Showing posts with label Anime. Show all posts
Showing posts with label Anime. Show all posts

Monday, April 13, 2015

BRP/Magic World: Sword Art Online



Well, my girlfriend and I just finished the second season of Sword Art Online, and it got me thinking about running a tabletop RPG reminiscent of this game, either in name or some sort of expy-version thereof, but with my most recent forays into the RPG scene being basically from the aspect of Iron Kingdoms, I wanted to dredge up the mechanics of Basic Roleplaying again, seeing as how I've invested a serious amount of my sourcebook income into Chaosium's line of rpgs.

I'm also writing this as a sort of mental exercise for myself, both to increase my postings on my blog, and to keep myself from spending money uselessly signing up for a MMO somewhere and not really enjoying my time playing it, and thus wasting creative energy.

Regardless, I really like the concept of bringing in the actual source as intact as possible because, to reiterate the plot in as spoiler-free a manner as possible, in SAO, when you kill another player character, their actual player suffers a significant electrical jolt to their brain, causing immediate death. This sidesteps one of the standard player mentalities of 'kill everything in sight' by imposing a moral quandary into the more bloodthirsty aspects of the tabletop RPG hobby. Essentially, Player Killers are literally player killers, as their in-game homicides are actual, real-world homicides.

Somewhat breaking from the original source material, however, is the aspect of multiple MMO universes portrayed somewhat later in the anime, and I do quite like the idea of players switching between 'games' occasionally, keeping their attributes but losing their skills, equipage, and money. This does, however, mean that there probably needs to be some sort of leveling system for statistics as well as skills, which is somewhat of a break from the standard Chaosium formula.

But I think I can mitigate that though a hybridization of the Call of Cthulhu 7th edition ruleset with the standard Magic World ruleset, basically running the game where statistics are listed as a derivative of 100, then half that, then 1/5 of that to give a core number that can be used to generate stats. Adding a skill checkbox next to statistic's d100 number means that they can be increased using the standard BRP character advancement rules, but also ensures that characters can't get ridiculously overpowered without more home-brewing. We'll talk more about advancement later.


I think what I like best about BRP is that I can create a list of skills to just put on a character sheet and have players assign starting numbers to them, while keeping the d100 ruleset together. This will probably necessitate looking a number of gamefaqs pages and SAO wikias trying to find a unified list of non-combat skills, but I also think I should probably keep some of the standard BRP/MW skills intact, as the translations for some of the SAO skills in the PSP games are what might be seen as pedestrian. I suppose if I were to keep them it might add to the authenticity and aesthetics of the final system itself, but for now I think utilizing more descriptive and enlightening language creates a more approachable hybrid for rpg veterans and converts from the games/anime. Of course, I'm talking about this as if it's going to be the next big thing, and in all likelihood it'll just become a google document sitting on my drive until I delete my account in x number of years.

What really might require some more intense thought in creating the system is the implementation of Sword Skills from the source material. There are some great write-ups regarding this on the wikias for the various games, and I'll probably trudge through those when I'm less caffeinated and more able to focus on a single stream of consciousness, but from what I'm gathering currently there are regular Sword Skills, which are kind of like special techniques, and Original Sword skills, which are more complex forms of chained Sword Skills, created by individual users (at least in the handheld versions of the game). These I'm thinking can be introduced through the use of Power Points from the BRP system, where x skills cost x power points, and PPs regenerate either through the use of items or over time. Of course the recovery through items basically means that currency and economics needs to play a part of the game world itself, thus necessitating another blog post and me looking through the BRP yellow book for rules on Power Points themselves. Where I start getting into trouble, in my own mind, is when I begin thinking about creating rules for players to create their own Sword Skills and original sword skills, mechanically assigning power points to various effects a Sword Skill may grant.


And, of course, one can't talk about Sword Skills without discussing the combat system of the game (and source material) itself. The big mechanic, aside from Sword Skills (I refuse to abbreviate those words) is the Switch mechanic, where one player parries an enemy attack, allowing a second player to 'switch' in and perform an unopposed attack. This sort of emphasizes team-play, which is cool in concept, I'm just curious about its execution in-game. Off-hand, I'm thinking of hybridizing Pendragon mechanics alongside BRP mechanics, essentially creating a situation where players need to split their skill (I need to look at the BRP rules regarding multiple actions in combat, those may be more forgiving) to engage multiple enemies, and therefore Switching would only really happen in the case of one-on-one combats, probably against bosses.

Again, this can be further mitigated by bosses who can perform multiple attacks in a single round, thereby possibly negating the switch mechanic.

Standard combat would, of course, become more Pendragonny, where players and their opponents would compete with their rolls to see who is the more effective combatant, and that would determine who would roll damage, akin to the Call of Cthulhu 7e ruleset.

The biggest break from the source I'm seeing, however, is that hit points become much more of an issue. With BRP rules, even using the Combine, not Average mechanics, means that players will have fewer hit points than usual. I think this might be where armor comes in and starts saving the day, allowing what I'm thinking will be a standard reduction in damage due to an ARM figure, a la Pendragon or IKRPG. Boss monsters, on the other hand, I'm debating on, perhaps they'll have insane amounts of hit points, or they'll have a set lower number, and each time it disappears the boss goes into Yellow or Red mode, resetting their hit points and changing their tactics, as per the anime.


In any case, there's quite a lot to think about here, and I'm really just stoked I was able to pound out a blog post regarding a fantastic anime and the game system I'll probably never create based on it. But hey, if I do, i'll probably run something with it, just for the funsies.

Thanks for reading.


Saturday, March 15, 2014

March Madness OGBC: Day 15

"What pseudo or alternate history RPG have you enjoyed most? Why?"
You know what? I think I'm going to deviate again from standard RPGs, as I just talked about Call of Cthulhu twice, as both my favorite horror and historical tabletop RPG. Instead, it's time to go out on a limb and pitch a setting creation for my own later use.

A couple years back now, I bought the BESM (Big Eyes, Small Mouth) 2nd revised edition core ruleset, because I like anime, and I like gaming. It's been sitting on my gaming shelf since I bought it. I've read through it a bit, but haven't ever really sat down to write anything for the game, or try to run it for friends. This is obviously a travesty, as there are myriad amazing anime series that are just waiting to be plundered for their goodness.
One of those is Valkyria Chronicles, an alternate-universe take on World War II where a small, neutral, resource-rich Europan (not European) nation called Gallia must defend itself from being absorbed by a more powerful neighboring country, called the Empire. The resource, instead of petroleum, is called Ragnite, and is a kind of unobtanium, capable of being used as a fuel for tanks, an accelerant to the healing process, and a key component in weapon function.
Also, because it's an Anime, there are magical women from an ancient stock of Valkyrur that can turn blue and wreck absolutely fucking everything. Obviously, there aren't very many of them.

Converting Valkyria Chronicles to BESM solves a few innate problems with the system. First, it's a specific genre of anime. Characters created in the system have the restrictions of being soldiers, but the lore of the game allows for a multitude of types of soldiers to be created, and latter games add even more insane careers to focus on. VC1 played it relatively safe with Scouts, Shocktroopers, Lancers, Medics, Engineers, and Snipers. VC2 added Fencers and Armored Techs. VC3 upped the crazy by sticking cannons on giant swords. So, depending on your (and your players') familiarity with the series, you can be as conservative or insane as you like with the tech.
Second, it reduces a good number of character options for the system. Magic doesn't really exist in the universe, neither do psionics or superheroes. There are the Valkyrur, but those are super-rare and can easily be nixed by a prudent GM. It establishes a low power level for characters but with the knowledge that your opponents aren't going to be crazy strong either.
Lastly, being based on an existing anime property, there's already a hell of a lot of lore that isn't present in the games existing on the internet because of zealous fans putting things together or the developers releasing their notes.
With all the projects I've taken on this year, I'm hoping I won't get burnt out before attempting this one. Fingers Crossed.

Wednesday, March 12, 2014

March Madness OGBC: Day 12

"What humorous RPG have you enjoyed most? Give details."
My experience with humorous RPGs is in a similar category with spies and superheroes, but I have had the pleasure of engaging in one game I would consider to have been exceptionally humorous, and that game is Maid RPG.

What is Maid RPG? Well, It's a celebration of the harem anime culture, where a group of attractive girls (occasionally dudes) coalesces around a main character and showers him (sometimes her) with their love and affection, hoping that today will be the day he chooses one between them all, usually to be his bride.
Such is the affectation behind Maid RPG, except that players constitute the group of love-struck girls, in the form of maids. The GM is called the Master, and it's up to him to create the setting for all the drama to take place in the game. Players attempt to complete tasks and raise his affection levels for them, while occasionally sabotaging their fellow maids and trying to raise their stress levels (essentially hp), in order to take them out of the game for a few scenes.
Maid RPG is the type of game that caters to a certain sect of gamers. Non-anime fans will have very little to enjoy in the setting, in my experience, as a lot of the game relies on a player's ability to act out the various tropes seen in harem anime. My only real criticism for the ruleset is that the introductiory scenario, "Birthday Party," is a bit too open ended and without any real drama to engage the players who need a bit more plot to buy in to the setting.
That said, I'd definitely like to take a crack at running an actual 12 "episode" game of Maid RPG. Perhaps it could get enough steam to get a second season.