The most common size for American TRPGs is 8.5″x11″, but that size is rare in Japan. In fact, it’s only really used for translated editions of western games. Instead, a variety of smaller paperback sizes are the norm here. So being a bit of a bibliophile, I thought it’d be interesting to take a look at the formats and pricing of TRPGs in Japan. Continue reading TRPG Book Sizes
A new TRPG Kousai-no-Revulture (光砕のリヴァルチャー) was just published and immediately caught my eye. Created by the same group as Silver Sword Stellar Knights (銀剣のステラナイツ), it’s a game of giant robots and relationships! One of the unique things about this game is that it’s a two player TRPG. Not just playable with two people, but the mechanics themselves are built around the relationship of the Chevalier (pilot of the Revulture robot) and their Fiancee (the navigator and game master).
I finally got the chance to drop by Jinbocho again over the weekend. Known for its numerous book stores, it’s easy to spend hours there if you’re a bibliophile.
There’s now a Sugorokuya branch on the seventh floor of the Kanda Kosho Center. Brightly lit and clean, it has a number of well organized board games. The staff appeared both friendly and knowledgeable. I was looking for TRPGs, though, so headed off to Shosen Grande.
Being one of the most popular TRPGs in Japan, Call of Cthulhu has a plethora of official and unofficial supplements. Given its popularity, it’s about time we take a look at one of them. Entitled Our Lady of Kanzashi (かんざしの聖母【マリア】) it is a scenario book for Call of Cthulhu.
Containing three scenarios ranging between 1924 and 1950, its cover channels the Taisho and early Showa era aesthetic. Kanzashi, which the girl on the right is holding and involves the third scenario, is an ornate hairpin that comes in a variety of styles.
We’ll take a brief detour and discuss the aesthetic of the cover and the period it references. The first scenario takes place in 1924, two years before the end of Taisho, and the last scenario in 1928, two years after the end. Continue reading Sanity in the Taisho Era
This January marks the 4th anniversary of Entropic Dreams. I’ve been remiss in posting the last few months, but I hope to rectify that soon. A few people have reached out to check on me, which I really appreciated. I am thankfully doing well and my silence here was due to my hobby time being directed elsewhere.
Speaking of which, my Star Wars obsession continues into the New Year, and I’m proud to announce a project I’ve been working on over the last month. After Fantasy Flight Games (FFG) announced that they were going to close their community forums, I decided to supplement the various efforts to save the content with one of my ownー an archive of the entire forum. Work on it is starting to wind down, so I’ll be revisiting Entropic Dreams and adding new content, with an eye on TRPGs, in the near future.
Thank you all again for your concern. Your messages have definitely been an inspiration. I hope 2021 treats you all well. Stay safe!
Following the look at Warlock magazine, we’ll go back to August 1994 and take a look at volume 2 of RPG Dragon (RPGドラゴン). Released as a bimonthly supplementary magazine to the monthly Dragon Magazine (ドラゴンマガジン), it sold for 800 yen at the time. I ordered it from Suruga-ya along with another magazine with a supplement about Magicalogia. Based on the insert advertising RPG Dragon, the main magazine sold for 600 Yen.
What caught my eye, was the list of games it focused on: Sword World, Battletech and Mechwarrior, Shadowrun, Monster Maker, Dragon Half, and Paradise Fleet, among others.
The page direction follows the traditional style of right to left, while modern game magazines are usually left to right. There’s a lot of content, and the order of it tends to be mixed, so rather than showcase in page order, I’ll list it by category. Continue reading RPG Dragon Magazine
I wrote about Japanese TRPG magazines a few years ago, with deeper looks at Role & Roll and Game Mastering Magazine. At the time I didn’t have a copy of Warlock magazine, but I picked up volume five and wanted to introduce it here.
Group SNE publishes Warlock magazine, which primarily focuses on Advanced Fighting Fantasy and Tunnels and Trolls. I don’t play either game, but picked up this issue because of its special on Pugmire. Looking at some of the reviews on Amazon, I’m not alone in this. On the opposite side of the spectrum, Continue reading Warlock Magazine
Last year my wife and I became hooked on the original Gundam TV show. Surprisingly, neither of us had watched it before, so what started as a lark inspired by this Yoshinoya commercial turned us into fans. When Arclight announced they were releasing a cooperative Gundam board game, I knew I wanted to give it, so picked it up at Tokyo Game Market.
The game is for 1-4 players and takes at least 30 minutes to play each phase. There are always four characters being played, so how many each player controls scales inversely with the number of players. Its gameplay is straight forward and simple, following the original TV show story. Like many story-based games, Continue reading Hands on Gundam the Game
From Season to Season is a cute game of winning by losing. Coming in a small confectionary-sized box, the labeling and design is that of traditional Japanese sweets. The game really plays to the idea of hospitality and ometenashi, with players giving points to others, and the player with the fewest points wins.
I played in a D&D Dragon Heist online session the other day. We used discord for the audio and general chat, but rounded it out with an open source tool called Udonarium that has a neat approach to tabletop.
The first thing that struck me was its approach to the map. Most software, such as roll20, provides a top down view. Udonarium, on the other hand, provides a 3D view, with the tokens “standing” on the map, giving it a feeling similar to in-person table top play. The board and tokens themselves can be rotated. A brief video showing this functionality: