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A History of TRPGs in Japan – Part 8 – Stranger Aeons (2013-Present)
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<blockquote data-quote="Iosue" data-source="post: 9166352" data-attributes="member: 6680772"><p>Let’s go back a little bit to 1998. <strong>F.E.A.R.</strong> publishes the third edition of <em>Tokyo N◎va</em>, called <em>Tokyo N◎va: The Revolution</em>. In that RPG, they introduce the “scene system.” I made a separate, more extensive write-up on the scene system <a href="https://www.enworld.org/threads/the-scene-system-of-japanese-trpgs.700440/post-9162417" target="_blank">here</a>, but to summarize, the scene system operated by segmenting the action of an RPG session into individual “scenes,” each with its particular conditions for ending that scene, and which could even be broken down to the individual PC level. In other words, a session was no longer bound to the concept of a “party,” nor were various actions like movement from place to place gamed out. F.E.A.R. really liked this innovation, and began introducing it to all their TRPGs, even those that did not originally have it, such as <em>Seven Fortress</em> or <em>Double Cross</em>.</p><p></p><p>In 2002, <em>Tenra Bansho</em> creator <strong>Junichi Inoue</strong> lamented that the two biggest fantasy TRPGs, <em>Sword World</em> and <em>D&D</em>, did not quite reflect the richness of the fantasy worlds seen in the computer RPG world. One may consider that the time he was thinking this, the not-at-all-traditional-swords & sorcery <em>Final Fantasy X</em> had just come out. To that end, Inoue worked with F.E.A.R. to create <em>Alshard</em>, an RPG for the “standard fantasy of the new century,” as Inoue put it. <em>Alshard</em> would have swords, magic, and monsters, but also guns and tech, and would not be limited to only “medieval European” tropes.</p><p></p><p>But also, one important aspect of <em>Alshard</em> was its <em>portability</em>. The system was very mechanically clean, as it were, with the intention of making it easy for anybody to convert their characters, or indeed, their whole game world, to the <em>Alshard</em> system. The basic structure of the game was very similar to <em>Sword World</em>: six ability scores, multi-classing assumed, task resolution using 2d6 + relevant bonuses.</p><p></p><p>One of the leaders of F.E.A.R., <strong>Takeshi Kikuchi</strong>, had long been fascinated with the idea of generic or universal systems. He saw the potential for this in <em>Alshard</em>’s rules, and convinced Inoue to let F.E.A.R. introduce this as a <a href="https://en.wikipedia.org/wiki/Standard_RPG_System" target="_blank">Standard RPG System</a> in 2006, along with <em>Alshard Gaia</em>, an offshoot of <em>Alshard</em> set in the modern day, as a proof of concept. Perhaps inspired by d20 and the OGL, F.E.A.R.released the SRS for non-commercial use.</p><p></p><p>An English version of the SRS can be found <a href="https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&ved=2ahUKEwjU8L3Br_-BAxVhs1YBHQIxBSoQFnoECBgQAQ&url=https%3A%2F%2Fi.4pcdn.org%2Ftg%2F1375361306616.pdf&usg=AOvVaw28Ms2Y4N6fA-50WTU7wZ8w&opi=89978449" target="_blank">here</a> (link to a PDF). As you can see, it is literally the bare bones of an RPG, a chassis on which to hang the mechanics and character that make each RPG distinctive. Notably, there are no combat rules, aside from an optional “plug-in” that explains the “Engagement” rules that F.E.A.R. used in many of it’s games.</p><p></p><p>Meanwhile, in 2004, <strong>Adventure Planning Service</strong> returned to the RPG scene with <em>Labyrinth Kingdom</em>. Working with <strong>Rasenjin Hayami</strong> on a space pirates RPG called <em>Cutthroat Planet</em>, APS designer <strong>Toichiro Kawashima</strong> developed a new system. But for various (unexplained) reasons, <em>Cutthroat Planet</em> was delayed, and APS decided to turn Kawashima’s system into a universal one, called Saikoro Fiction (<em>saikoro</em> being the Japanese word for dice). Saikoro Fiction debuted in a sweet little game called <em>Neighborhood Fairy Tale RPG Peek-a-Boo</em>.</p><p></p><p><a href="https://en.wikipedia.org/wiki/Saikoro_Fiction" target="_blank">Saikoro Fiction</a>, like SRS, uses 2d6 + bonuses for task resolution, as well as a scene system. It’s primary innovation was a skill matrix. The matrix is explained well in the Wikipedia article (aside from the weird ability score translations; in actuality they are the standard <em>D&D</em> abilities), so I won’t spend much time on it here. Suffice to say, through this system, skill checks aren’t siloed to one particular skill; rather the difficulty of a particular check is modified by its proximity on the matrix to a skill you are proficient in.</p><p></p><p>Adventure Planning Service began releasing all their games using Saikoro Fiction, including hits <em>Shinobigami</em> (which is one of the few Japanese TRPGs to get an English translation) and <em>inSANe</em>, a horror-themed RPG. Both of these still remain at the top of rankings in Japan. In addition, with these games Adventure Planning Service introduced a new form of rulebook. Instead of, say, a <em>bunko</em>-sized rulebook, and then a separate <em>bunko</em> replay book, they made B5-sized (6.9” × 9.8”) paperbacks. The first two-thirds of the book is a replay of an entire game session, and the actual rules come in the last third. So an interested player could get a feel for the rules and how the game was intended to be played, all before reading a rule. An example of play on steroids.</p><p></p><p>A notable event in 2008 was the release of <em>Sword World 2.0</em>. Original <em>Sword World</em> (and Lodoss) creator <strong>Ryo Mizuno</strong> had left the company in 1997, and the world of Forcelia had had a good 20 year run, being the subject of three different games (<em>Lodoss RPG</em>, <em>Sword World</em>, and <em>the Legend of Crystania RPG</em>). So the company decided that for a comprehensive revision of the <em>Sword World</em> rules, they would create a new world to play in. Famously, the designers said to themselves, “Okay, the game is called <em>Sword World</em>, so why is it called that?” and went on to make <strong>Raxia</strong>, a world that had been created by sentient swords, and in which magical swords would create dangerous labyrinths in order to find worthy wielders.</p><p></p><p>In contrast to the original <em>Sword World RPG</em>, <em>Sword World 2.0</em> was clearly and heavily influenced by the Japanese fantasy of the time. If Junichi Inoue could lament the lack of manga, anime, and Japanese CRPGs in the FRPGs of 2002, he could not do the same after 2008. The world of Raxia was less “medieval Europe” and more “post-apocalyptic magitech civilization.” Less <em>D&D</em>, <em>Dragon Quest</em>, and <em>Lord of the Rings</em>, and more <em>Alshard</em>, <em>Final Fantasy</em>, and <em>Wheel of Time</em>.</p><p></p><p>In 2002, <strong>ASCII</strong>, once publishers of the <em>Wizardry RPG</em>, and numerous other RPGs through its <strong>Aspect</strong> subsidiary, fell on hard times. Aspect was spun off to <strong>Sega</strong>. The ASCII name and trademark was given to subsidiary <strong>Astro Arts</strong>, and ASCII became <strong>MediaLeaves</strong>, focusing only on computer related publications and acting as a holding company for the new ASCII and <strong>Enterbrain</strong>. By 2004, <strong>Kadokawa</strong> had a controlling interest in MediaLeaves, but still let it run independently.</p><p></p><p>In 2008, the new ASCII company merged with <strong>Media Works</strong> to form <strong>ASCII Media Works</strong>, leaving MediaLeaves with only Enterbrain as a subsidiary. In 2010, it was decided to dissolve MediaLeaves, and transfer its assets to Enterbrain. In 2013, Kadokawa absorbed ASCII Media Works and Enterbrain, leaving them only as sub-brands.</p><p></p><p>With this, Kadokawa now had a near monopoly on TRPG publications. Its only real competitor was <strong>Shinkigensha</strong>, that little upstart publishing company established in 1982, and that got into TRPGs at an early stage. It stepped away for a brief moment during the Winter Age, but it came back with a vengeance, and has outlasted many larger companies that have gotten out of the industry, if not gone bankrupt.</p><p></p><p><strong>Next Part – </strong><a href="https://www.enworld.org/threads/a-history-of-trpgs-in-japan-%E2%80%93-part-7-%E2%80%93-f-e-a-r-and-aps-go-generic-and-kadokawa-conquers-all-2006-2013.700267/post-9169280" target="_blank"><strong>Stranger Aeons</strong></a></p></blockquote><p></p>
[QUOTE="Iosue, post: 9166352, member: 6680772"] Let’s go back a little bit to 1998. [B]F.E.A.R.[/B] publishes the third edition of [I]Tokyo N◎va[/I], called [I]Tokyo N◎va: The Revolution[/I]. In that RPG, they introduce the “scene system.” I made a separate, more extensive write-up on the scene system [URL='https://www.enworld.org/threads/the-scene-system-of-japanese-trpgs.700440/post-9162417']here[/URL], but to summarize, the scene system operated by segmenting the action of an RPG session into individual “scenes,” each with its particular conditions for ending that scene, and which could even be broken down to the individual PC level. In other words, a session was no longer bound to the concept of a “party,” nor were various actions like movement from place to place gamed out. F.E.A.R. really liked this innovation, and began introducing it to all their TRPGs, even those that did not originally have it, such as [I]Seven Fortress[/I] or [I]Double Cross[/I]. In 2002, [I]Tenra Bansho[/I] creator [B]Junichi Inoue[/B] lamented that the two biggest fantasy TRPGs, [I]Sword World[/I] and [I]D&D[/I], did not quite reflect the richness of the fantasy worlds seen in the computer RPG world. One may consider that the time he was thinking this, the not-at-all-traditional-swords & sorcery [I]Final Fantasy X[/I] had just come out. To that end, Inoue worked with F.E.A.R. to create [I]Alshard[/I], an RPG for the “standard fantasy of the new century,” as Inoue put it. [I]Alshard[/I] would have swords, magic, and monsters, but also guns and tech, and would not be limited to only “medieval European” tropes. But also, one important aspect of [I]Alshard[/I] was its [I]portability[/I]. The system was very mechanically clean, as it were, with the intention of making it easy for anybody to convert their characters, or indeed, their whole game world, to the [I]Alshard[/I] system. The basic structure of the game was very similar to [I]Sword World[/I]: six ability scores, multi-classing assumed, task resolution using 2d6 + relevant bonuses. One of the leaders of F.E.A.R., [B]Takeshi Kikuchi[/B], had long been fascinated with the idea of generic or universal systems. He saw the potential for this in [I]Alshard[/I]’s rules, and convinced Inoue to let F.E.A.R. introduce this as a [URL='https://en.wikipedia.org/wiki/Standard_RPG_System']Standard RPG System[/URL] in 2006, along with [I]Alshard Gaia[/I], an offshoot of [I]Alshard[/I] set in the modern day, as a proof of concept. Perhaps inspired by d20 and the OGL, F.E.A.R.released the SRS for non-commercial use. An English version of the SRS can be found [URL='https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&ved=2ahUKEwjU8L3Br_-BAxVhs1YBHQIxBSoQFnoECBgQAQ&url=https%3A%2F%2Fi.4pcdn.org%2Ftg%2F1375361306616.pdf&usg=AOvVaw28Ms2Y4N6fA-50WTU7wZ8w&opi=89978449']here[/URL] (link to a PDF). As you can see, it is literally the bare bones of an RPG, a chassis on which to hang the mechanics and character that make each RPG distinctive. Notably, there are no combat rules, aside from an optional “plug-in” that explains the “Engagement” rules that F.E.A.R. used in many of it’s games. Meanwhile, in 2004, [B]Adventure Planning Service[/B] returned to the RPG scene with [I]Labyrinth Kingdom[/I]. Working with [B]Rasenjin Hayami[/B] on a space pirates RPG called [I]Cutthroat Planet[/I], APS designer [B]Toichiro Kawashima[/B] developed a new system. But for various (unexplained) reasons, [I]Cutthroat Planet[/I] was delayed, and APS decided to turn Kawashima’s system into a universal one, called Saikoro Fiction ([I]saikoro[/I] being the Japanese word for dice). Saikoro Fiction debuted in a sweet little game called [I]Neighborhood Fairy Tale RPG Peek-a-Boo[/I]. [URL='https://en.wikipedia.org/wiki/Saikoro_Fiction']Saikoro Fiction[/URL], like SRS, uses 2d6 + bonuses for task resolution, as well as a scene system. It’s primary innovation was a skill matrix. The matrix is explained well in the Wikipedia article (aside from the weird ability score translations; in actuality they are the standard [I]D&D[/I] abilities), so I won’t spend much time on it here. Suffice to say, through this system, skill checks aren’t siloed to one particular skill; rather the difficulty of a particular check is modified by its proximity on the matrix to a skill you are proficient in. Adventure Planning Service began releasing all their games using Saikoro Fiction, including hits [I]Shinobigami[/I] (which is one of the few Japanese TRPGs to get an English translation) and [I]inSANe[/I], a horror-themed RPG. Both of these still remain at the top of rankings in Japan. In addition, with these games Adventure Planning Service introduced a new form of rulebook. Instead of, say, a [I]bunko[/I]-sized rulebook, and then a separate [I]bunko[/I] replay book, they made B5-sized (6.9” × 9.8”) paperbacks. The first two-thirds of the book is a replay of an entire game session, and the actual rules come in the last third. So an interested player could get a feel for the rules and how the game was intended to be played, all before reading a rule. An example of play on steroids. A notable event in 2008 was the release of [I]Sword World 2.0[/I]. Original [I]Sword World[/I] (and Lodoss) creator [B]Ryo Mizuno[/B] had left the company in 1997, and the world of Forcelia had had a good 20 year run, being the subject of three different games ([I]Lodoss RPG[/I], [I]Sword World[/I], and [I]the Legend of Crystania RPG[/I]). So the company decided that for a comprehensive revision of the [I]Sword World[/I] rules, they would create a new world to play in. Famously, the designers said to themselves, “Okay, the game is called [I]Sword World[/I], so why is it called that?” and went on to make [B]Raxia[/B], a world that had been created by sentient swords, and in which magical swords would create dangerous labyrinths in order to find worthy wielders. In contrast to the original [I]Sword World RPG[/I], [I]Sword World 2.0[/I] was clearly and heavily influenced by the Japanese fantasy of the time. If Junichi Inoue could lament the lack of manga, anime, and Japanese CRPGs in the FRPGs of 2002, he could not do the same after 2008. The world of Raxia was less “medieval Europe” and more “post-apocalyptic magitech civilization.” Less [I]D&D[/I], [I]Dragon Quest[/I], and [I]Lord of the Rings[/I], and more [I]Alshard[/I], [I]Final Fantasy[/I], and [I]Wheel of Time[/I]. In 2002, [B]ASCII[/B], once publishers of the [I]Wizardry RPG[/I], and numerous other RPGs through its [B]Aspect[/B] subsidiary, fell on hard times. Aspect was spun off to [B]Sega[/B]. The ASCII name and trademark was given to subsidiary [B]Astro Arts[/B], and ASCII became [B]MediaLeaves[/B], focusing only on computer related publications and acting as a holding company for the new ASCII and [B]Enterbrain[/B]. By 2004, [B]Kadokawa[/B] had a controlling interest in MediaLeaves, but still let it run independently. In 2008, the new ASCII company merged with [B]Media Works[/B] to form [B]ASCII Media Works[/B], leaving MediaLeaves with only Enterbrain as a subsidiary. In 2010, it was decided to dissolve MediaLeaves, and transfer its assets to Enterbrain. In 2013, Kadokawa absorbed ASCII Media Works and Enterbrain, leaving them only as sub-brands. With this, Kadokawa now had a near monopoly on TRPG publications. Its only real competitor was [B]Shinkigensha[/B], that little upstart publishing company established in 1982, and that got into TRPGs at an early stage. It stepped away for a brief moment during the Winter Age, but it came back with a vengeance, and has outlasted many larger companies that have gotten out of the industry, if not gone bankrupt. [B]Next Part – [/B][URL='https://www.enworld.org/threads/a-history-of-trpgs-in-japan-%E2%80%93-part-7-%E2%80%93-f-e-a-r-and-aps-go-generic-and-kadokawa-conquers-all-2006-2013.700267/post-9169280'][B]Stranger Aeons[/B][/URL] [/QUOTE]
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