yukamichi: Face shot of the character Tetora from Log Horizon pointing at herself and smiling (Default)
(This is the third part of a three-part entry; read Part One here and Part Two here)

A Spirited Defense of Metagaming


An astute reader may have noticed that this entire post is flirting with one of the gravest and most unforgivable sins in roleplaying: thinking about the game from a mechanics-first perspective, or what is sometimes known by the pejorative of "metagaming." And yet here, it not only works (in my most humbled of opinions), but the game arguably functions better when players are thinking about the game mechanics and how best to use them as tools to achieve the goals of play.
Read more... )
yukamichi: Face shot of the character Tetora from Log Horizon pointing at herself and smiling (Default)
(This is the second part of a three-part entry; read Part One Here)

Ambush Machine Go Brrr


So, how does our character actually function in play? Of course, our first concern is the long-game play of setting up Jealous Wolf. Our early moves are going to be similar to most characters in a typical game of Shinobigami: tentative relationship-building and feeling out the positions of the other characters. Forming bonds is important because of information exchange (when someone with whom you have a bond learns a piece of information, you also learn that piece of information); getting the most out of Jealous Wolf means knowing which of the other characters we're most likely to find ourselves at odds with, and characters' secrets and alliances are important to making that determination. Being able to swap around a skill mid-game also makes for a powerful defensive option, as attacks are defended against using the same skill that the attacker uses: if we know whom our primary target is going to be, we can tweak our skill list to make their attacks easier to dodge (this is in addition to the open-ended tactical question of being able to gain an entirely new ninpo as well).
Read more... )
yukamichi: Face shot of the character Tetora from Log Horizon pointing at herself and smiling (Default)
"[I]n order to give a positive meaning to the idea of a 'presentiment' of what does not yet exist, it is necessary to demonstrate that what does not yet exist is already in action, in a different form than that of its existence." -Gilles Deleuze and Felix Guattari, A Thousand Plateaus

This article is going to talk about is the process of creating an RPG character. In this case I'm going to be using Shinobigami as the game in question, for a couple of reasons:
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yukamichi: Face shot of the character Tetora from Log Horizon pointing at herself and smiling (Default)
I played a fair amount of 2nd Edition AD&D when I was in high school. AD&D is a bit of an odd creature; while it retained many of the "core" features that made (and still make) D&D fairly unique compared to many other RPGs, it was also also bowing to the pressure exerted on it by the inexorable forward march of "trad". In particular it ended up implementing this half-formed skill system in the form of Non-Weapon Proficiencies (NWPs), but it was one that was rarely (if ever) fundamental to the procedural functioning of the game in the way that trad skill systems are (arguably by definition, but I don't really want to litigate "trad" here).
Read more... )
yukamichi: Face shot of the character Tetora from Log Horizon pointing at herself and smiling (Default)
Before I can talk about Saturday Night Shadows, I need to talk about Satasupe.

Satasupe, short for "Saturday Night Special", is a scenario-driven procedural sandbox RPG designed by Kawashima Touichirou and Hayami Rasenjin and about a dozen other people. Inspired by Iwai Shunji's 1996 film Swallowtail specifically, and by an entire zeitgeist of late 20th century Asian crimesploitation dramas more generally, players take on the role of "Asianpunks," petty criminals who band together and do what they can to get by in the slums of a multi-ethnic, alternate-history Osaka.

So what is Saturday Night Shadows, then? If you haven't already guessed, it's a port of Shadowrun's setting over to Satasupe's ruleset. There are two main reasons (plus one, special, hidden reason!) why I would want to do such a thing, and like basically every attempt ever to play Shadowrun using anything other than one of Shadowrun's seven different official rules editions, it's because of a fundamental dissatisfaction with those rules.Read more... )
yukamichi: Face shot of the character Tetora from Log Horizon pointing at herself and smiling (Default)
This is a rhetorical question about the extent to which one media paradigm's assemblage of various traits into identifiable patterns is ever going to map comfortably onto a different media paradigm, and how the attempts to do so can potentially reveal unexamined assumptions about less obvious aspects of how we orient ourselves towards that medium in the first place. And also, I'm going to answer the rhetorical question anyway.

I mean, all four Xs do appear in one part of the game's major procedural structures or another. But even a lot of relatively popular ways of playing D&D contain some degree of at least three of the four Xs, and yet I doubt many people would jump to claiming that D&D has much in common with, for example, Masters of Orion.

Which is to say, I suspect that very few people really interact with games on a psychological level directly vis a vis the fictional activities we engage in while playing (this is also a backhanded critique of the supposed "Three Pillars" of D&D play, but that's a whole different rant). The way we view those activities is heavily influenced by the rhetorical interface of the game; for example, the role of "overseer" that we generally play in 4X games, compared to the rhetorical interface of the individual actor common to most RPGs.

But that's what makes the label of "4X" potentially more applicable to Meikyuu Kingdom than it is to other tabletop RPGs where the players/characters explore, exploit, expand, and/or exterminate. The core gimmick of Meikyuu Kingdom is the eponymous Kingdom, a communal character played by all of the players (and to which their individual characters belong), and which provides the necessary "overseer" framework that conceptualises the activities the individual characters take part in as part of the traditional 4X "loop."Read more... )

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