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Posted: Fri Oct 30, 2015 7:45 pm
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Posted: Fri Oct 30, 2015 8:00 pm
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Ryuutama is a Tabletop RPG that was popular in Japan, and recently was translated into English via Kickstarter. It's a game where the players play characters who go on a Journey, one every person is expected to take in their lifetime. The reasons for your particular Journey will of course be up to you, but likeminded folks Journeying at the same time, band together to support one another and form a group that's stronger than the sum of its parts.
The world itself is loosely described, and the system encourages the players to work with the GM to flesh out the details. But there ARE a few constants:
There are no sprawling empires, no great castles... no, everything is a loose network of villages, towns, and cities, with no major ruling power. Everything is communal, and many people residing in the land support one another as much as possible - a byproduct of the traditional Journey. Since so many people depend on the kindness of others during theirs, they in turn offer kindness back, and everyone gets along.
The world was made by the four Seasonal Dragons, whom in turn created more dragons of earth and sky to assist them. For the continued balance of the land, the Seasonal Dragons are nourished by stories - or rather, stories of Journeys. These stories are gathered by Ryuujin, guardian spirits who do what they can behind the scenes to support humans on their Journeys, while recording their exploits.
The world itself does have magic, but it's often utilitarian in use. The classes given aren't what you'd see in normal fantasy: Minstrel, Merchant, Hunter, Healer, Farmer, Artisan, and Noble. There is only the human race that resides on the planet, but there are still monsters.
The GM actually controls a character too, though this is actually the Ryuujin that observe you - and sometimes lend a helping hand, as long as they keep it on the down-low.
As a party, in addition to any other character creation rules, there are four 'jobs' that have to be filled, which can be done by any player/character. One can handle more than one of these four jobs, but ideally, 4 is the optimal party size... but I think the game would support anywhere from 2 to 6 players well.
More can be read up on it here.
Is there enough interested parties in such a game that running this is worthwhile? Note: Most of the game is wilderness survival, odd-jobs, minor quests, occasional combat, making friends, and most importantly of all, exploration.
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High-functioning Sex Symbol
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Posted: Fri Oct 30, 2015 9:49 pm
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Posted: Fri Oct 30, 2015 10:15 pm
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Posted: Fri Oct 30, 2015 10:51 pm
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Posted: Sat Oct 31, 2015 1:24 am
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Kowsauni I've only read the introduction and I'm so totally in! This is exactly my kind of game! Let the journey begin! Can you tell me about the classes and the four main jobs? I sort of have an idea for a noble princess kind of character but I want to know more.
I won't go into the exact specifics of character creation yet, but here's the nitty gritty of what's involved:
Choose your Class (the seven listed above); Choose your Type (Attack Type, Technical Type, Magic Type). Basically, do you want to have a combat emphasis, a skills emphasis, or be able to cast spells; Choose your ability scores. Your stats are Strength (STR), Dexterity (DEX), Intelligence (INT), and Spirit (SPI). You'll have either a 4, a 6, or an 8 in each of them (all four stats will equal 24); Calculate your Hit Points (HP), Mental Points (MP), and Carrying Capacity, based on those stats; Choose a mastered weapon. Though combat shouldn't be a first priority, a traveler on a Journey is expected to be able to defend him/herself! Determine your Personal Item, something meaningful and flavorful for your character. It recommends against choosing a weapon or piece of travel gear; Go shopping! Fill out the details of your character like description, background, etc. This includes Image Color, aka "a character's image color can be their favorite color or merely a color that they always seem to be wearing" which I think is cool.
The 7 classes vary in terms of three skills/abilities they give you. There's a little overlap, but not much. Each is thematic for the character, like a Minstrel playing music to bolster allies, the Merchant having some mercantile skills, the Hunter being able to track and hunt, etc etc. Again, to save time (in case everyone turns their nose up at it so I don't waste my time), I won't type them all out yet but I can run down what the Noble does for you, at least.
Nobles gain Etiquette, which 'leaves a positive impression on someone of high rank or status'. It's a contested roll, where you and the target roll DEX+INT. They have Refined Education, which lets you 'know detailed information about the things you see or hear'. It's effectively 3.5's "bardic lore". You roll INT+INT, with a TN set by the GM. You get Weapon Grace, which lets you have a second mastered weapon (Bow type, Blade type, or Polearm type). If you chose any of those as your token mastered weapon, you instead gain a +1 bonus to Accuracy with it.
The five weapon types (and stats used in combat) are Light Blades (DEX+INT), Blades (DEX+STR), Polearms (DEX+STR), Axes (STR+STR), and Bows (INT+DEX). There's also an Unarmed (DEX+STR) class, but you don't get a weapon with it. So pairing with Weapon Grace, you can either have two mastered weapons, or one mastered weapon at a +1 bonus. If you were Attack Type, you'd have three mastered weapons!
Finally, the jobs I mentioned are technically called 'Roles', so I misremembered the word. They are more for the players than the characters themselves, kind of. Well, anyways: The Leader role is the player/character that generally will have the last word on decisions concerning the party, and they keep track of initiative and turn order during battle. The Mapper role is the player/character who is responsible for the Direction Check part of the traveling phase, and make the actual physical map of their travels. (It recommends a character with a good Int). The Quartermaster role is the one who keeps track of the party's food and water, and takes responsibility for buying the necessary supplies for the trip. They keep track of the group's Ration sheet. (It recommends a character who owns a pack animal) The Journal Keeper role is the one who keeps a detailed diary of events that happen in the game, writing it through the eyes of their character. This role can be passed around if desired.
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Posted: Sat Oct 31, 2015 5:43 am
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Posted: Sat Oct 31, 2015 6:26 am
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Posted: Sat Oct 31, 2015 8:07 am
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High-functioning Sex Symbol
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Posted: Sat Oct 31, 2015 9:09 am
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Posted: Sat Oct 31, 2015 10:11 am
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High-functioning Sex Symbol
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Southern Cross Nemesis Vice Captain
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Posted: Sat Oct 31, 2015 11:30 am
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Posted: Sat Oct 31, 2015 12:37 pm
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Southern Cross Nemesis Vice Captain
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Posted: Sat Oct 31, 2015 1:19 pm
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