How to do a comfy ass campaign like Dungeon Meshi? What system would I use and how to train the players not to be loud and annoying? Hardmode: without looking for a new group
How to do a comfy ass campaign like Dungeon Meshi...
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Welp, someone sure was naughty this year.
>How to do a comfy ass campaign like Dungeon Meshi?
That requires the group to have good humor and interplay. So like any fantasy dungeon crawling campaign I've been in save one.
>What system would I use
Use whatever system you are comfortable with since this isn't that specific a setting. Include some mechanic for nutrition and move on.
Dungeon Meshi is only comfy because those people are insane. The most normal is the thief who is not comfy at all.
There's nothing inherently comfy about meshi.
It just had a lot of character focus.
Play with socially well adjusted people.
>How to do a comfy ass campaign like Dungeon Meshi?
For the first 30 or so settings the story is LITERALLY just "save damsel in distress from dragon". Early Dungeon Meshi is so simple, it's cookie cutter. What makes it "comfy" is neither the setting nor the story, it's the characters. Even then, as character concepts they're nothing to write home about. Laius is a MALE HUMAN FIGHTER from a rural area of the world, that's the single most unoriginal character background imaginable. The only way it would be worse is if he had no siblings and never knew his parents. Then there's Marcille, who's just an elf mage who studied at a magic academy. Then there's Chilchack, whose most original element is his race: he's your greedy Jew rogue who still sticks with his friends when push comes to shove (and even then he claims it's because they paid him upfront).
You don't just "do" a comfy story, the players make it comfy. They're good friends OoC, they behave like a tightly knit group IC and the DM plays into their characters and eventually their backstories. You get a comfy campaign when all elements just fall together. The quest itself and even character biographies mostly serve as garnish for that comfy feeling, not the meat and potatoes.
I'm sorry, but if your players are loud and annoying you'll have a very hard time forcing comfyness.
>how to train my players not to be loud and annoying
They are your friends (supposed to) not your dogs
Maybe they like being loud and annoying, have you tried joining in instead of sperging out?
I'd suggest starting out by setting the tone for the game. Doing so outright is best. "This is a game that should have the same sort of comfy fantasy feel as Dungeon Meshi or a Miyazaki film."
You can shore this up by using comfy feeling example art and trying to describe settings and NPCs in comfy terms and provide a stage for comfy moments for the group.
Ryuutama does both and may be a good game to read for ideas. Another thing it does is have a mechanic to reward comfy scenes. The way Ryuutama sets up the GM's side of play, they have "powers" they can use in the game and a couple of them (mostly related to the blue dragon) deal specifically with rewarding comfy scenes. The one I remember off the top of my head is there is a buff the GM can trigger for any characters who have a scene where they discuss their homesickness.
You could also introduce bennies for roleplaying, giving some sort of meta currency for playing things out in "comfy" ways. Up to you how they can spend the currency, but certainly they should have some benefit and it doesn't necessarily have to be in-game. You could, for example, have bennies be spent on having a meal inspired by a recent in-game event, or for you to get a friend to draw art for the character (assuming you're not an artist yourself).
I'll bet you can adapt the indie game Feast for a real Dungeon Meshi experience. astrolingus.itch.io
Yo Dungeon Meshi has some severely uncomfy moments.
But doesn't that just make the comfy moments even comfier. Contrast is one of the better ways to give things value. See Spice and Wolf as an example.
>But doesn't that just make the comfy moments even comfier.
So what you're saying is that every man should give his girlfriend a solid beating at random intervals to make the moments where you aren't beating her that much more intimate?
I don't think so, exactly. I definitely wouldn't describe the fight with the dragon and what's happened subsequent to that as comfy.
What you're describing I see as say, the chapters with the water elemental where they're injured, Namari dies and is resurrected, etc. That's a spot of trauma surrounded by comfort and it emphasizes the comfort.
But the place they are now in the manga is fairly horrible. They pushed their chances to the last to reach and rescue Farlyn and it hasn't worked out, and they have no option but to continue to push on. The bonds they forged in earlier chapters are what is sustaining them but I don't think it's as sweet and relaxed as it was presented before.
I mean the dragon fight alone disqualifies Dungeon Meshi from being just a "comfy" series IMO. It was also really great.
Spice and Wolf has next to no discomfort compared to Dungeon Meshi where the MC human fighter’s sister is a dragon homunculus because a mad sorcerer that may have destroyed the kingdom he still claims to protect and turned it into a dungeon.
Old party members have gotten into fistfights with the main character, a group is tracking them down attempting to kill them for a perceived slight, etc.
I know most manga are edgy as shit, but a lack of extreme angst and gore doesn’t make a series comfy.
>Lack of Gore
Nigga, did you miss the part where Kabru slit Farlyn's throat, followed by him targeting her organs? That's a lot more gore than you see in most battle shonen, even the ones who aren't afraid to throw around some blood.
Why are you comparing properties? I meant the self-contained contrast.
No, let's say on two occasions you are trapped in a blizzard. Once when you are alone and end up almost freezing to death, maybe catching frostbite and losing a couple of toes in the process. Then, the other you have the hypothetical gf with you to cuddle and maintain warmth thus surviving unscathed. You're intimacy the second time is emphasised as you know how important it truly is from the first time. I wouldn't exactly describe the latter experience as comfy, but nevertheless it illustrates my point.
TL;DR Perspective allows you to see the value in things. War makes you value Peace, Poverty makes you value Money, and Uncomfortable Moments make you value the Comfortable Moments.
>Dungeon Meshi
>Comfy
>It's a comic about cannibals who go about slaughtering for no reward, people getting butchered every other issue and fags playing with dark magic
Nigga, you must have some sort of psychosis or autism.
>In a future society the One World Government will fabricate regular wars just to keep us on our toes
There's manga with skinless giants eating people. Dungeon Meshi is mid tier gore at best.
>The Adventures of Musclewaifu and Ragetard
Everything said, what i find most compelling about Dungeon Meshi for the purposes of adapting to a game is the battles. Battles are not won through maximum stats or enemies being blown away in the same vein as most RPGs or manga. Rather, careful planning and understanding of the enemies being faced combined with past experiences relating to the subject at hand.
Everything else in the manga can be achieved through roleplaying, except this. I don't think there are any RPGs with this level of sideways progression. Most characters are equally resilient and have no particular higher damage dealing ability than each other. Even blasting magic tends to deal about the same overall damage to a monster as an axe blow or sword strike.
A battle like the 100% amazing red dragon fight is pretty much impossible in every system I know. It will never come down to a precisely timed strike after much setup. An RPG battle will never be as intense within it's mechanics as this fucking manga.
Sadly enough, Dungeon World can do this extremely well, but it’s not super satisfying.
Dungeon world is the closest, yes. But it would actually need to get damage removed, otherwise you get the situation where everything goes right aaaand.... you dealt a fraction of the monster's HP with your attack. The way I understand it, other shit running on the world engine take a more "enemy goes down when you do the right thing" approach, but I haven't bothered slogging through the annoying writing of the books.
I'm trying to run it to see how it works live, but the "there is only one DC" still bothers me no matter how much I want to give it a chance.
I think a dungeon meshi system would probably be between the Apocalypse and Cortex (Marvel Heroic and co.) systems. Taking a strong interest on the narrative elements, while having plenty of crunch attached to the dice pool being rolled.
This is a problem in a lot of fiction, not just TTRPGs but also anime/manga in general. The best example is Dragonball, where the fights haven't changed in pure execution/choreography since early Z but now involve characters who can casually blow up universes and still keep getting fucking stronger. Same with D&D: you start out hunting goblins like a bunch of scrubs and by level 20 you end up with a guy who can hit his sword really hard and a mortal god who can rewrite reality as he sees fit.
Even when there isn't a specific ruleset to follow, it's very difficult to do horizontal progression. Each enemy needs to be more difficult to overcome than the last, which is hard to do without the characters getting stronger/better/having higher numbers.
That said, Dragonball goes full retard. They go to space ONCE and they instantly encounter the strongest guy in the universe. This not only means there's no more reason to go back to space again, but also that some random scientist with a grudge can now casually create Enhanced Humans ['android' was a mistranslation] who could wipe the floor with the strongest guy in the universe. Super is even worse: we learn there are 12 universes, 12 literally endless planes of existence... and the Tournament of Power gathers the top 10 strongest guys of 8 of those 12 universes. Meaning, you guessed it, there's no reason to ever visit those universes after the ToP.
Maybe. I agree it could be a good target for a PbtA hack, but I would want to avoid drawing a Gensys fag’s attention.
The thing that struck me is the size of the place. The early chapters are spent in an area so big it has gigantic trees, presumably holding up the roof.
Then they have issues with and in a spiral staircase...
The dungeon of Dungeon Meshi is practically its own plane of existence with its own physics. The Bazaar on "Level One" is just the gateway.
A lot of that is fluffing though, don't you think? Chilchak scores a sneak attack on the dragon when he throws a knife in its eye. Laius is on minimal hitpoints when he sacrifices a leg to get his last blow in.
A highly narrative system like Dungeon World can accommodate that.
>Everything else in the manga can be achieved through roleplaying, except this. I don't think there are any RPGs with this level of sideways progression. Most characters are equally resilient and have no particular higher damage dealing ability than each other. Even blasting magic tends to deal about the same overall damage to a monster as an axe blow or sword strike.
ehhh... that definitely isn't true. Marcille has the most destructive potential out of any of the party members. It's just 1v1 the others are about as likely to down their target. For multiple targets or actually knocking back big monsters Marcille is far and away ahead.
I don't pay enough attention to board drama to know or care about such things. However, i wouldn't go into straight up making playbooks for apoc and calling it a day. I feel like many of the elements that I enjoy from Dungeon Meshi would suffer from being glossed over with "lol, just one target number". Characters in the manga also draw a lot from the environment while creating their narrative, where apoc tends to draw a lot from the characters instead.
Laius didn't strike the dragon because he had the "Heroic Desperation" move which forces him to keep one out of a list that includes "self injury" in exchange for striking a "deadly blow", he did it because the environment combined with his previous experiences to create that perfect moment for him. In a system like Marvel Heroic, he's exploiting scene distinctions, enemy stress, his own stress, calling upon his own distinctions, spending plot points and various SFXs to achieve the finishing blow on an enemy who rolls a powerful pool and keeps avoiding the final tip over. This makes it mechanically exiting despite playing on a narrative heavy system.
However, marvel heroic feels off due to the raw power characters can channel off as long as they are playing to their narrative strengths.
Her attacks deal nodamage during most encounters against real threats, being of value for reasons other than raw damage. She works closer to a 4e controller than anything, moving enemies and the enviroment around.
ha ha i liek da rpg comic ill make another thread about it :D
You sure showed everyone with that upset post.
It's a pretty good comic.
Now with this in mind, I'm going to suggest a "universal" system.
FATE core works pretty well for this kind of encounter. Instead of aping others why, I'm going to explain first the incredibly odd way it does damage.
Stress boxes are fucking weird. Really fucking weird, but they lead to a beautiful way encounters work.
In a conflict (fate's fancy word for combat), to take out a foe you need to deal stress. Stress is Fate's fancy word for damage. Each character has a stress track of 2 to 4 boxes (usually).
Now, Stress Boxes are odd. Fun odd but they're the biggest stumbling block for players other than probably aspects being true but also only affecting mechanics when you pump fate points into them.
When take stress, you have to fill in the box of that stress amount, but not the ones below it. If you can't, you have to fill in a box greater than that. If you can't fill in a stress box, you are taken out.
Now, there's Consequences, which is Fate's fancy word for lasting hard to heal wounds. You can take a consequence to reduce the amount of stress you take from an attack. We'll slightly ignore those for now.
That whole "don't fill in the boxes below it" trips people up... Actually no. Its that you have to fill in the box equal to the value instead of a number of boxes equal to the stress you take.
What does this mean? Unless you are fighting mobs (who do have to fill a number of boxes equal to the stress they take), increasing your attack doesn't benefit too much compared to the relatively low number of boxes. If you're attacking a for that has only 2 stress boxes, you need to hit them with 3 attacks that do 1 stress, 2 attacks that deal 2 stress or 1 attack that deals 3 stress or greater. Increasing the stress you deal by 1 only shaves off a single attack you need to make to take down a foe.
1/?
I’d run with GURPS.
You can play non-combat games with it, and the rules autism might make cooking or character depth really nice.
I’d recommend, low tech, fantasy, and magic
Man, the faggots have come out of the wood work on here today. Saw an old SJW troll fuck up a thread. Magic the gathering fake card spam threads. Had one of my threads derailed by some faggot that kept spamming shit about line spacing. Now, I'm seeing hostile as fuck replies to ordinary threads. Something ain't right about tg right now.
Now, stress is weird, but what's awesome is creating an advantage. So anything you could describe as prepping for something else is creating an advantage. When you successfully do so, you the player call out an aspect that gets created. When you make an aspect (consequences are aspects by the way) you get a free invoke... Effectively a +2 on a single roll later.
What does that mean with conflicts? Well, it means the best thing to do is to never attack until you're sure you can take out the foe in one hit. Instead you should create an advantage as much as possible. Use Lore to explain the enemy's tactics or make-up. Use Crafts to jury rig a trap. Use Provoke to taunt a for to focus on you! Create as many aspects as you can to stack on as many bonuses for that one attack.
But of course, lateral improvement. Fate employs something called Skill Columns. That means every skill needs a skill exactly one level lower than it. You have a skill at 4? You need a skill at 3. Oh wait. A skill at 3 needs a skill at 2.... Which means you need a skill at 1. This means to get better, you need to grow laterally first.
Especially because you start the game with one skill at 4, two skills at 3, three skills at 2, and four skills at 1.
This means that its hard to get your highest numbers higher without first increasing another skill.
Of course, fate is much more uh... I don't want to say narrative but... Collaberative what's true.
When you roll Lore, you aren't (normally) rolling to ask the GM what you know, but rolling to say something is true. You don't roll lore to (normally) ask the GM "what's its weakness?" You roll lore to say "hey, hobgoblin hate fire!"
its how you keep them honest
fear of the unscheduled beatings
Whatever works.
If you're always on their mind, and you regularly provoke incredibly strong emotional responses, you've guaranteed they'll always be loyal and never even think of being with anyone else.
>how to train the players not to be loud and annoying
Give them stickers for behaving well.
Have players who are friends and like each other.