may be granted to you sometimes at GM's discrection: Telekinesis, Psychometry, Telepathy, Clairvoyance. You can get better at this by investing in a secret skill: Eerieness.
4 1d6 grenades. They deal 1d6 damage on a hit. On a 4, you can but your enemy gets a free move against you. On a miss, you lose turn cant launch them yet.
5. Toolbox. Allows you to repair and custom vehicles, cyborgs and other stuff. Advanced surgery needs you to work in a lab (improve your homebase until you have one). 
6. Bionic implants, choose 1: Hacking Port (counts as a computer), Adamantium bones (+2 HP), Hidden street weapon; Bionic Eye capable of Thermal Vision. 
7. Aesthetic portable computer: Allows for hacking shit. Taking your effort to set multiple computers allows you to roll, and then re-roll the special dice that many number of times.
8. Tiger Kick: When using street or no weapons, you can add the situational die to combat rolls whenever you can use your legs. Once you miss a roll, your attack becomes predictable and you lose this bonus.
9. First Aid Kit. Use a turn & a medicine roll to cure 3 HP on a 5-6. On a 4, the kit is exhausted. On a miss, you also fail to heal anything.
10. Knife, Chain, Nunchucks or Spiked club (street weapons)
11. Apple, Chicken, Soda or Cigarettes. Those kind of shit gives you back 2 HP when consumed.
12. A couple of walkie-talkies
13. You get a light motorbike that allows for 2 passengers. Roll 1d6 to see its max speed (1:low, 6:very high)
14. Gun or Katana (mean weapons)
15. 1d6 doses of your favorite drug. Choose its effect: Hypnotic, Trippy, Stimulant, Chill, Knock-Out...
16. 1d6 Flashbombs and 1d6 shurikens.
17. Panzer Kunst. This martial art helps you to fight enemies twice as high as you or higher. Every time you score a 6 in melee combat, you can roll the "special" dice and add it.
18. Bionic Body specifically adapted to a single skill (+1 special dice per scene/combat)

Leveling up was achieved by surviving X game sessions, and every now and then you earned a new skill or improved an existing one. Now you also get +1 HP. We didn't use HP back then, but a status box (healthy - wounded - dead). In practice didn't work so good.




Lethality. The game is meant to be quite lethal for PCs once you start combating outside the "unarmed" range. You are expendable troops after all, but there are ways to cheat death. 0 or even -1 HP is just incapacitation/dying depending on what caused it; and can still be treated with a medicine kit or similar. But, if you have read enough Battle Angel Alita, you'll know that -2 HP characters that have their head or brain preserved can still come back if a good cyborg mechanic puts them on a new body.
You are also meant to improve your homebase through the game (specific rules to be written another day), and doing so allows you to have new characters start at level 2 or 3, which makes character death a little less painful.

Balance: I don't care shit about balance. You are a gang. All gangs have tough guys and weaklings, skilled and dumb members, who help each other. This is OK. If you get less skills or HP or shitty gear, you can still hang around and interact with the game world. You are not expected to get into mandatory mortal kombat, nor there are pre-planned solutions: attempt things that your character could do. Think how to buy, steal or borrow a solution. Ask NPCs to help you. Whatever. You are not meant to grind the whole setting. There is also a kind of balance in having toughest members fighting while the weak run or do their thing. Ajax and Swan make most of the beatings in The Warriors for a reason. Still, with time you may level up get better at something eventually.

Gameplay procedures: Will expand on this on another entry. I'm taking a lot of time to write this one and I am fucking eager to click publish, so I can chill and take my time with the rest. For now I'm proud with what I got.





Wednesday, August 31, 2022

A setting in 4 images

So much time without coming around here! I must take some time to write in here again. Not dedicating myself to rpgs lately, I've become more and more absorbed in that gaming aspect by a local league of Premodern MTG (yeah I know, how could I fell for that?) but now the hype is controlled, I must be back on the tracks. As a warming excercise, I found out about this "trend" of describing a setting in 4 images and wanted to contribute with mine. Not sure on how would I do it, or if it could be done, even. But...


...I'd like to mix Evangelion (complete with angels, epic combat and comfy base-high school parts) with...


...medieval era instead of futuristic age. Not necessarily the "real middle ages" if that is even possible, just some castles, lances and horses. Pic related could be our "Shinji". The picture is called "Portrait of the young knight" and I like to think that it could even exist "in-setting", as a way that they have in Medieval Tokyo-3 to revere their teenage knights and saviors that fight against...


...this terrible monsters that threaten with a very imminent apocalypse that has a parallel relationship with the character's feelings, relationships and discovery of the world, during a seemingly endless unnatural summer. Still not sure on how they should be the only ones to be able to fight in equal conditions with the monsters, or how they are supposed to break their AT fields. The easiest answer is to make them rely on certain magical-special mounts, or some kind of impractical but magical anime swords that only them can wield effectivelly. Choose your favorite:


They also do the important role of adding some neon colors into the picture. Glowing weapons sometimes draw the seriousness out of many settings  (classic shit appearing in mmorpgs) but they kind of fit in here. But I guess that they should be as unique and as important in setting as the Evangelions are for the NERV. For closing, a meme that I just saw and I liked it a lot heheh.




Monday, December 20, 2021

make your own anime


I want to test the rpg principles I talked about on the previous entry, and I needed a spark. So I re-made an old table for making your own anime; and then I will try to make an RPG out of it! hahaha. 

If you want to join, cross the first letter of your last name with the month you were born and find out yours. Write a short summary of the plot and describe 3 to 5 main characters (you can use behindthename for finding some names quick). The idea is that if Samurai Champloo and Cowboy Bebop could hypotetically be made rolling on a similar table, we can come up with similarly awesome 26 episode animes.


Asteroid

January: Gospel

Barrel roll

February: Serenade

Cultist

March: Noir Jazz

Dragon

April: Mantra

Emerald

May: Boogie

Frontier

June: Fugue

Galley

July: Sōkyoku

Hadou-ken

August: Blastbeat

Istari

September: Synthwave

Judoka

October: Shoegaze

Kaiju

November: Blues

Lancer

December: Dub

Midgar


Ninja


Oasis


Pyramid


Qilin


Raygun


Shoggoth


Transhuman


Underworld


Valkyrie


Witching hour


XI century


Ys (city of)


Zombie



I will roll with a dice myself, because I already set up the table knowing my own month and name lol. Optionally, you can add the words Hotel or Squad to whatever name you get, after or instead the second word. Post results!

Friday, April 30, 2021

Katanagatari



* This is a list of gameable things that I took by watching Katanagatari.

1 - An island inhabited by a powerful fighter and his family; as he was abandoned there by his lord.

2 - A land that its been completely overrun by a desert, from which only the top of a castle remains. The castle is a dungeon with the entry on the top.

3 - A swordsman who, from a non-threatening sitting position, can unleash an speed of light attack; but only if you step 1 milimeter into the room he is in.

4 - The concept of a tactician that cannot combat, but instead watches you fight and comes up with the best approach to any duel or battle.

5 - A four handed automat/puppet, with a sword in each hand, and another one hidden in the mouth; that is powered by solar energy (basking in the sun for a while during the daily routine) and is also shaped after the author's loved woman.

6 - A group of ninjas who are gorgeously cosplayed as an animal each. Seriously I really want to use this one.

7 - An interesting reason for being a monk in-game (because you are a human sword, so you cannot use swords)

8 - A bunch of poisoned (read as cursed) weapons with diverse powerups. Then, a wooden sword whose ability is make you feel righteous, and a bladeless sword that makes you overanalyze yourself to the point to "cut" you.

Houhou sama! I really liked that character for some reason. The series themselves are 12 episodes of awesome anime of the 2000s era. I reccomend it to all the old school anime fans like me.