Dracorouge
Nechronica
MAID
Ventangle
Dekaton Saga
Golden Sky Stories
Ryutama
Kamigakari
Tenra Bansho Zero
Goblin Slayer TRPG
Konosuba
Floria
Summon Skates
SATASUPE
Shinobigami
Tokyo Nova
Sword World 2.5/2.0
And thats just the games I can remember off of the top of my head.
i know there are still a lot more down the pipeline, or that are in a "playable" shape.
Like Log Horizon, for example. Playable, but not complete.
Compare with Sword World where roughly 60% of all the major bookd from the past 10+ years of releases are already translated in english.
I've been bullying the guy who does it for a while, he will get on it when he finishes SW1.0, maybe.
Maybe someone else picks up card ranker in the meantime. idk
I think someone was working on the former?
i think?
i'm pretty sure I at least have seen scans for it...
the latter, well, i'm not aware of anyone working on that sadly. Zombies aren't a particularly topic of interest anymore I think
I think someone was working on the former?
i think?
i'm pretty sure I at least have seen scans for it...
the latter, well, i'm not aware of anyone working on that sadly. Zombies aren't a particularly topic of interest anymore I think
Most of Metallic Guardian books are digitally available on bookwalker, and there is raws of the corebook.
>east vs west threads are bannable on Ganker for a reason.
Oh please, /tg/ is a shadow of what it once was but it couldn't outshit Ganker if it tried, and it really tries >speaking of, go back
See above
>east vs west threads are bannable on Ganker for a reason
because Ganker already exists and is the vastly superior board and the entire reason this website even exists, and the western comics industry is such an embarrassment at the moment there's not evena "versus" to have, one simply dominates the other, end of story
>They actually suck for anything other than a two-shot.
This.
This notion that there is one prefect system for every game type / playstyle is moronic. Most JRPGs - at least the ones I've played - Are good for short games, anywhere between 1-shot to maybe a couple of sessions.
Their systems generally fall apart under their own weight if prolonged for too long.
THAT DOESN'T MEAN THEY'RE BAD! Just know what kind of RPGs you want.
>They actually suck for anything other than a two-shot.
This.
This notion that there is one prefect system for every game type / playstyle is moronic. Most JRPGs - at least the ones I've played - Are good for short games, anywhere between 1-shot to maybe a couple of sessions.
Their systems generally fall apart under their own weight if prolonged for too long.
THAT DOESN'T MEAN THEY'RE BAD! Just know what kind of RPGs you want.
I ran Nechronica for years and know multiple other GMs who did the same. The game absolutely falls apart when you play for that long. I wouldn't say it falls apart after a couple sessions. 6 months is more realistic, which is around 24 sessions of weekly play. But D&D has the same problem where the game falls apart once you get to double digit levels, which takes about as long, so it's a moot point.
How exactly do they fall apart if you're playing for more than 6 or so months? I take it that the game is way too unbalanced after certain levels?
What is to different about them?
Do the number get into the thousands like jrpg games or something?
>What is to different about them?
From my very surface level knowledge, Japanese ttrpg's tend to be designed and marketed around premade adventures and one-shots. Whereas in western ttrpgs while there are premade adventures being put out by companies the culture and marketing tends to encourage designing your own campaigns and encounters
>How exactly do they fall apart if you're playing for more than 6 or so months? I take it that the game is way too unbalanced after certain levels
It's easy to build a character that's already powerful at the start, and they earn a new part or skill about every three play sessions. Each part gives them more combat options or better stats, as well as acting as HP. Skills usually give bonuses or new combat options. Characters also gain more ways or can more easily recover from Madness, which allows them to re-roll. So when you have a team of three or four characters who are decently built and coordinate their part choices for combat synergy, they will have answers for everything you could throw at them from the book. And when you homebrew, or use illegal options for building enemies, or try to throw a lot of enemies at them at once, you run into balance issues, things stop being fun, and combat gets slower and slower. It's the usual problems most systems have, it just happens faster because the game is designed for shorter campaigns and one-off adventures. I was never that good at balancing combats to begin with, either. Another issue is that the numbers in the game are small: +1 means a lot, and +2 is overpowering. It doesn't take much to get them, either.
The PCs can get stronger faster than most GMs can get to grips with the system, especially if they run advancement RAW. PCs can get a fairly intricate package of abilities and such that can extend the amount of time it takes to resolve things as there's reactions to reactions to reactions. It'd be more accurate to say it becomes time consuming than it "falls apart" due to the way reactions work and if you're not being a c**t, you have to give people that time to make a declaration of a reaction. Most people play in text so a single attack declaration late game can drag.
>But D&D has the same problem where the game falls apart once you get to double digit levels, which takes about as long, so it's a moot point.
D&D falls apart once you hit level 5
I ran Nechronica for years and know multiple other GMs who did the same. The game absolutely falls apart when you play for that long. I wouldn't say it falls apart after a couple sessions. 6 months is more realistic, which is around 24 sessions of weekly play. But D&D has the same problem where the game falls apart once you get to double digit levels, which takes about as long, so it's a moot point.
class/level systems are bad. Take the stat/skill pill.
Nechronica is stat/skill based, even though it uses classes and positions. Class gives you a pool of skills to choose from and defines your budget for parts. The only limitation is that you can't buy skills from outside of your class picks or position, and you can't get a class' special skill if you didn't make both of your classes the same one. It's a syncretism that works well and provides a unique and enjoyable gameplay experience. It doesn't need to scale infinitely to be good. Most games would be better off having the end game only be a few dozen sessions of play. It's much easier to design and curate specific play experiences that way.
Yeah but you're probably playing bi-monthly, whereas anon is a fresh faced noob playing after every lecture.
Time is no factor for actual compsign length - sessions and season length are the real metric.
most of that shit isn't structured int he way you are saying it is, it just serves to make the game even less explicit because it's meant to be taken very unseriously.
They inherited the spirit of the Western ideal without succumbing to the associated politics that have overtaken it in the modern era. It's why Sword World is so great.
You clearly haven't played it.
Its incredible. Got my group to play it once instead of 5e, it cured their dnd brain rot. We have been playing a bunch of different games ever since, but we always keep coming back to Sword World. It's been our go to game for over two years now.
But you go off I guess.
>without succumbing to the associated politics >It's why Sword World is so great
The first thing I consistently hear about in any Sword World thread is to ignore how pozzed the translation is or how insane the community around it is. Now, your next response will probably be some predictably weeb deflection like: >pffftt, *using translations* harrumpphh
But when the majority of people who seek out Japanese RPGs to play are politics-obsessed Xitter users with pronouns and Neapolitan ice cream flavors in their backgrounds, it means finding new groups to play these niche games with who aren’t mentally deranged is often harder than getting an imported physical copy of the rulebook. You don’t get to complain about politics in western games while playing dumb to how “western politics” enjoyers flock to anime and shit up the communities.
I worked on the sword world translation, what threads are you talking about even?
what is so supposedly "pozzed" about it.
first i head of this.
we try to keep the translation close to the original. In my opinion, and I'm pretty sure everyone else on the team agrees, this is a fantasy world and our own political views have nothing to do with anything.
If you read anything in the translation that would have you believe otherwise, 99.9% sure it was like this in the OG text.
We are always open to hear questions concerning the translation on the discord.
alright OP how about you post some, then? I'm sure you can name at least 5 that are pretty good, specially if you can name something that isn't Ryuutama or Nechronica for once.
They were the first RPGs I played and I've stuck with them ever since.
Played Maid, Ryuutama, Nechronica, Double Cross and Ventangle.
Working on getting a Sword World 2,5 game started by next year.
Ok /jp/+/tg/ help me out here. I know Gensou Narratograph the touhou TTRPG got an unofficial translation. Does anyone have the blank quest sheet for writing scenarios?
Does anyone know what happened to the improved Tokyo Nova translation that was supposedly happening? The wiki hasn't been meaningfully updated in ages. Did the project die?
Momo here, the one who is doing the "nice pdf" thing.
It's not dead, it's just on hiatus because of IRL stuff.
The pdf is almost done, just the scenario section needs to be done. I wanna get back on it soon, but life sucks right now my guy.
a friendly anon linked the mega folder, it's playable, you just need to use the scenario section on the wiki if you wanna play those.
Take care.
Tenra Bansho is fantastic, expecially for how old it is. Double Cross seems to have a good game buried under its autism and lack of ability to highlight concept. Sword World 2.0 plays better than any of the last 4 versions of d&d or Pathfinder. I would LOVE to try Kamigakeri for how crunchy it is. Ryuutama is very nice but I prefere Fabula Ultima which is heaviy inspired by Ryuutama (not the exact same thing I know). Still haven't read Shinobigami, interesting concept though. Nechronica I find largely overrated, it's ok at best ando too niche and morbid for my tastes. I downloaed Alshard, Tokyo Nova, Grancrest, Night Wizard, Konosuba, Arianrhod 2, Goblin Slayer, Log horizon and Dark souls but haven't read any still... The ones I've readplayed are above average but I suppose only the best ones emerge, I wouldn't all them universally better.
Try Kamigakari, shit looks crunchy but it's infinitely easier to play than Double Cross and it's designed for both longer campaigns and one shots. The problem is that the rules are explained in a super verbose and redundant way due to translation stuff, despite them being Dnd 5e levels of complex.
From what I remember it has a well-integrated soft aggro mechanic. and a ton of untranslated setting material which is canon to the novels. Some PCs from the Replays have even made cameos in the anime.
Wouldn't say it's superior but I played Gensou Narratograph today. Was a fun system where you roll d6s and enjoy cute girls doing cute things. It's fun but not exactly something you can powergame in like dnd/pf. There are some synergies - I abused Futo's skill+extra dice+personality skills to get successes. I think it's a game that would be fun for touhougays.
I'll look into it but sometimes I don't want to power game. Arguing about grappling rules and what DC to use and "if I shove someone can I shove them in a diagonal direction" gets really grating sometimes. Sometimes I want to play as a touhou doing touhou things.
Well, there is always MAID for light hearted fricking around.
Also Touhou Narratograph is getting translated and should be out before long.
Kamigakari is fairly "simple" as far as combat systems go, but it still has a lotta depth you can get into.
A lot of the crunch that enables the minmax optimization porn is in your characters abilities, since you can basically combo them together as long as you got the resources.
There was rarely any big arguments about rules in the game, since the rules are fairly straight forward and well explained.
It's a really fun game. You should check it out.
There is an extensive fan translation, which is worth looking at because they also translated a lot of the supplemental material.
Yeah I know Touhou Narratograph is getting translated - somehow managed to get a beta copy of the translation. It's pretty fun although last session we managed to go a whole 4 hours without combat so I can't tell you how good that is. I did have fun rolling 2d6 skill checks but maybe I'm just too far into the Touhou brainrot
they aren't. however the art and writing are better. The problem is japanese TTRPGs are rules lite, this may seem like a good thing to people who want the watered down 5e like experiance but basically it means that no matter what system you play most characters feel very similar.
In fact, id say really complex systems, with big numbers, tons of skills etc. are better left to video games.
Ttrpgs need to be rules lite and have pre defined procedures for exploration and standardized rulings so nothing becomes arbitrary. That is all
Rules lite is not having stupid shit like skill, many classes, class skills, Race skill, action economy, thousands of enemy skills, overlycomplex spells etc.
Nothing to do with being and arbitrary mess. There should always be rules, but for things that matter and procedures that facilitate rulings on the spot.
the lack of those things immediately makes all the rulings arbitrary and based on whatever the DM thinks should happen you dumb moron. by having specific outcomes its the opposite and the rules become more explicit and less vague.
7 months ago
Anonymous
You have only ever played either GURPS, pathfinder or 5e, and It shows.
7 months ago
Anonymous
My first rpg was traveler you fricking projecting moron.
7 months ago
Anonymous
Japanese RPGs usually have clearer procedures than Western RPGs what are you talking about?
7 months ago
Anonymous
no they do not.
7 months ago
Anonymous
Thry really do, though. I agree with anon.
JTRPGs actually have a habbit of overexplaining, a bit.
You get like three sentences explaining how to roll 2d6 and add a modifier, plus 3 examples sometimes.
They really want you to understand what the frick is going on, and how you are supposed to sue each and every rule.
Fricking hell, most JTRPGs structure their sessions down into different phases and shit because they want you to not get lost and confused along the way.
7 months ago
Anonymous
most of that shit isn't structured int he way you are saying it is, it just serves to make the game even less explicit because it's meant to be taken very unseriously.
>the art and writing are better.
From the rulebooks I read, there's barely even art in the first place. Which is a shame. I really want to know what the monsters in the bestiary looks like. And the writing doesn't matter because its the players that are creating their stories. And the worldbuilding I read on the rulebooks doesn't inspire much.
It’s the same with Japanese video games. They care about integrity.
Japan doesn’t inject politics or shades of woke into its products, genuinely has an interest in the western image and the female form, and the result is western-style fantasy settings that actually have soul. Look at Dark Souls. Look at Elden Ring. The latter is especially feminine and nobody gives a shit about it. Did anybody give a shit about the femininity of the Legend of Zelda in the 90s/2000s? No one did. No one except for a few “omg Zelda is a sexist damsel in distress” c**ts a few years back. Christ.
Western games shove race politics and strong (unattractive) womyn bullshit down your throat.
i am working this week so its a shame but i cant dump the original loz manga, which is very much that kind of kino girlboss sovl. i recommend you read it if you haven't.
I'm working on it. But it'll be a long time before I can consider my skills good enough to try translating a game, so I'm just not gonna worry about attempting that.
You're not going to have a chance at translating a game until you know like 2000 kanji. That's a solid decade of practice away unless you've gone total immersion.
Honestly I think the thing that was tough was that the language used in Japanese media is often fairly inappropriate to use in public discourse. I was fortunate that my cram students were eager to stay after cram to talk about manga and anime (and practice their English).
My wife's family was similarly understanding, especially after I explained how we use honorifics and show deference in the west (e.g. why you might refer to your in-laws as -sama rather than -san as a westerner). Plus my father-in-law hit it off really well with my father, who had gone to high school in Japan and still has friends in southern Chougoku (and, obviously, Kantou now). That and my dad's Japanese has a hick accent that has mostly died out since the 1960s, which amuses my in-laws endlessly.
Anyway, yeah. Took me about a decade to get to the point where I even began to feel comfortable doing translations and another three for me to actually take work doing it. We actually watch a lot of media in English/speak English at home because my wife wants our kids to have the bilingual advantage. Their friends' parents are keen to take advantage as well so the house is largely conversant in English.
Aside: I learned Hangul and Hanguk Mal (written and spoken Korean) in like six weeks. If you're really interested in learning an East Asian language, that's probably the one. Korea's outproducing Japan in cultural exports now, too, so probably a growing market relative to Japanese cultural goods. Korean is a phonetic language which makes learning it much, much easier than most East Asian languages. You don't really need to learn hanja (kanji) to be functional unlike with Japanese. Plus TOPIK is much easier than JLPT (or BJT, which you'd probably need to do translation).
Can't really speak to how good the machine translations are. My experience with them is they're all bad in different ways.
I mean, I understand this. This is a long journey that I am already two years deep into. I'm learning it starting with keigo, though while trying to converse with people online I often get called out on sounding too stiff because I don't know what words are more correct in a casual setting.
This is a process.
>I often get called out on sounding too stiff because I don't know what words are more correct in a casual setting
This is pretty normal. As a foreigner you're generally not going to have a clue at first which is apropos because you lack cultural context for what sort of situation utilizes which formal/informal tense.
>You're not going to have a chance at translating a game until you know like 2000 kanji.
That’s not that many. I bet I can do it in under a year. Is there a source that gives you both japanese and chinese (and other languages too maybe) meaning of each logograph? I don’t feel like learning only an useless language when I can learn to write the useful one too.
I would hazard a guess you really don't understand how kanji is utilized. You won't have the cultural context or the katagana/hiragana required to parse the kanji within context in writing for a year or two, let alone start making sense of the multitude of kanji and how they interact with each other. To put this into perspective, kids start really learning kanji when they're around 6 and aren't expected to be fully capable with it until they start high school entrance exam. This is for someone for whom this is a primary and first language. As an adult learning a new language you're going to learn more slowly and with less flexibility than they do.
You're also likely to cripple yourself if you start learning kanji from English. You should be learning it from Japanese so that you don't have to flip through English whenever you need to parse kanji. Which is why most foreigners don't start until they have a few years of practice under their belt.
>Can't really speak to how good the machine translations are. My experience with them is they're all bad in different ways.
DeepL is slightly better than Google, but sometimes it eats part of a sentence, makes something up or just gives up.
I want to learn it to keep dementia at bay. If I wamnted to learn japanese I would go to Japan.
6 months ago
Anonymous
You're not going to be very successful if your motivation for learning a language doesn't include "actively using it in its native environment," in my experience. It's why many US Americans have like 5 or 6 years of schooling in a non-English language and can't even string a sentence together. Unless they were bilingual before high school they're probably not going to take the process seriously enough to really engage with the language.
>As a foreigner you're generally not going to have a clue at first which is apropos because you lack cultural context for what sort of situation utilizes which formal/informal tense.
But also a lot of self-directed teaching methods that emphasize keigo don't even teach you the informal suffixes and words up front. There was a period where I literally couldn't speak in any way other than very formally because I lacked the vocabulary for it entirely.
>don't even teach you the informal suffixes and words up front
Many such examples, unfortunately. I would recommend one of the services that connects you with a native Japanese speaker and you trade off practicing languages. My daughters did that for a couple years to pick up more modern American slang. My son has no interest, as he's focused on learning how to manage his grandfather's farm. The girls are both looking forward to college in the states in the fall and are spending the holidays with my parents before they finish off their gap year with a trip to Australia and New Zealand.
Another big cultural difference. Kids here in Japan know what their professional direction will be when they're 16 because the high schools tend to specialize.
>As a foreigner you're generally not going to have a clue at first which is apropos because you lack cultural context for what sort of situation utilizes which formal/informal tense.
But also a lot of self-directed teaching methods that emphasize keigo don't even teach you the informal suffixes and words up front. There was a period where I literally couldn't speak in any way other than very formally because I lacked the vocabulary for it entirely.
I mean, I understand this. This is a long journey that I am already two years deep into. I'm learning it starting with keigo, though while trying to converse with people online I often get called out on sounding too stiff because I don't know what words are more correct in a casual setting.
>You're not going to have a chance at translating a game until you know like 2000 kanji.
That’s not that many. I bet I can do it in under a year. Is there a source that gives you both japanese and chinese (and other languages too maybe) meaning of each logograph? I don’t feel like learning only an useless language when I can learn to write the useful one too.
Sword World is pretty easy. The most complicated thing is knowing the limits of actions; specifically regarding movement (or just never move, if using Simple Combat), and active/declared feats. Mounts are a little tricky, and certain minor classes like Bards are not immediately intuitive. The system certainly rewards mastery of the rules, but its pretty difficult to make a bad character. I recommend playing any of the numerous Solo (or group w/o GM) scenarios. The Duo Adventure one is suited for beginners!
Damage is calculated thus: Roll 2d6 on the weapon or spell's Power Table and take the result. If the roll is a crit, treat it like an exploding dice (roll 2d6 again, cumulate the result until you stop critting). Then add any modifiers (If you're a Fighter, you add Fighter Level + Strength Bonus to the Power result)
I honestly find it not that hard to remember what kind of movement allows what sort of action.
Any ranged attack restricts you to limited movement (3m), any other action is fair game for a normal move.
Feat Activation is also quite simple. You genereally have one active feat you can use per turn, and it affects one action. That's about it.
What sort of action can it affect? The feat tells you.
Passive Feats are always active, so that is simple too.
Mounts... well, mounts are definitely more advanced content, but thats why it's in CR3, and not in CR1.
The fact that shooting attacks and spellcasting prevent movement is portrayed rather poorly in the rules (as in, movement is displayed/considered firstly, but if you move you might restrict your actions later), and many people are surprised by how it works in SW ime. That part of the post is more so to highlight a unique (ish, if you ignore older phase-based combat systems) aspect of SW. Also, Thrown attacks are not restricted by Normal/Limited movement; so you have already made a small mistake by generalizing there.
Feat use is weird for me because I was used to 2.0, where they were a decent bit simpler than 2.5.
To explain further, of course no "one single" aspect of the actions available to players is complicated, but there are rules governing dropping, picking, passing, sheathing, etc. and exceptions to those. A breadth of ways that feats can be used, interacted with, or blocked by certain effects, which ones last for 1 action, or have effects that persist. That's why I mentioned actions, as they are prevalent in all combats from CR1+, simple to advanced combats. Usually its straightforward, but its the most difficult part to learn / teach I feel.
6 months ago
Anonymous
I must have overread the part where it said thrown weapons are not restricted. Huh. My bad.
Anyways. While there are exceptions, yes, they are either easy enough to remember or ony relevant in edge cases. I've been playing this game for a while and we, for example, never ever had any problems or confusions about stuff like dropping, picking, passing, sheathing, etc. Mostly though because it rarely came up.
Like, there is a rule governing what to do when someone is wearing multiple shields. Never had to use it, but it's nice to know that it's there.
My point is, Sword World is a fairly simple game with a lot of content at is pretty beginner friendly.
It's not the most simple game out there, but it does a fairly good job of easing you in, I feel. Especially for players, a lot of the keeping track of the edgecases and handling them is the odus of the GM, which I mean, that's basically what it always comes down to.
Alright, okay. I have played this with literal 5 year olds, and they had no problem so you won't either.
Check this.
There is a lot of sword world, but its not because its super crunchy. It just has a lot of content, most of which is optional.
All you really need is the first core rulebook. It contains all the relevant rules you need to play, and all the data for Levels 1 to 6.
That is enough to start out. All the other books just add more content, more additional rules, etc.
Don't get intimidated by the page count either, because the book is actually the size of a post card, so each page holds less words than you might be used to from western games (and the fan translation keeps that form factor as well).
Damage Calculation is also really simple, just kind of unusual.
To attack, you roll your accuracy. That is like any check in Sword World Class Level + Modifier. If you hit, you roll for damage.
Each Weapon, Spell, what have you, has a Power Value associated with it.
There is a big Power Table with rows from 0 to 100, but you don't have to worry about it. All that means is that Power 10 is the same, no matter where.
Each weapon and spell has it's row on the power table listed next to it in the book, so no need to go reference the big table.
Damage is always Power + Extra Damage.
Extra Damage comes from your stats, Power is rolled from the table.
You roll 2d6, and reference the table. That is the damage your rolled.
If you rolled over the Crit Value, you roll again and add that result to your previous result. You can keep rolling damage as long as you crit.
Then, after you finished rolling, you add your Extra Damage.
Easy.
For example, I cast Energy Bolt.
I am a Level 2 Sorcerer with an Int Mod. of +2.
I roll 2d6 for my Power 10 and I rolled a 5, so no crit. I check the table, and I rolled 2 Damage. I add my Extra Damage (in this case Sorcerer Level + Int Mod) to my result, so 2 + 2 + 2 = 6 Damage. I dealt 6 Damage.
Was that really that hard?
My
Magic is like as complicated as Sword World's gonna get.
But all spells work the same, and a lot of it is really straight forward or easy to look up.
Like Target clearly tells you how what and many targets you can cast this on, Range tells you the range, etc. If you ever forget or are unsure what is what, you can always reference the spell rules. It's all in Core Rules I
Sure some classes like Rider and Alchemist may add some more complexity, but it's all optional in the end.
You can really get into Sword World at your own pace, and play as much of a simple game as you want, or as complex of a game as you want.
Like [...] mentioned, you can play most campaigns and some scenarios solo even, so you can learn the rules all by yourself, or play with a group but without a GM, which is a great feature more games should have imo.
I say it really depends but generally speaking I find japanese games less crunchy. It depends on your frame of reference though.
If you only played rules lite shit like FATE or PBTA or something, then yeah, japanese games will most of the time look more crunchy.
If you are used to Pathfinder, Shadowrun, D&D, Cyberpunk, whatever, then japanese games will be a lot less crunchy then that.
Japanese Games are just a lot less "standard" with their mechanics, which may cause confusion because you might be used to things working one way but it works a lot different.
For example, Initiative is pretty universal among many wester games. You roll initiative, and your initiative result determines your placement on the turn order.
Meanwhile in Sword World, you roll initiative to determine if the party or the enemies go first, and that means *everyone* in the party or *all* the monsters. Order among the party members is decided by the players, not by your intiative result.
Nechronica has Initiative as a resource you spent to perform actions, so you often get to do actions multiple times per turn, depending on how many points each action use.
Hell, Dracorouge doesn't even have Initiative, the turn order is determined by your class, basically.
That's just initiative, japanese games have a lot of inventive mechanics that set them apart from eachother and from western games.
Sure, there are some western games with some out-there mechanics too, especially in the indie scene, but japan just seems to have more of that, and more in the "heavy hitters".
Its cool.
Does that make them crunchy? Not necessarily, but it is interesting and unusual, so you might first need to get used to that.
Thanks for the help, frens. I'll try to keep at it. Solo game sounds good. Is there a way to find other people who play it? No weird places please.
Alright, okay. I have played this with literal 5 year olds, and they had no problem so you won't either.
Check this.
There is a lot of sword world, but its not because its super crunchy. It just has a lot of content, most of which is optional.
All you really need is the first core rulebook. It contains all the relevant rules you need to play, and all the data for Levels 1 to 6.
That is enough to start out. All the other books just add more content, more additional rules, etc.
Don't get intimidated by the page count either, because the book is actually the size of a post card, so each page holds less words than you might be used to from western games (and the fan translation keeps that form factor as well).
Damage Calculation is also really simple, just kind of unusual.
To attack, you roll your accuracy. That is like any check in Sword World Class Level + Modifier. If you hit, you roll for damage.
Each Weapon, Spell, what have you, has a Power Value associated with it.
There is a big Power Table with rows from 0 to 100, but you don't have to worry about it. All that means is that Power 10 is the same, no matter where.
Each weapon and spell has it's row on the power table listed next to it in the book, so no need to go reference the big table.
Damage is always Power + Extra Damage.
Extra Damage comes from your stats, Power is rolled from the table.
You roll 2d6, and reference the table. That is the damage your rolled.
If you rolled over the Crit Value, you roll again and add that result to your previous result. You can keep rolling damage as long as you crit.
Then, after you finished rolling, you add your Extra Damage.
Easy.
For example, I cast Energy Bolt.
I am a Level 2 Sorcerer with an Int Mod. of +2.
I roll 2d6 for my Power 10 and I rolled a 5, so no crit. I check the table, and I rolled 2 Damage. I add my Extra Damage (in this case Sorcerer Level + Int Mod) to my result, so 2 + 2 + 2 = 6 Damage. I dealt 6 Damage.
Was that really that hard?
My
Magic is like as complicated as Sword World's gonna get.
But all spells work the same, and a lot of it is really straight forward or easy to look up.
Like Target clearly tells you how what and many targets you can cast this on, Range tells you the range, etc. If you ever forget or are unsure what is what, you can always reference the spell rules. It's all in Core Rules I
Sure some classes like Rider and Alchemist may add some more complexity, but it's all optional in the end.
You can really get into Sword World at your own pace, and play as much of a simple game as you want, or as complex of a game as you want.
Like
Sword World is pretty easy. The most complicated thing is knowing the limits of actions; specifically regarding movement (or just never move, if using Simple Combat), and active/declared feats. Mounts are a little tricky, and certain minor classes like Bards are not immediately intuitive. The system certainly rewards mastery of the rules, but its pretty difficult to make a bad character. I recommend playing any of the numerous Solo (or group w/o GM) scenarios. The Duo Adventure one is suited for beginners!
Damage is calculated thus: Roll 2d6 on the weapon or spell's Power Table and take the result. If the roll is a crit, treat it like an exploding dice (roll 2d6 again, cumulate the result until you stop critting). Then add any modifiers (If you're a Fighter, you add Fighter Level + Strength Bonus to the Power result)
mentioned, you can play most campaigns and some scenarios solo even, so you can learn the rules all by yourself, or play with a group but without a GM, which is a great feature more games should have imo.
I say it really depends but generally speaking I find japanese games less crunchy. It depends on your frame of reference though.
If you only played rules lite shit like FATE or PBTA or something, then yeah, japanese games will most of the time look more crunchy.
If you are used to Pathfinder, Shadowrun, D&D, Cyberpunk, whatever, then japanese games will be a lot less crunchy then that.
Japanese Games are just a lot less "standard" with their mechanics, which may cause confusion because you might be used to things working one way but it works a lot different.
For example, Initiative is pretty universal among many wester games. You roll initiative, and your initiative result determines your placement on the turn order.
Meanwhile in Sword World, you roll initiative to determine if the party or the enemies go first, and that means *everyone* in the party or *all* the monsters. Order among the party members is decided by the players, not by your intiative result.
Nechronica has Initiative as a resource you spent to perform actions, so you often get to do actions multiple times per turn, depending on how many points each action use.
Hell, Dracorouge doesn't even have Initiative, the turn order is determined by your class, basically.
That's just initiative, japanese games have a lot of inventive mechanics that set them apart from eachother and from western games.
Sure, there are some western games with some out-there mechanics too, especially in the indie scene, but japan just seems to have more of that, and more in the "heavy hitters".
Its cool.
Does that make them crunchy? Not necessarily, but it is interesting and unusual, so you might first need to get used to that.
Nice, JTRPG thread. Wasn't sure when I'd share this; but I feel like it'll end up being "never" if I wait for a full TL & book mockup.
Here is the Shin Megami Tensei: Devil City Tokyo 200X Core Rules Book fanslation I've been working on. Well, its the working document, linked the introductory replay. It's a fun and snappy d100 system.
docs.google. [[you know this part]] /spreadsheets/d/1fNolUcfTGe8lAHLcKTeRxKOFBbhGssqpZdAr8UXGnb8/edit#gid=1270038679
>tfw friend GM'd At the Mountains of Madness based on the Japanese "Naked Peak" actual play that's getting turned into an anime >tfw we all made it out of there alive
I wonder... So far, I haven't seen a single generic system, except maybe MAID.
MAID fits a lot of stuff, despite what you might think. With a little elbow grease you can make it do what you want, you just need to make some tables with random shit.
Not sure if the Goblin Slayer TRPG can be considered a jack of all trades, but it's definitely a solid Japanese TRPG that has been officially translated into English.
I wish people would try to translate the supplement material for this book and the Konosuba one. The base books we got in englih are nice but I want the other options from the sequal books. More monsters and classes to play with are always good.
Has anyone else here tried to play Sword World 2.5 solo? I've heard it's one of its strongest selling points, so I grabbed one of the campaign scenarios from the Discord, made a character, and proceeded to learn the hard way that the pre-written scenarios are quite janky if you're using only one player and you're pretty much limited to a warriror archetype unless you wanna die immediately.
Some people suggests using Fellows, but you are still destined to be the tank of the party since they don't take damage and you actually have to create and update other character sheets and convert them every time there's a level up.
I've not played solo, but the game is absolutely designed for 3-4 party members with a versatile spread of roll/spell/role coverage. 'Solo' play in SW just means 'playing alone' not that your PC is alone.
Which translated JTTRPG do you suggest someone take a look at first? I've never read one before. Do they have ones that cover things like OVA or BESM? A generic anime system?
I haven't. I have yet to see a game system that either overshadows GURPS or Nobilis/Chuubo's/Glitch for the two extremes of ttrpgs. The latter example was made by a weeb, yeah, but it's not a JTRPG.
Japanese media doesn't apologize for trying to appeal to straight guys. You want to marry your childhood best friend? Get bossed around by a tomboy demon? Wake up in a fantasy world and have several girls fighting over you? It's all there for you.
Whereas Western geeky media is in this weird activism phase where a handful of diversity hires are running it into the ground. They want to fire their old fans thinking the resulting lacuna will filled by the diverse customers they want. Comic sales speak for themselves, it's easy to rile up a Twitter mob or stream a Marvel movie, but none of these people actually read comics.
>Anon thinks that these fantasies and scenarios only appeal to straight men. >Anon doesn't realize that a lot of comics and shit were generally more progressive than the times they were made in, and still are.
>>Anon doesn't realize that a lot of comics and shit were generally more progressive than the times they were made in, and still are.
I would agree with you that most comics have been progressive but past nerd media actually did the work of building up characters and making you sympathize with them. Sandman had gay and trans characters in the late 80's/early 90's.
You also saw some degree of subtlety and restraint instead of just bashing the audience over the head with the message in geeky media. Nu Star Trek comes across as preachy to people but TOS and TNG were constantly pushing atheism, cultural relativism, immigration, etc and was still watched by people who would have found its messaging abhorrent.
Maybe so, but TTRPG books aren't serialized either. You can't take the time to introduce them and talk about their feelings and their struggles, they just have to exist in the material so they can be implemented by a GM, who can then do those things. So when people see them existing in an adventure module or whatever and complain, what you're talking about isn't really applicable.
It's the difference between a work being political and it being propaganda.
People try to conflate them but there's a very noticeable difference it how it treats the message/meaning.
If propaganda were always so noticeable, it wouldn't work. No one is entirely immune to propaganda, and usually it's foreknowledge that allows people to spot it. Also, not to split hairs, but sometimes people have bad opinions also brought on by propaganda, like the kind that makes people irrationally seethe at the presence of different me-no-like and then try to gatekeep a hobby. It turns out that this can be happening on both sides of this particular issue, and it probably is.
Is OVA a Japanese system or a western system based on Japan?
A little Google-fu never hurt anyone, Anon. It's western made to emulate Japanese fiction media.
If propaganda were always so noticeable, it wouldn't work. No one is entirely immune to propaganda, and usually it's foreknowledge that allows people to spot it. Also, not to split hairs, but sometimes people have bad opinions also brought on by propaganda, like the kind that makes people irrationally seethe at the presence of different me-no-like and then try to gatekeep a hobby. It turns out that this can be happening on both sides of this particular issue, and it probably is.
[...]
A little Google-fu never hurt anyone, Anon. It's western made to emulate Japanese fiction media.
Propaganda works because the consumer doesn't question the message. The problem is many don't.
And it really is quite simple to tell when somebody wants to help you and when they want to control you, if you know what to look out for. It's whether they tell you to ask questions or to accept their position as the correct one.
A good person who believes in trans rights will still invite discussion, knowing that if they are correct you will eventually see it. A bad person who believes in trans rights will not even hazard the possibility that they might be wrong, and will force you to adapt their opinion. It's why these movements are so insufferable, because they completely refuse to even acknowledge any viewpoint other than their own. They're fanatic paladins.
This is kind of ridiculous in the sense that people who will argue in favor of trans rights know that many such people they are arguing against won't be reasoned with. And that, in fact, many of them want to remove trans people from the public space just to not have the discomfort of acknowledging their existence at all. In some cases by violence. Attempts to persuade people that fail because people are deliberately not open to being persuaded are futile, and they will continue to be angry as the culture shifts around them no matter what you say.
There's an Anon that started doing it, but he paused that work to translate a different game.
Disappointing. It seems like a very fun concept for a system, the likes of which there's little of note already. A PbtA game called Perfect Draw is in beta. Millennium Blades has a ruleset for attempting this.
6 months ago
Anonymous
See, you sound a bit like those people who dismiss the other side. Someone disagrees with your agenda, and you treat it as their fault as a person.
And I'm not even talking about how to convince people. It's not about the result. I'm saying there's a difference between telling people you're right, and teaching people to think for themselves. You should always run away from the people in the first group. The second group may or may not manage to convince, but they want to help, rather than control.
Does a mind have the capacity to reason and thereby determine the Truth? Or has it been reduced to a storage medium, capable of receiving a signal and parroting it, like a golem receiving a rabbi's order scrawled onto its' head?
To the mindless, the ubiquity of a message convinces them it has become accepted by society and therefore, they must conform to this change to submit themselves to the ruling power and the will of their peers.
Even presented with the facts, they lack the conviction to retain a contrary stance against the next message repeating a directive they have heard a thousandfold.
No past generation was subjected to propaganda as consistently as boomers, raised by the television. There was a slight breach through the internet from the 90s to the late 2000s, but that gap has been closed at this point. Now the internet and videogames speak with the same voice as every other institution.
It really is too bad about what happened to the Internet. It's still possible to make it open, but it won't be easy.
But I apologize for derailing the thread. Let us stick to the much more gratifying discussion of weeb RPGs. (This is not sarcasm. I really don't want to start bickering.)
6 months ago
Anonymous
I mean, it's not that unreasonable to give consideration to this stance given the landscape of debate is currently full of bad faith actors. The kind who will tell you again that you CAN convince them, if you keep trying, but aren't actually telling you the truth. The kind who repeatedly move the goalposts or kick agreeing with you down the line because even if you gave good, thorough points, they want to nitpick at some little facet just to refuse giving. It's become a situation where many people argue to win, not to have an exchange of ideas where they can have their minds changed, and they would rather be dishonest than lose.
On the topic of the thread though, I really do recommend Millennium Blades, like I did in
This is kind of ridiculous in the sense that people who will argue in favor of trans rights know that many such people they are arguing against won't be reasoned with. And that, in fact, many of them want to remove trans people from the public space just to not have the discomfort of acknowledging their existence at all. In some cases by violence. Attempts to persuade people that fail because people are deliberately not open to being persuaded are futile, and they will continue to be angry as the culture shifts around them no matter what you say.
[...]
Disappointing. It seems like a very fun concept for a system, the likes of which there's little of note already. A PbtA game called Perfect Draw is in beta. Millennium Blades has a ruleset for attempting this.
this post. Not necessarily as an RPG (I haven't tried doing it that way), but as a board game. It emulates the experience of playing card games down to a bizarrely accurate level, from deckbuilding, to worrying about the meta, to playing the secondhand market, to collecting, and even making friends. It's one of the most ingenious tabletop games by design that I've ever seen, because it manages this while still leaning on the tropes of anime card game shit. An absolute love letter to the game type and the genre of media related to it.
6 months ago
Anonymous
Maybe, but I feel like we're talking about different cases. I was talking about who to trust when you're being convinced, rather than the one doing the convincing. Good people will tell you to doubt their own words, and to only change your mind if you truly do see their logic. A good person will actually get annoyed if you agree with them without understanding.
And on the subject of the thread, have an original translation of Record of the Lodoss War. Not the RPG, but the DnD travelogue that basically explained to Japan what RPGs are, and would one day evolve into Sword World: https://tempsend.com/tqfhh (file is too big to send via Ganker)
Does a mind have the capacity to reason and thereby determine the Truth? Or has it been reduced to a storage medium, capable of receiving a signal and parroting it, like a golem receiving a rabbi's order scrawled onto its' head?
To the mindless, the ubiquity of a message convinces them it has become accepted by society and therefore, they must conform to this change to submit themselves to the ruling power and the will of their peers.
Even presented with the facts, they lack the conviction to retain a contrary stance against the next message repeating a directive they have heard a thousandfold.
No past generation was subjected to propaganda as consistently as boomers, raised by the television. There was a slight breach through the internet from the 90s to the late 2000s, but that gap has been closed at this point. Now the internet and videogames speak with the same voice as every other institution.
Nah Anon.
They're better at appealing to women and gays as well.
Literally just better at being appealing rather than being intentionally revolting to everyone with an actual soul.
More than any political viewpoint I blame most of the failure of current western media on it being taken over by resentful goblins who hate everything with beauty and meaning.
What games are actually officially translated?
Dracorouge
Nechronica
MAID
Ventangle
Dekaton Saga
Golden Sky Stories
Ryutama
Kamigakari
Tenra Bansho Zero
Goblin Slayer TRPG
Konosuba
Floria
Summon Skates
SATASUPE
Shinobigami
Tokyo Nova
Sword World 2.5/2.0
And thats just the games I can remember off of the top of my head.
i know there are still a lot more down the pipeline, or that are in a "playable" shape.
Like Log Horizon, for example. Playable, but not complete.
Compare with Sword World where roughly 60% of all the major bookd from the past 10+ years of releases are already translated in english.
Wake me up when there's a translation for that one that's like playing a card game anime.
I've been bullying the guy who does it for a while, he will get on it when he finishes SW1.0, maybe.
Maybe someone else picks up card ranker in the meantime. idk
>no mention of DoubleCross
Sad 🙁
Wish someone would translate or at the very least scanned these
I think someone was working on the former?
i think?
i'm pretty sure I at least have seen scans for it...
the latter, well, i'm not aware of anyone working on that sadly. Zombies aren't a particularly topic of interest anymore I think
>I think someone was working on the former?
Yeah, checking the archives I did find some conversations about it, but the links to the files are not working anymore
Some time ago I compiled list of "Guardian" classes.
And today I decided to learn what Not-Devilotte's deal is.
Personally, I'd like to know more about King ExTiger (even though he's a character from a Replay).
But, I'd appreciate it if the anon that had the original raws (or someone who managed to save them) could re-upload the core book.
Most of Metallic Guardian books are digitally available on bookwalker, and there is raws of the corebook.
Back when Ryutaama got translated. I haven't felt the urge to go back to DnD since.
I haven’t played it, but would like to someday. It’s basically Iyashikei: The Game, right? Kinda Mushishi-esque?
east vs west threads are bannable on Ganker for a reason. speaking of, go back
You don't play games.
>east vs west threads are bannable on Ganker
good joke lmao
>east vs west threads are bannable on Ganker for a reason.
Oh please, /tg/ is a shadow of what it once was but it couldn't outshit Ganker if it tried, and it really tries
>speaking of, go back
See above
Who goes there in the first place?
>east vs west threads are bannable on Ganker for a reason
because Ganker already exists and is the vastly superior board and the entire reason this website even exists, and the western comics industry is such an embarrassment at the moment there's not evena "versus" to have, one simply dominates the other, end of story
They actually suck for anything other than a two-shot.
>They actually suck for anything other than a two-shot.
This.
This notion that there is one prefect system for every game type / playstyle is moronic. Most JRPGs - at least the ones I've played - Are good for short games, anywhere between 1-shot to maybe a couple of sessions.
Their systems generally fall apart under their own weight if prolonged for too long.
THAT DOESN'T MEAN THEY'RE BAD! Just know what kind of RPGs you want.
>DnDrones actually believe this.
I ran Nechronica for years and know multiple other GMs who did the same. The game absolutely falls apart when you play for that long. I wouldn't say it falls apart after a couple sessions. 6 months is more realistic, which is around 24 sessions of weekly play. But D&D has the same problem where the game falls apart once you get to double digit levels, which takes about as long, so it's a moot point.
Thats why lvl 10 is the cap in all my dnd game (except in OSR type games).
How exactly do they fall apart if you're playing for more than 6 or so months? I take it that the game is way too unbalanced after certain levels?
>What is to different about them?
From my very surface level knowledge, Japanese ttrpg's tend to be designed and marketed around premade adventures and one-shots. Whereas in western ttrpgs while there are premade adventures being put out by companies the culture and marketing tends to encourage designing your own campaigns and encounters
>How exactly do they fall apart if you're playing for more than 6 or so months? I take it that the game is way too unbalanced after certain levels
It's easy to build a character that's already powerful at the start, and they earn a new part or skill about every three play sessions. Each part gives them more combat options or better stats, as well as acting as HP. Skills usually give bonuses or new combat options. Characters also gain more ways or can more easily recover from Madness, which allows them to re-roll. So when you have a team of three or four characters who are decently built and coordinate their part choices for combat synergy, they will have answers for everything you could throw at them from the book. And when you homebrew, or use illegal options for building enemies, or try to throw a lot of enemies at them at once, you run into balance issues, things stop being fun, and combat gets slower and slower. It's the usual problems most systems have, it just happens faster because the game is designed for shorter campaigns and one-off adventures. I was never that good at balancing combats to begin with, either. Another issue is that the numbers in the game are small: +1 means a lot, and +2 is overpowering. It doesn't take much to get them, either.
The PCs can get stronger faster than most GMs can get to grips with the system, especially if they run advancement RAW. PCs can get a fairly intricate package of abilities and such that can extend the amount of time it takes to resolve things as there's reactions to reactions to reactions. It'd be more accurate to say it becomes time consuming than it "falls apart" due to the way reactions work and if you're not being a c**t, you have to give people that time to make a declaration of a reaction. Most people play in text so a single attack declaration late game can drag.
>But D&D has the same problem where the game falls apart once you get to double digit levels, which takes about as long, so it's a moot point.
D&D falls apart once you hit level 5
class/level systems are bad. Take the stat/skill pill.
Way ahead of you.
Nechronica is stat/skill based, even though it uses classes and positions. Class gives you a pool of skills to choose from and defines your budget for parts. The only limitation is that you can't buy skills from outside of your class picks or position, and you can't get a class' special skill if you didn't make both of your classes the same one. It's a syncretism that works well and provides a unique and enjoyable gameplay experience. It doesn't need to scale infinitely to be good. Most games would be better off having the end game only be a few dozen sessions of play. It's much easier to design and curate specific play experiences that way.
You can run a decent campaing with any of the systems I've tried.
Just not the "One dnd campaign for 45 years shit" that isn't even enjoyable.
>He doesn't want 45 years of weekly sessions with the lads
I curse you to 45 years of flakes and groups falling apart before session two unless you run a system that's more than 45 years old.
Not of the same game.
I'd rather try out different games in different setting.
I honestly have a hard time understanding how people can run games that long. The longest campaign we ran was like 3 months and we were SICK of it.
Sounds like a shitty campaign/GM/Players lmao.
My average campaign is like two years.
Yeah but you're probably playing bi-monthly, whereas anon is a fresh faced noob playing after every lecture.
Time is no factor for actual compsign length - sessions and season length are the real metric.
moron
just letting you know
this board has circular logic.
the above post shows why two shot TTRPG is way fokkin' better.
When i transitioned from male to female
GEM AGEMP
did dracorouge get translated?
Not officially, but I'm quite certain I've seen a fan translated version floating around /tg/ a year or two ago
Try Anima Beyond Fantasy, bullshit anime power-leveling is a thing there, perfectly cannonical and in touch with the system.
What is to different about them?
Do the number get into the thousands like jrpg games or something?
And of course you can write your top 5, right?
They inherited the spirit of the Western ideal without succumbing to the associated politics that have overtaken it in the modern era. It's why Sword World is so great.
Sword World is shit. And you never played it.
I played sw2.0 and is actually fine.
Way better than expected.
You clearly haven't played it.
Its incredible. Got my group to play it once instead of 5e, it cured their dnd brain rot. We have been playing a bunch of different games ever since, but we always keep coming back to Sword World. It's been our go to game for over two years now.
But you go off I guess.
>without succumbing to the associated politics
>It's why Sword World is so great
The first thing I consistently hear about in any Sword World thread is to ignore how pozzed the translation is or how insane the community around it is. Now, your next response will probably be some predictably weeb deflection like:
>pffftt, *using translations* harrumpphh
But when the majority of people who seek out Japanese RPGs to play are politics-obsessed Xitter users with pronouns and Neapolitan ice cream flavors in their backgrounds, it means finding new groups to play these niche games with who aren’t mentally deranged is often harder than getting an imported physical copy of the rulebook. You don’t get to complain about politics in western games while playing dumb to how “western politics” enjoyers flock to anime and shit up the communities.
I worked on the sword world translation, what threads are you talking about even?
what is so supposedly "pozzed" about it.
first i head of this.
we try to keep the translation close to the original. In my opinion, and I'm pretty sure everyone else on the team agrees, this is a fantasy world and our own political views have nothing to do with anything.
If you read anything in the translation that would have you believe otherwise, 99.9% sure it was like this in the OG text.
We are always open to hear questions concerning the translation on the discord.
>this is a fantasy world and our own political views have nothing to do with anything
>discord
Every single time.
alright OP how about you post some, then? I'm sure you can name at least 5 that are pretty good, specially if you can name something that isn't Ryuutama or Nechronica for once.
Ryuutama
Nechronica
Sword World
Record of Lodoss War
Jackie Chan
jackie chan?
Tokyo Nova
Dracorouge
Double Cross
Princess Wing
Ventangle
1991
never?
They were the first RPGs I played and I've stuck with them ever since.
Played Maid, Ryuutama, Nechronica, Double Cross and Ventangle.
Working on getting a Sword World 2,5 game started by next year.
When I discovered they include rape
Ok /jp/+/tg/ help me out here. I know Gensou Narratograph the touhou TTRPG got an unofficial translation. Does anyone have the blank quest sheet for writing scenarios?
Does anyone know what happened to the improved Tokyo Nova translation that was supposedly happening? The wiki hasn't been meaningfully updated in ages. Did the project die?
Think all the latest stuff is here.
https://mega.nz/folder/jaAy1SYa#WbsohutSTiyI1lDJAi1JEw
Momo here, the one who is doing the "nice pdf" thing.
It's not dead, it's just on hiatus because of IRL stuff.
The pdf is almost done, just the scenario section needs to be done. I wanna get back on it soon, but life sucks right now my guy.
a friendly anon linked the mega folder, it's playable, you just need to use the scenario section on the wiki if you wanna play those.
Take care.
Tenra Bansho is fantastic, expecially for how old it is. Double Cross seems to have a good game buried under its autism and lack of ability to highlight concept. Sword World 2.0 plays better than any of the last 4 versions of d&d or Pathfinder. I would LOVE to try Kamigakeri for how crunchy it is. Ryuutama is very nice but I prefere Fabula Ultima which is heaviy inspired by Ryuutama (not the exact same thing I know). Still haven't read Shinobigami, interesting concept though. Nechronica I find largely overrated, it's ok at best ando too niche and morbid for my tastes. I downloaed Alshard, Tokyo Nova, Grancrest, Night Wizard, Konosuba, Arianrhod 2, Goblin Slayer, Log horizon and Dark souls but haven't read any still... The ones I've readplayed are above average but I suppose only the best ones emerge, I wouldn't all them universally better.
Try Kamigakari, shit looks crunchy but it's infinitely easier to play than Double Cross and it's designed for both longer campaigns and one shots. The problem is that the rules are explained in a super verbose and redundant way due to translation stuff, despite them being Dnd 5e levels of complex.
Oh, the translation affair of kamigakari. Trannies, theft, and the untimely passing of the original creator. It was such a fricking mess.
Yue has always been fricking stupid so I'm not surprised.
>Log Horizon
From what I remember it has a well-integrated soft aggro mechanic. and a ton of untranslated setting material which is canon to the novels. Some PCs from the Replays have even made cameos in the anime.
Wouldn't say it's superior but I played Gensou Narratograph today. Was a fun system where you roll d6s and enjoy cute girls doing cute things. It's fun but not exactly something you can powergame in like dnd/pf. There are some synergies - I abused Futo's skill+extra dice+personality skills to get successes. I think it's a game that would be fun for touhougays.
Play Kamigakari if you want power gamer min max porn, the game.
I'll look into it but sometimes I don't want to power game. Arguing about grappling rules and what DC to use and "if I shove someone can I shove them in a diagonal direction" gets really grating sometimes. Sometimes I want to play as a touhou doing touhou things.
Well, there is always MAID for light hearted fricking around.
Also Touhou Narratograph is getting translated and should be out before long.
Kamigakari is fairly "simple" as far as combat systems go, but it still has a lotta depth you can get into.
A lot of the crunch that enables the minmax optimization porn is in your characters abilities, since you can basically combo them together as long as you got the resources.
There was rarely any big arguments about rules in the game, since the rules are fairly straight forward and well explained.
It's a really fun game. You should check it out.
There is an extensive fan translation, which is worth looking at because they also translated a lot of the supplemental material.
Yeah I know Touhou Narratograph is getting translated - somehow managed to get a beta copy of the translation. It's pretty fun although last session we managed to go a whole 4 hours without combat so I can't tell you how good that is. I did have fun rolling 2d6 skill checks but maybe I'm just too far into the Touhou brainrot
My only problem with J TTRPG's is that most people in my country are luddites who think D&D is roleplaying, and anything else confuses them.
Getting rid off class systems in favor of stats and skill trees is great. Class system feels like a poison to me at this point
All the popular shit I see on booth and pixiv are just stuff for CoC, none of the supposedly superior eastern systems /tg/ loves to rave about.
they aren't. however the art and writing are better. The problem is japanese TTRPGs are rules lite, this may seem like a good thing to people who want the watered down 5e like experiance but basically it means that no matter what system you play most characters feel very similar.
Complexity is not a hallmark of quality nor are they as watered down as you claim to be.
In fact, id say really complex systems, with big numbers, tons of skills etc. are better left to video games.
Ttrpgs need to be rules lite and have pre defined procedures for exploration and standardized rulings so nothing becomes arbitrary. That is all
>We need to have a vague system with very little rules
>so it can be less arbitrary
are you being moronic on purpose?
Rules lite is not having stupid shit like skill, many classes, class skills, Race skill, action economy, thousands of enemy skills, overlycomplex spells etc.
Nothing to do with being and arbitrary mess. There should always be rules, but for things that matter and procedures that facilitate rulings on the spot.
the lack of those things immediately makes all the rulings arbitrary and based on whatever the DM thinks should happen you dumb moron. by having specific outcomes its the opposite and the rules become more explicit and less vague.
You have only ever played either GURPS, pathfinder or 5e, and It shows.
My first rpg was traveler you fricking projecting moron.
Japanese RPGs usually have clearer procedures than Western RPGs what are you talking about?
no they do not.
Thry really do, though. I agree with anon.
JTRPGs actually have a habbit of overexplaining, a bit.
You get like three sentences explaining how to roll 2d6 and add a modifier, plus 3 examples sometimes.
They really want you to understand what the frick is going on, and how you are supposed to sue each and every rule.
Fricking hell, most JTRPGs structure their sessions down into different phases and shit because they want you to not get lost and confused along the way.
most of that shit isn't structured int he way you are saying it is, it just serves to make the game even less explicit because it's meant to be taken very unseriously.
moronic take.
>the art and writing are better.
From the rulebooks I read, there's barely even art in the first place. Which is a shame. I really want to know what the monsters in the bestiary looks like. And the writing doesn't matter because its the players that are creating their stories. And the worldbuilding I read on the rulebooks doesn't inspire much.
It’s the same with Japanese video games. They care about integrity.
Japan doesn’t inject politics or shades of woke into its products, genuinely has an interest in the western image and the female form, and the result is western-style fantasy settings that actually have soul. Look at Dark Souls. Look at Elden Ring. The latter is especially feminine and nobody gives a shit about it. Did anybody give a shit about the femininity of the Legend of Zelda in the 90s/2000s? No one did. No one except for a few “omg Zelda is a sexist damsel in distress” c**ts a few years back. Christ.
Western games shove race politics and strong (unattractive) womyn bullshit down your throat.
i am working this week so its a shame but i cant dump the original loz manga, which is very much that kind of kino girlboss sovl. i recommend you read it if you haven't.
>A.I slop in a thread about a country that loves hand-drawn.
>that actually have soul. Look at Dark Souls. Look at Elden Ring.
lmao
Weird. My dnd 5e never showed politics or women into our game. Are you sure you’ve played dnd?
Go home hasbro, nobody wants you here
After the third Nuke
i could be wrong but the cat on thye left indeed seems healthier than the one on the right. something about the bone structure
I'm working on it. But it'll be a long time before I can consider my skills good enough to try translating a game, so I'm just not gonna worry about attempting that.
You're not going to have a chance at translating a game until you know like 2000 kanji. That's a solid decade of practice away unless you've gone total immersion.
Honestly I think the thing that was tough was that the language used in Japanese media is often fairly inappropriate to use in public discourse. I was fortunate that my cram students were eager to stay after cram to talk about manga and anime (and practice their English).
My wife's family was similarly understanding, especially after I explained how we use honorifics and show deference in the west (e.g. why you might refer to your in-laws as -sama rather than -san as a westerner). Plus my father-in-law hit it off really well with my father, who had gone to high school in Japan and still has friends in southern Chougoku (and, obviously, Kantou now). That and my dad's Japanese has a hick accent that has mostly died out since the 1960s, which amuses my in-laws endlessly.
Anyway, yeah. Took me about a decade to get to the point where I even began to feel comfortable doing translations and another three for me to actually take work doing it. We actually watch a lot of media in English/speak English at home because my wife wants our kids to have the bilingual advantage. Their friends' parents are keen to take advantage as well so the house is largely conversant in English.
Aside: I learned Hangul and Hanguk Mal (written and spoken Korean) in like six weeks. If you're really interested in learning an East Asian language, that's probably the one. Korea's outproducing Japan in cultural exports now, too, so probably a growing market relative to Japanese cultural goods. Korean is a phonetic language which makes learning it much, much easier than most East Asian languages. You don't really need to learn hanja (kanji) to be functional unlike with Japanese. Plus TOPIK is much easier than JLPT (or BJT, which you'd probably need to do translation).
Isn't Korean<->Japanese ML really good, too? So it isn't like you wouldn't be able to still enjoy japanese media in some form.
Can't really speak to how good the machine translations are. My experience with them is they're all bad in different ways.
>I often get called out on sounding too stiff because I don't know what words are more correct in a casual setting
This is pretty normal. As a foreigner you're generally not going to have a clue at first which is apropos because you lack cultural context for what sort of situation utilizes which formal/informal tense.
I would hazard a guess you really don't understand how kanji is utilized. You won't have the cultural context or the katagana/hiragana required to parse the kanji within context in writing for a year or two, let alone start making sense of the multitude of kanji and how they interact with each other. To put this into perspective, kids start really learning kanji when they're around 6 and aren't expected to be fully capable with it until they start high school entrance exam. This is for someone for whom this is a primary and first language. As an adult learning a new language you're going to learn more slowly and with less flexibility than they do.
You're also likely to cripple yourself if you start learning kanji from English. You should be learning it from Japanese so that you don't have to flip through English whenever you need to parse kanji. Which is why most foreigners don't start until they have a few years of practice under their belt.
>Can't really speak to how good the machine translations are. My experience with them is they're all bad in different ways.
DeepL is slightly better than Google, but sometimes it eats part of a sentence, makes something up or just gives up.
I want to learn it to keep dementia at bay. If I wamnted to learn japanese I would go to Japan.
You're not going to be very successful if your motivation for learning a language doesn't include "actively using it in its native environment," in my experience. It's why many US Americans have like 5 or 6 years of schooling in a non-English language and can't even string a sentence together. Unless they were bilingual before high school they're probably not going to take the process seriously enough to really engage with the language.
>don't even teach you the informal suffixes and words up front
Many such examples, unfortunately. I would recommend one of the services that connects you with a native Japanese speaker and you trade off practicing languages. My daughters did that for a couple years to pick up more modern American slang. My son has no interest, as he's focused on learning how to manage his grandfather's farm. The girls are both looking forward to college in the states in the fall and are spending the holidays with my parents before they finish off their gap year with a trip to Australia and New Zealand.
Another big cultural difference. Kids here in Japan know what their professional direction will be when they're 16 because the high schools tend to specialize.
>As a foreigner you're generally not going to have a clue at first which is apropos because you lack cultural context for what sort of situation utilizes which formal/informal tense.
But also a lot of self-directed teaching methods that emphasize keigo don't even teach you the informal suffixes and words up front. There was a period where I literally couldn't speak in any way other than very formally because I lacked the vocabulary for it entirely.
I mean, I understand this. This is a long journey that I am already two years deep into. I'm learning it starting with keigo, though while trying to converse with people online I often get called out on sounding too stiff because I don't know what words are more correct in a casual setting.
This is a process.
>You're not going to have a chance at translating a game until you know like 2000 kanji.
That’s not that many. I bet I can do it in under a year. Is there a source that gives you both japanese and chinese (and other languages too maybe) meaning of each logograph? I don’t feel like learning only an useless language when I can learn to write the useful one too.
You can be superior in flaws, like eastern ttrpgs. Go cultivate yourself.
Any Sword World links?
Search Sword World 2.5 and you'll find a google drive link. All 3 core rulebooks are in english, as well as some Replays.
I want to understand Sword World but it's too crunchy. Are Japanese games crunchier in general?
It's varied. Ryuutama is pretty light, but it leans heavily on the roleplaying of the players. What part did you find Sword World difficult?
There's just a lot to it. Even the damage calculation is confusing. I hardly know where to start.
Sword World is pretty easy. The most complicated thing is knowing the limits of actions; specifically regarding movement (or just never move, if using Simple Combat), and active/declared feats. Mounts are a little tricky, and certain minor classes like Bards are not immediately intuitive. The system certainly rewards mastery of the rules, but its pretty difficult to make a bad character. I recommend playing any of the numerous Solo (or group w/o GM) scenarios. The Duo Adventure one is suited for beginners!
Damage is calculated thus: Roll 2d6 on the weapon or spell's Power Table and take the result. If the roll is a crit, treat it like an exploding dice (roll 2d6 again, cumulate the result until you stop critting). Then add any modifiers (If you're a Fighter, you add Fighter Level + Strength Bonus to the Power result)
I honestly find it not that hard to remember what kind of movement allows what sort of action.
Any ranged attack restricts you to limited movement (3m), any other action is fair game for a normal move.
Feat Activation is also quite simple. You genereally have one active feat you can use per turn, and it affects one action. That's about it.
What sort of action can it affect? The feat tells you.
Passive Feats are always active, so that is simple too.
Mounts... well, mounts are definitely more advanced content, but thats why it's in CR3, and not in CR1.
The fact that shooting attacks and spellcasting prevent movement is portrayed rather poorly in the rules (as in, movement is displayed/considered firstly, but if you move you might restrict your actions later), and many people are surprised by how it works in SW ime. That part of the post is more so to highlight a unique (ish, if you ignore older phase-based combat systems) aspect of SW. Also, Thrown attacks are not restricted by Normal/Limited movement; so you have already made a small mistake by generalizing there.
Feat use is weird for me because I was used to 2.0, where they were a decent bit simpler than 2.5.
To explain further, of course no "one single" aspect of the actions available to players is complicated, but there are rules governing dropping, picking, passing, sheathing, etc. and exceptions to those. A breadth of ways that feats can be used, interacted with, or blocked by certain effects, which ones last for 1 action, or have effects that persist. That's why I mentioned actions, as they are prevalent in all combats from CR1+, simple to advanced combats. Usually its straightforward, but its the most difficult part to learn / teach I feel.
I must have overread the part where it said thrown weapons are not restricted. Huh. My bad.
Anyways. While there are exceptions, yes, they are either easy enough to remember or ony relevant in edge cases. I've been playing this game for a while and we, for example, never ever had any problems or confusions about stuff like dropping, picking, passing, sheathing, etc. Mostly though because it rarely came up.
Like, there is a rule governing what to do when someone is wearing multiple shields. Never had to use it, but it's nice to know that it's there.
My point is, Sword World is a fairly simple game with a lot of content at is pretty beginner friendly.
It's not the most simple game out there, but it does a fairly good job of easing you in, I feel. Especially for players, a lot of the keeping track of the edgecases and handling them is the odus of the GM, which I mean, that's basically what it always comes down to.
Thanks for the help, frens. I'll try to keep at it. Solo game sounds good. Is there a way to find other people who play it? No weird places please.
The Sword World Discord is your one stop shop.
There are close to 1000 people there now, and you can also ask questions there
Thanks!
Alright, okay. I have played this with literal 5 year olds, and they had no problem so you won't either.
Check this.
There is a lot of sword world, but its not because its super crunchy. It just has a lot of content, most of which is optional.
All you really need is the first core rulebook. It contains all the relevant rules you need to play, and all the data for Levels 1 to 6.
That is enough to start out. All the other books just add more content, more additional rules, etc.
Don't get intimidated by the page count either, because the book is actually the size of a post card, so each page holds less words than you might be used to from western games (and the fan translation keeps that form factor as well).
Damage Calculation is also really simple, just kind of unusual.
To attack, you roll your accuracy. That is like any check in Sword World Class Level + Modifier. If you hit, you roll for damage.
Each Weapon, Spell, what have you, has a Power Value associated with it.
There is a big Power Table with rows from 0 to 100, but you don't have to worry about it. All that means is that Power 10 is the same, no matter where.
Each weapon and spell has it's row on the power table listed next to it in the book, so no need to go reference the big table.
Damage is always Power + Extra Damage.
Extra Damage comes from your stats, Power is rolled from the table.
You roll 2d6, and reference the table. That is the damage your rolled.
If you rolled over the Crit Value, you roll again and add that result to your previous result. You can keep rolling damage as long as you crit.
Then, after you finished rolling, you add your Extra Damage.
Easy.
For example, I cast Energy Bolt.
I am a Level 2 Sorcerer with an Int Mod. of +2.
I roll 2d6 for my Power 10 and I rolled a 5, so no crit. I check the table, and I rolled 2 Damage. I add my Extra Damage (in this case Sorcerer Level + Int Mod) to my result, so 2 + 2 + 2 = 6 Damage. I dealt 6 Damage.
Was that really that hard?
My
Magic is like as complicated as Sword World's gonna get.
But all spells work the same, and a lot of it is really straight forward or easy to look up.
Like Target clearly tells you how what and many targets you can cast this on, Range tells you the range, etc. If you ever forget or are unsure what is what, you can always reference the spell rules. It's all in Core Rules I
Sure some classes like Rider and Alchemist may add some more complexity, but it's all optional in the end.
You can really get into Sword World at your own pace, and play as much of a simple game as you want, or as complex of a game as you want.
Like
mentioned, you can play most campaigns and some scenarios solo even, so you can learn the rules all by yourself, or play with a group but without a GM, which is a great feature more games should have imo.
I say it really depends but generally speaking I find japanese games less crunchy. It depends on your frame of reference though.
If you only played rules lite shit like FATE or PBTA or something, then yeah, japanese games will most of the time look more crunchy.
If you are used to Pathfinder, Shadowrun, D&D, Cyberpunk, whatever, then japanese games will be a lot less crunchy then that.
Japanese Games are just a lot less "standard" with their mechanics, which may cause confusion because you might be used to things working one way but it works a lot different.
For example, Initiative is pretty universal among many wester games. You roll initiative, and your initiative result determines your placement on the turn order.
Meanwhile in Sword World, you roll initiative to determine if the party or the enemies go first, and that means *everyone* in the party or *all* the monsters. Order among the party members is decided by the players, not by your intiative result.
Nechronica has Initiative as a resource you spent to perform actions, so you often get to do actions multiple times per turn, depending on how many points each action use.
Hell, Dracorouge doesn't even have Initiative, the turn order is determined by your class, basically.
That's just initiative, japanese games have a lot of inventive mechanics that set them apart from eachother and from western games.
Sure, there are some western games with some out-there mechanics too, especially in the indie scene, but japan just seems to have more of that, and more in the "heavy hitters".
Its cool.
Does that make them crunchy? Not necessarily, but it is interesting and unusual, so you might first need to get used to that.
Nice, JTRPG thread. Wasn't sure when I'd share this; but I feel like it'll end up being "never" if I wait for a full TL & book mockup.
Here is the Shin Megami Tensei: Devil City Tokyo 200X Core Rules Book fanslation I've been working on. Well, its the working document, linked the introductory replay. It's a fun and snappy d100 system.
docs.google. [[you know this part]] /spreadsheets/d/1fNolUcfTGe8lAHLcKTeRxKOFBbhGssqpZdAr8UXGnb8/edit#gid=1270038679
Good luck, senpai
>watching replays of extremely anime CoC scenarios on youtube
>tfw ywn have friends to play those with
>tfw friend GM'd At the Mountains of Madness based on the Japanese "Naked Peak" actual play that's getting turned into an anime
>tfw we all made it out of there alive
I like how every JTRPG vs WTRPG thread always turn back to just JTRPG thread instead of the pointless Ganker slop.
Cute orks
I like the orcs from dragon Quest, they are really charming in a pokemon-like way
What's a good generic jack of all trades TTRPG system from Japan translated into English? Hopefully one superior to western TTRPGs.
I wonder... So far, I haven't seen a single generic system, except maybe MAID.
MAID fits a lot of stuff, despite what you might think. With a little elbow grease you can make it do what you want, you just need to make some tables with random shit.
So you make a party and control all of them? Sounds interesting but cumbersome.
Not sure if the Goblin Slayer TRPG can be considered a jack of all trades, but it's definitely a solid Japanese TRPG that has been officially translated into English.
I wish people would try to translate the supplement material for this book and the Konosuba one. The base books we got in englih are nice but I want the other options from the sequal books. More monsters and classes to play with are always good.
Yeah, there's also a third supplement book about the Adventurer's Guild but I don't know if it has more topics besides (apparently) Guild management.
Guild Girl doesn't have time to release it in English since she is busy raising our child now.
Has anyone else here tried to play Sword World 2.5 solo? I've heard it's one of its strongest selling points, so I grabbed one of the campaign scenarios from the Discord, made a character, and proceeded to learn the hard way that the pre-written scenarios are quite janky if you're using only one player and you're pretty much limited to a warriror archetype unless you wanna die immediately.
Some people suggests using Fellows, but you are still destined to be the tank of the party since they don't take damage and you actually have to create and update other character sheets and convert them every time there's a level up.
I've not played solo, but the game is absolutely designed for 3-4 party members with a versatile spread of roll/spell/role coverage. 'Solo' play in SW just means 'playing alone' not that your PC is alone.
Like another anon said, I play with 3-4 characters and just manage them like I would in a dungeon crawl board game.
Which translated JTTRPG do you suggest someone take a look at first? I've never read one before. Do they have ones that cover things like OVA or BESM? A generic anime system?
Only if you like extreme railroading.
I haven't. I have yet to see a game system that either overshadows GURPS or Nobilis/Chuubo's/Glitch for the two extremes of ttrpgs. The latter example was made by a weeb, yeah, but it's not a JTRPG.
Japanese media doesn't apologize for trying to appeal to straight guys. You want to marry your childhood best friend? Get bossed around by a tomboy demon? Wake up in a fantasy world and have several girls fighting over you? It's all there for you.
Whereas Western geeky media is in this weird activism phase where a handful of diversity hires are running it into the ground. They want to fire their old fans thinking the resulting lacuna will filled by the diverse customers they want. Comic sales speak for themselves, it's easy to rile up a Twitter mob or stream a Marvel movie, but none of these people actually read comics.
>Anon thinks that these fantasies and scenarios only appeal to straight men.
>Anon doesn't realize that a lot of comics and shit were generally more progressive than the times they were made in, and still are.
>>Anon doesn't realize that a lot of comics and shit were generally more progressive than the times they were made in, and still are.
I would agree with you that most comics have been progressive but past nerd media actually did the work of building up characters and making you sympathize with them. Sandman had gay and trans characters in the late 80's/early 90's.
You also saw some degree of subtlety and restraint instead of just bashing the audience over the head with the message in geeky media. Nu Star Trek comes across as preachy to people but TOS and TNG were constantly pushing atheism, cultural relativism, immigration, etc and was still watched by people who would have found its messaging abhorrent.
Maybe so, but TTRPG books aren't serialized either. You can't take the time to introduce them and talk about their feelings and their struggles, they just have to exist in the material so they can be implemented by a GM, who can then do those things. So when people see them existing in an adventure module or whatever and complain, what you're talking about isn't really applicable.
It's the difference between a work being political and it being propaganda.
People try to conflate them but there's a very noticeable difference it how it treats the message/meaning.
If propaganda were always so noticeable, it wouldn't work. No one is entirely immune to propaganda, and usually it's foreknowledge that allows people to spot it. Also, not to split hairs, but sometimes people have bad opinions also brought on by propaganda, like the kind that makes people irrationally seethe at the presence of different me-no-like and then try to gatekeep a hobby. It turns out that this can be happening on both sides of this particular issue, and it probably is.
A little Google-fu never hurt anyone, Anon. It's western made to emulate Japanese fiction media.
Propaganda works because the consumer doesn't question the message. The problem is many don't.
And it really is quite simple to tell when somebody wants to help you and when they want to control you, if you know what to look out for. It's whether they tell you to ask questions or to accept their position as the correct one.
A good person who believes in trans rights will still invite discussion, knowing that if they are correct you will eventually see it. A bad person who believes in trans rights will not even hazard the possibility that they might be wrong, and will force you to adapt their opinion. It's why these movements are so insufferable, because they completely refuse to even acknowledge any viewpoint other than their own. They're fanatic paladins.
This is kind of ridiculous in the sense that people who will argue in favor of trans rights know that many such people they are arguing against won't be reasoned with. And that, in fact, many of them want to remove trans people from the public space just to not have the discomfort of acknowledging their existence at all. In some cases by violence. Attempts to persuade people that fail because people are deliberately not open to being persuaded are futile, and they will continue to be angry as the culture shifts around them no matter what you say.
Disappointing. It seems like a very fun concept for a system, the likes of which there's little of note already. A PbtA game called Perfect Draw is in beta. Millennium Blades has a ruleset for attempting this.
See, you sound a bit like those people who dismiss the other side. Someone disagrees with your agenda, and you treat it as their fault as a person.
And I'm not even talking about how to convince people. It's not about the result. I'm saying there's a difference between telling people you're right, and teaching people to think for themselves. You should always run away from the people in the first group. The second group may or may not manage to convince, but they want to help, rather than control.
It really is too bad about what happened to the Internet. It's still possible to make it open, but it won't be easy.
But I apologize for derailing the thread. Let us stick to the much more gratifying discussion of weeb RPGs. (This is not sarcasm. I really don't want to start bickering.)
I mean, it's not that unreasonable to give consideration to this stance given the landscape of debate is currently full of bad faith actors. The kind who will tell you again that you CAN convince them, if you keep trying, but aren't actually telling you the truth. The kind who repeatedly move the goalposts or kick agreeing with you down the line because even if you gave good, thorough points, they want to nitpick at some little facet just to refuse giving. It's become a situation where many people argue to win, not to have an exchange of ideas where they can have their minds changed, and they would rather be dishonest than lose.
On the topic of the thread though, I really do recommend Millennium Blades, like I did in
this post. Not necessarily as an RPG (I haven't tried doing it that way), but as a board game. It emulates the experience of playing card games down to a bizarrely accurate level, from deckbuilding, to worrying about the meta, to playing the secondhand market, to collecting, and even making friends. It's one of the most ingenious tabletop games by design that I've ever seen, because it manages this while still leaning on the tropes of anime card game shit. An absolute love letter to the game type and the genre of media related to it.
Maybe, but I feel like we're talking about different cases. I was talking about who to trust when you're being convinced, rather than the one doing the convincing. Good people will tell you to doubt their own words, and to only change your mind if you truly do see their logic. A good person will actually get annoyed if you agree with them without understanding.
And on the subject of the thread, have an original translation of Record of the Lodoss War. Not the RPG, but the DnD travelogue that basically explained to Japan what RPGs are, and would one day evolve into Sword World: https://tempsend.com/tqfhh (file is too big to send via Ganker)
Does a mind have the capacity to reason and thereby determine the Truth? Or has it been reduced to a storage medium, capable of receiving a signal and parroting it, like a golem receiving a rabbi's order scrawled onto its' head?
To the mindless, the ubiquity of a message convinces them it has become accepted by society and therefore, they must conform to this change to submit themselves to the ruling power and the will of their peers.
Even presented with the facts, they lack the conviction to retain a contrary stance against the next message repeating a directive they have heard a thousandfold.
No past generation was subjected to propaganda as consistently as boomers, raised by the television. There was a slight breach through the internet from the 90s to the late 2000s, but that gap has been closed at this point. Now the internet and videogames speak with the same voice as every other institution.
Nah Anon.
They're better at appealing to women and gays as well.
Literally just better at being appealing rather than being intentionally revolting to everyone with an actual soul.
More than any political viewpoint I blame most of the failure of current western media on it being taken over by resentful goblins who hate everything with beauty and meaning.
Is OVA a Japanese system or a western system based on Japan?
Card Ranker raws got posted a while ago. Has there been any attempt at translation yet?
There's an Anon that started doing it, but he paused that work to translate a different game.