I’ve been totally impressed with the Doujin TRPG Catalog 2023 (同人TRPGカタログ2023) edited by Suguru Cioya. It’s a follow up to the previous catalog (同人TRPGカタログ201X) published in 2020. That version contained 175 entries, while the new edition has expanded to 283! Well, 246 are in the main book, and another 37 are in a separate book dedicated to derivative works whose relation to copyright may be questionable. While both are available in print, the latter is also freely available on Booth.
As a kid I adored the Torneko story arc and running a shop in Dragon Quest IV, so when I saw the indie TRPG Hakke Gogyou Shou (八卦五行商) and its beautiful cover, I was immediately intrigued. A slim fourteen black and white pages with a glossy cover, it’s a game of merchants peddling their wares in an ancient China inspired fantasy.
The name itself is composed of three words: Eight Trigrams Divination (八卦), Five Elements (五行), and Merchant (商), with the shapes behind the title corresponding to the concepts. Not being very familiar with them and the book assuming some familiarity, a bit of research helped with reading. Continue reading Foretelling the Elements of Trade
World’s End Journey (終末紀行RPG) is a rules light indie TRPG about two travelers, human and robot, surviving in a world that has ended. The text from a promo image sums it up as, “No school. No society. No food. No bullets. No anything. With partner.” Using a d6 pool for resolution, it focuses on generating stories using roll or choose charts (ROC) .
Both the free 16-page and paid 40-page PDFs are A4 landscape with a three column layout. Primarily in black and white with a few images, the sample characters are illustrated in full color. The sections are clearly labeled and handy reference numbers are provided to make navigation even easier.
The setting is loosely defined with several core principals: mankind is long extinct; no other humans nor robots are around; there are no resources left, with only remnants from the past being repurposed; and the world is dangerous: in addition to the harsh landscape, mutants and drones pose a threat. The journey itself is one of survival. There’s enough guidance to set the mood, while the details are left to the GM and players to weave together. The exact year is undefined, and there both realistic (eg machine-guns) and far-future (eg laser guns) items available, but as we’ll see later, the items are about expressing the character and don’t have mechanical benefits. Continue reading World’s End Journey
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