I am not entirely confident if these threads can still carry themselves in modern Veeky Forums.
But here it is. The Foreign RPGs thread!
Any foreign RPGs you've been playing/interested in lately?
I am not entirely confident if these threads can still carry themselves in modern Veeky Forums.
But here it is. The Foreign RPGs thread!
Any foreign RPGs you've been playing/interested in lately?
Sine Requie.("restless" in latin)
There is a One Way Heroics TTRPG?
Where? How? Scans?
Germany. Shipping and customs almost inevitably triple the price.
My only hopes are translations and scans.
And there is no way One Way Heroics is popular enough for that to happen.
>Any foreign RPGs you've been playing/interested in lately?
>Germany. Shipping and customs almost inevitably triple the price.
I don't think you're going to pay import taxes for something that costs 25 bucks. You can also buy secondhand and pay nothing at all, as far as I recall.
Shipping alone triples the price. Customs just add insult to injury, because they factor in shipping.
Looking to run either Nechronica or Tokyo Nova once I get through this GURPS campaign I'm planning. I've found that I'm really drawn to how Japanese ttrpg's have character creation. Just slap a few classes together and pick skills, all the attributes are baked into a class and that sounds really fun compared to rolling for attributes then picking skills. Be a nice change of pace from classless systems as well.
You had me at card based rpg
I'd definitely suggest giving Tokyo Nova a shot with your group, it's good fun, the difference between it and normal TTRPGs is really interesting.
Just know that combat can be lethal as all fuck, I really wasn't expecting it when I went into the game with my group despite all of us having read everything beforehand and we ended up doing some character alteration during the first fight to properly work around what we had learned about the system from a single round of it.
D&D, WFRP, BRP, recently.
I live in central Europe, so most of things is of foreign origin.
Praedor, could be described as Fantasy S.t.a.l.k.e.r with unique setting and some god-tier comics.
It's also written in finnish, so there's a good chance you won't be able to read it even if you could get a hand on book or comics
Where did you get the idea that Tokyo Nova might be any less lethal than "as all fuck"?
I mean, a single hit, given a non-wimpy Wound Card will unquestionably fuck you up, if not outright kill you.
We didn't quite realize just how fucking easy it was to boost damage in general from "reasonable" to "you're just fucked if you don't have a way to mitigate this shit" levels.
One of the main things that I don't think any of us had originally done was tying evasion to more than just hearts, we quickly fixed that and some shit to lower wound value was taken as well.
Reminds me of hex crawls. Probably roll dice to see what's in each square.
Nice find, btw. I'll see if I can't get my JP friend to kill his dignity and buy me this the next time he visits his family.
One book has been scanlated by some Euro dudes.
I still want to play card ranker.
user, I will try. It will be shit because I'm only level 1 in Japanese, but I will try.
>One Way Heroics
what is this?
Enjoy your socialist paradise, suckers.
A rogue-like video game.
And you don't need to bother with translation. Scans are perfectly fine and once there's a scan floating around, someone with enough interest and ability is bound to pick it up sooner or later.
Not a lot of socialism to be found here.
The strain social benefits put on the system is negligible next to that created by the bureaucratic leeches that run this fundamentally captalist shitshow.
basically a tile based adventure game where the world gets destroyed behind you.
Anima, exxet and gaia 2 never.
that sounds right up my alley.
> Any foreign RPGs you've been playing/interested in lately?
Well yes. Waiting for Shinobigami.
Please tell me this uses its own ruleset and isn't just the standard SRS reskin
One Way Heroics is a really neat roguelike game where a hero ventures off on a gruesome journey in one direction, towards the demon lord that is already in the middle of the process of ending the world as we know it. So that the demon lord can be stopped and the world saved.
Venturing off on a journey that thematically takes weeks to months. Facing off many gruesome monsters and challenges, overcoming them one after another. Slowly but surely catching up to the demon lord. And finally besting the demon lord, saving the world.
The left side of the screen creeps up on you with each move that transpires. Just for something simple like visiting shops, you'd need to run towards the shop in advance, and the earlier you started running towards it / the faster you ran towards it, the more time you get to spend at the shop/town before it's consumed by darkness and you've got to bail. It's honestly pretty interesting.
Monsters and loot on the roads to the towns can stall you so that it gets tough to get to the towns in advance. And you're in a constant struggle of whether or not you should or shouldn't grab all the loot, or whether or not you should or shouldn't fight all the enemies or avoid/run from them. In favour of giving you more space between you and the ever crawling darkness.
Sometimes be it in dungeons or towns, you can even find yourself in peculiar situations where your greed in wanting loot / extra time with NPCs&shops, that you become locked between the creeping darkness and the walls after the actual exists have already been consumed. Forcing you to spend energy and or resources to blast through the walls instead and make your own exit. But the funny thing is that it sometimes really is worth it. Yet it's not for free. Energy is needed in battle or to enable you to snag extra treasure along the roads. And resources are naturally always needed in a pinch.
You're a true hero in One Way Heroics. Constantly venturing onwards towards the demon lord, to prevent the world from being consumed all while you actually witness the world being consumed before your very eyes. With it actually being a very central game mechanic of the game itself.
Looks like it.
I'll dump the summary sheets real quick, so someone who understands Japanese better than me can give us a little insight.
Anyone wouldn't happen to have raw scans of Meikyuu Kingdom / Make You Kingdom? It'd be interesting if someone could feaisbly combine the scans with the available translation for a full scanlation. If the scans and translation would allow for it.
Oh this is super neat. Where did you find it? And is there more where it came from?
The Raw Scans for base MK has been available for quite some time on Mega, I think, but I don't remember the exact link - maybe a search through the archives might help.
Carlos posts on Steam in the GoM forums sometimes, go annoy him there. Or I could get off my ass and feed CE and Gaia 2 through Google Translate and try to make sense of what comes out.
Gaia 2 OEF never.
any chance you have it ?
Battle Preparation: Aggregates the stats of the monsters. Defense value only (highest value + # of additional monsters.) Players collectively decide to attack or escape.
Decision to Attack: PCs attack independently. When using weapons, use STR level. When using force, use INT level. The target value is the monster's DEF.
Attack Success: Calculate damage. Weapon damage + level, or; force damage + level. PCs fighting together increase damage via goodwill / favors (?). Critical hits add 2d6 to damage. Counterattack damage is not taken when attacking. If damage done by the players exceeds the monsters LIFE, victory is achieved without taking damage. If not, the players still achieve victory, but take counterattack damage and expend 2 ST.
Attack Failure: Take counterattack damage and expend 2 ST. If a player succeeded in his attack, victory is achieved. If no player succeeds, the battle is failed.
Fighting the Demon King: Calculate the damage from successful PC attacks. Subtract this from the LIFE of the "Demon King." If this is below zero, victory is achieved. Otherwise, the battle continues. Each PC receives counterattack damage and loses one ST. They may then choose whether to attack or escape.
Victory: Collect experience, receive drops.
Failure: Collect experience, expend 2 ST.
Decision to Escape: Select one party member to escape. Other party members assist. Choose a level to escape with. The target is is the monster's DEF.
Escape Success: If the monster's counterattack damage has the "long distance" property, each PC receives counterattack damage. Half experience is awarded.
Escape Failure: Players lose 4 ST and receive counterattack damage. Half experience is awarded.
Download section of the official site:
The rest is just sheets.
Continuing the game - lunch event; select night action; continue; continues until "demon king defeated", "annihilation", or "the ends of the earth."
2d6 system, something about # of days + 7, specials on 12, fumbles on 2. PCs may assist each other, leading through boosts via aforementioned "favors" system. Bonus of 1 may be applied for RP.
Night system - recon, friendly encounter, search, advance.
Question competion awards EXP. Quests can replace lunch or night events. Quests, treasure boxes, rules for appearance and disappearance of the demon king (I suppose at this point it's just "boss," I'm not familiar with Japanese gaming terminology) based on days.
The third page is mostly a stats reference sheet. Some of the values are static and a ton of them say "refer to monster sheet" or "refer to event sheet," so presumably these are the individual traits and special rules that mean you're not slashing through numbered boxes and visiting identical towns.
Seems somewhat like a JRPG on paper, though most of my experience with that has been watching other people play.
Something I really like about Japanese TRPGs is that they tend to lend themselves very well for very satisfying yet shorter sessions. While still having great potential for grander and longer campaigns.
The original D&D was kind of like that. But it's like it has geared itself towards larger and larger sessions with each iterations, and I feel like most of the competition did the same.
So my impression of most Japanese RPGs leaves me feeling that they're both refreshingly different, while also amusingly being something of a return to form when compared to American RPGs. If that makes sense.
I don't see how system can judge the length of a session aside from combat.
While the systems may be the most crucial part. I still think it's very fair to say that the games are more than their systems. And they tend to encourage different things.
The JTRPG scene is populated mostly by one-shots, so systems tend not to have that many rules for character advancement. At least, that's what I hear.
One of the most important things to understand about Japanese culture before reading their RPGs (because it colors everything they do, including the RPGs) is that the Japanese just don't have time, for anything. They don't have time when they're kids, they don't have time when they're teenagers, they don't have time when they're adults. They need to study or they need to work or they need to take care of the house. To have an abundance of spare time is to have failed in life.
That shapes their RPG culture because it means that games are designed in order to deliver the maximum amount of play in the shortest possible amount of time. This is why pregen characters are so popular, and why character creation mechanics, even when they are used, tend to be both very simplistic and heavily randomized (no time for people to sit pondering what character they want to play - roll the dice and move on). This is why their premade adventures often come off to Westerners as being massively railroaded (no time for players' bullshit, you want to finish the story in an hour). This is why Ryuutama has rules to punish PLAYERS for dozing off, leaving the table or making jokes - nobody has time for that shit. Every second wasted quoting Monty Pyton is a second you won't be playing, and you can't afford that waste.
I'm pretty sure I've played literally all of the RPGs originally invented here in Israel. All three of them. They range from mediocre to very mediocre.
Check the raws folder
Can you at least drop some names?
Yeah, character creation is mostly controlled by dice and classes. The most time you'll spend making a character that isn't a pregen is picking skills and even that is made somewhat painless.
Whoops there is also something in the translation folder.
You've got this weird perception that every working person in Japan is an early 80s salary man.
As of 2009 the working hours of the average Japanese worker is actually lower than in the US, and they are legally guaranteed at least 10 days paid vacation time with extra days added for years worked at a rate greater than most American companies.
When you ask a Japanese guy what he was doing on the weekend and he says "I cleaned my apartment" you know he was doing some weird nerd shit or getting his face sat on.
>Can you at least drop some names?
To the best of my knowledge, all of them:
מיזם אספמיה ("Operation Aspamia") - collaborative storytelling, highly narrativist. Default setting is urban conspiracy/fantasy, but the book itself has half a dozen alternate ones. Core gameplay revolves around the players investigating/making up various "rumors" in order to slowly build the setting, some of which the GM decides are true and some of which are not. You're supposed to keep investigating deeper until you find out which are which.
חץ הזמן ("The Arrow of Time") - Actually kind of original. Once upon a time, the planet was your standard fantasy setting with dwarfs and dragons and everything. The game takes place thousands of years later, and starts on a colony on the moon. A big cataclysm has destroyed the world and the Colony's researchers send the characters back in time to the fantasy past to try and prevent it. Basically, you're playing time displaced scientists with hypertechnology placed in the role of fantasy RPG heroes. The more discoveries you make in the past, the more equipment you can request from the future.
The mechanics were inspired, of all things, by the Diablo games. Unfortunately, so was the story. The game's biggest problems by a far and wide measure is that it is EXCRUCIATINGLY railroady. Appears it was originally the designers' own campaign, and they wrote it under the impression that every party will play it the exact same way they did. I'm talking railroading to the point that the GMs section of the book includes sentences like "the characters can't think of any other solution, so they follow [DMPC]", or "the characters are very impressed with how [DMPC] dispatched the monsters."
Last one I'm aware of is called חרבות וכשפים ("Swords and Sorcery"). It's a rules lite mechanic made up by a father to play with his children after noting no rules lite system fit for kids were translated to Hebrew. Very uninspiring.
I do not. Some dudes in the Dragonz released it maybe two years ago. You can probably request it on that share-thread that pops up every thursday on /co/, or try to find one of the many storytimes via an archive search.
Technically there's also a mildly famous homebrew by one pillar of the local roleplaying community (one of the advantages of Israel being so small is that it's actually conceivable for something like "the Israeli RPG community" to exist as a thing, where everyone really knows everyone else) called שיטת היצירה ("Creation System"). It was supposed to be a generic fantasy system with his own homebrew setting as the default, but I don't think it was ever finished. Also rather uninspiring.
(now that I think about it he may have not finished a couple other homebrews. In any case, the ones I described above are the only "real" products, with actual books sold and everything, not just a PDF file someone made over the afternoon for their group).
Trying to get people to stop essentializing the Japanese is a lost cause.
It doesn't matter that the most popular games in Japan have no particular system-bias towards short and straightforward one-shots. The ones they actually end up seeing are based on the interests of the westerners who translate them, and they are more likely to pick something that's different from what they're used to in order to showcase how "unique" Japanese gaming is to reflect the story that they want to tell about Japanese culture.
It would be like if you took Nobilis, Monster of the Week, and Rifts, and then tried to make sweeping generalizations about all American gamers based just on what you saw in those games' rules.
I don't know what version of Japan you'e been to, but speaking as someone who worked in a Japanese school for a little over a year (fun fact: the level of English is so low an American highschooler could be hired and they probably wouldn't even be able to tell the difference) , the description of "never having time for anything" strikes me as very true. And I wasn't even in Tokyo, I was in bumfuck, Aomori. The Japanese would fucking INVENT work to diligently do even when there's none. Their society just abhors even the appearance of laziness that much.
Some guy translated one comic about some gay king here on Veeky Forums.
Found it. Praedor+comic was my search terms:
Same thread has the scanlation of the first book.
Germany is prity far from socialism though it might be one of the few places that could pull it off if it really wanted to.
I keep hearing about this. What is it, and why is it one way? "One way" to me means railroading.
I don't know the tabeltop game, but the gimmick of the video game is that there's a wave of darkness consuming the world from the left side of the screen. It advances every turn, meaning you have to manage your time and keep moving forward to stay ahead of it and finish your quest (e.g. if you spend too long level grinding slimes, you won't have enough time to head to town to buy better gear). There's literally only one way you can go because you'd die otherwise.
>What is it, and why is it one way? "One way" to me means railroading.
It's "One Way" because the world is literally ending from the west, and you move east before the darkness from the west catches up to you and swallows the world before you could stop the cause of it.
>Core gameplay revolves around the players investigating/making up various "rumors" in order to slowly build the setting,
Sounds cool, very much like Persona 2.
>Arrow of time
Also a neat idea but I can't say I'm fond of Diablo or aggressive railroading.
Is Night Wizard fun?
Well, yeah. All the RPGs I play come from america, england or finland, and I live in France.
All I know about it is that is has an animated adaptation, and revolves around entering into dungeons that occupy pocket dimensions. Haven't even read the rules for it.
How is the French scene for ttrpg's?
>How is the French scene for ttrpg's?
I apologize for leaning on stereotypes but France is the one European country I would have assume had a decent community for tabletop games. I know Germany is known for their board games and I listen to a fair amount of British podcasts on the subject of tabletop games.
There is zero niche protection between classes. Mechanics and fluff have a tenuous relation at best. Non-combat situations might as well not exist, both mechanically and setting-wise. Combat has switched to gridless from 2e's combat grid, removing crucial design space and making combat rather dull. Restrictive character creation results in one-trick ponies.
Don't you have a Wakfu RPG?
If not, that's criminal negligence on Ankama's part.
As far as I know, it's nordic countries with the RPGs and capital-c Crazy experimental LARPs.
>Build an elevator like box in the woods
>Play what is essentially the movie "Devil" inside it
As far as I've understood, this was in the early 2000s, so before the movie.
Some of that Chernobyl smoke had to get to the brains of the kids growing up there.
Looks like a far cry from SRS.
Norwegian here. LARPing is indeed pretty big here. It sort of blends into the historical reenactment scene, which is everywhere. I think Norwegians in general have an appreciation for going out and doing weird shit in the woods.
We do make a bit of indie RPGs. Varg Vikernes(infamous black metal vocalist/white nationalist/serial arsonist/murderer) wrote an game called MYFAROG, a fairly rules-heavy simulationist game based around a mythical version of iron age Scandinavia.
On the other end of the simulationist-narrativist scale there's things like "Itras By", which is a rules-light, story-focused, card-based game based around 1920s European surrealism. Think Dark City meets Twin Peaks with a 1920s aesthetic.
I forgot to mention that Vikernes' appreciation for simulationist rules and racial realism sometimes manifests itself in humorous ways - the "copper men"(basically blacks) have reduced resistance to poison because the dark northern climate doesn't supply them with sufficient vitamin D.
I know this will probably never happen, but I would love to see that One Way Heroics RPG get a translation. I'd definitely kickstart something like that.
I live in Finland, so I guess most mainline RPGs are foreign to me. Although answering seriously, I'm always surprised by the stuff they put out right here, in my own country. The stuff some people have designed, not even in any official capability, is really good. I've seen a lot of homemade/homebrewn material that's strong. A lot of people with a lot of artistic vision about these things, here.
Some good official stuff as well. Praedor is good for all your Sword and Sorcery needs, though sadly there won't likely be a translation. The designer blogs just about everything in English though, and there's a lot of info and tidbits on the system there for anyone who cares. Same guy (Burger/Ville Vuorela) also made the Stalker rpg, which IS translated and also good, although it can be an acquired taste. There's also LotFP if you're into that stuff, but for me that's more of a springboard than the actual big deal. Nice adventures and all, but I appreciate it the most for being a big part of why the OSR scene is so strong nowadays. It's got a healthy audience here, in some parts at least.
Is Night Wizard the only Japanese TRPG to have gotten an anime adaptation?
Does anyone have the full Tokyo [email protected] rules? I thought everything was there and accounted for in the trove, but then I ran across this in the Ayakashi rules: "I'll translate Thrall later but basically it's a formalized rule concerning the effect of the Charisma Ultimate Skill (which was erratad to refer to it)" So now I'm wondering if the translator just gave up, or if the trove is outdated.
>not playing the diceless, official STALKER RPG (roadside picnic/Tarkovsky stuff) from the same company
Record of Lodoss War from Sword World?
I am pretty sure Lodoss War was the replays of a D&D campaign. I don't think Sword World had anything to do with it.
French RPG are G.O.A.T
Like, Donjon de Naheulbeuk and In nomine Satanis/Magna Veritas
Chaos Dragon is an adaptation of Red Dragon which was basically a campaign played with some famous Japanese authors with a system made just for that.
The anime is awful so I would recommend not watching it
Ah, Itras By. I gutted it for stuff for Time Wizards.
Does anyone happen to have any information on a card game called Night Clan?
D&D is ok.
I got one way heroics on steam. I really like it.
There's this Touhou RPG called Genius of Sapphieros that I highly recommend. The skill system us nice and the winning boss fights feels very rewarding.
Neat, any idea how far you can get in it? Can you fight the Darkness, enter the Dimensional Passage? Does it include the characters from OWH+? I see the original party members there.
Wait that's not the video game box? That's a table top? Do want.
Have japanese TRPGs been tainted by the modern anime industry so they're all SAO style otaku pandering shit?
What the fuck are you even blabbering about?
He means if japanese tabletop games have devolved to wanking off MMO games in the style of Sword Arts Online.
How would that even translate into an RPG?
Still doesn't make any sense.
TTRPGs are not anime.
Just translating what he might have meant. You could look at Double Cross and how it structures it's scenarios around common anime tropes, or Nechronica centering around cute girls (albeit in body horror settings) which might be a result of the rise of moe culture. But I can't think of anything really overt.
Did Golden Sky Stories sell well? I always hoped that whole endeavour would ultimately be considered a success.
>In nomine Satanis/Magna Veritas
I have a friend was quote/get inspiration from it occasionally.
Though recently it seems people are trying out Aventures, despite the fact it's not even out yet.
Standard Pathfinder campaign with IC metagaming, an omnipotent DMPC as the main character and the regular PCs as unimportant sidekicks.
>Golden Sky Stories
It's kind of fresh to see games that don't actually revolve around combat.
There are other games that don't revolve around combat.
GSS is special in that combat is never even an option.
Shame I can't find a group it would work with.