stepnix: Purple shepherd's crook (shepherd)
2025-03-19 03:05 pm
Entry tags:

[sticky entry] Sticky: MORAN'S MIRACULOUS ROLE-PLAYING MULTIVERSE

I'm going to tell you about a bunch of games by Jenna Moran!

FOR FANTASY FANS: These are games with complex symbolic landscapes, a million little glimpses into larger stories, and they're literally designed for building OCs with strong personal aesthetics.

FOR TTRPG FANS: These games are largely diceless, with strong narrative infrastructure, and plenty of fuel for drama that can't be simply be solved through combat

You WILL have extended philosophical debates during play. This is a significant appeal for my particular circles.

Nobilis and Glitch

These are the stories of the Age of Pain, and the war between Creation and the void... )

Chuubo's Marvelous Wish-Granting Engine, and the Far Roofs

These are the stories of... what comes after. )

The Community

The Apocynum Press Itch collection gathers homebrew and fan materials that get posted to Itch.

Karma Chameleon is a pillar of the community. As well as their lovely art, they've made the Quest Set builder for managing Chuubo's and Glitch quests, and an interactive overview of recurring miraculous traits.

Here on Dreamwidth, we have the Jennafans Community!. On Discord, there's the Ninuan fan server.

Jenna Moran herself can be found at her personal site, Tumblr; and on Patreon, where she sometimes posts draft or preview material for the games mentioned. Her older fiction can be found at the Hitherby Dragons wiki

Finally, The Flood is not set in any of these worlds. It's a game about something else entirely (poetry farming). But it does feature its own version of the recurring Arcs scaffolding, so it may be worth a look.

stepnix: chibi Shin Godzilla (Default)
2025-09-26 01:52 pm
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that didn't take long

itch collection for character sims AKA "Life Simulation RPGs"

admittedly a lot of these already have the Life Simulation tag, but this is still helpful for picking out the ones with stat-and-schedule gameplay from the ones that want to be Spore

stepnix: Nanoko from Wish Upon the Pleiades (magical girl)
2025-09-24 12:37 am
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Character sim blasts from the pasts

My recent rabbit hole is researching the raising sims and dating sims in the Flash era. Not just Flash games themselves (although I have found an excellent starting point there) but it's good shorthand for the period and enthusiast scene I'm investigating here.

  • English Otome Games has a wealth of information collected in one place

  • Longtime developers like Hanako Games and Winter Wolves have also helped me gain a better picture of the era

  • ...and you can get solid results from restricting Google search results to "before September 2017"

I'm getting confident enough in my ability to identify and gather these that I might put together an Itch collection for them... but I'd need to come up with a good name for it, "character sims" is just my mental shorthand for them. "Character Sim RPGs?" "Life Sim RPGs?"

stepnix: Nanoko from Wish Upon the Pleiades (magical girl)
2025-09-02 05:59 pm

Mahou History: Princess Tutu (Cohost Repost)

Re-sharing an old Cohost post here while I get ready to rehost it on my Neocities. Hope you enjoy!
Read more... )
stepnix: Blue gear and sigil (magician)
2025-08-09 11:36 am
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Narrativism Simulationism Dramatism Simulationism

when i actually went back and read posts from Forge alumni, i started realizing that I had the wrong idea of what "narrativism" meant there. It's not actually about producing the dramatic arc of conventional fiction via play or using rules to enforce/produce genre conventions in general, it's about a specific kind of doing that.

Bankuei calls it "player characters freely make choices and actions based on human issues." Forge narrativism wants well-defined protagonists who can confront Big Questions and Important Themes, whether those Big Questions come from a systems' specific thematic anchors, or whether they emerge from characters' personal thematic anchors. This is strongly reminiscent of a specific genre, but it's the genre called literary fiction. Interest in the conventions of horror, fantasy, and other "genre fiction" was called simulationism, another term that often gets used in very different ways than the Forge's definition.

By drawing this kind of contrast between "narrativism" and "simulationism," GNS reiterated the classic divide between literary and genre fiction that's caused so much nerd resentment of "serious" literature and academic contempt for "popular" literature historically. This is helpful for understanding what was going on back there, but is nearly useless for understanding the ways the terms get used now.

For that we have to go even further back!

John H. Kim has some fascinating firsthand accounts of the RGFA usenet group, an early outpost for TTRPG theory and/or flame wars and the origin point for an earlier three-part theory of play. Not gamism, narrativism, simulationism, but gamism, dramatism, simulationism.

Mary Kuhner's description of the Threefold Model brings us much closer to the modern ttrpg discourse version of "simulationism," while "dramatism" seems to have survived under the new name "narrativism"... kind of. There's some odd assumptions about the GM's power to direct the story that don't seem to have survived transmission. If I had to speculate: vulgar narrativism combines the dramatist emphasis on Interesting Story more generally with the Forge narrativist emphasis on player-driven play. But in most cases, the boundaries between terms in common discourse seem much closer to Mary Kuhner's model than Ron Edwards'.

apparently RGFA developed this whole model to explain to a writer for Theatrix why Theatrix wasn't the game for them. Simulationism was first described by self-identified simulationists, rather than just being an appendage to the Forge narrativist theoretical project as some may assume based on other accounts.

stepnix: Hyaku Shiki mecha (mecha)
2025-07-24 09:07 pm
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Evangelion Raising sim(s)

A while back I saw a twitter thread about an Evangelion video game with social simulation elements, like making Shinji punch a wall to lower his stats. This was both very amusing and very compelling to me, the "see, they can grow up to be anything" aspect of raising sims is an optimistic counterpoint that makes the canon downward spiral of Evangelion even more tragic. So when I found the Evangelion raising game on an abandonware site, I was excited to see what they did with it.

After several weeks of in-game play I realized I had the wrong game.

There wasn't just one Evangelion raising game, there were several. They just... kept making them? Kept iterating on them? Gainax did make the OG Princess Maker but it's still surprising to me that they took so many swings at the same concept.

In chronological order we've got:

  • Ayanami Raising Project, with Rei as the subject. (original release 2001, rerelease 2003 with an Asuka mode).

  • Neon Genesis Evangelion 2, which emphasized the "simulation" of the whole cast, not just the subject. Lets you access multiple alternate timelines, contains Deep Lore not shared in the series. This was the wall-punching one (2003)

  • Shinji Ikari Raising Project, with Shinji as the subject. Also offers several different timelines or takes on the source material, and works in elements from the dialogue-heavy Girlfriend of Steel game. This is the one I'm playing now (2004)

  • Girlfriend of Steel 2 is maybe more a dating sim than a raising sim but there's a lot of overlap anyway (2003)

This is interesting to me for a few reasons:

  • It forms a remarkably consistent... iterative canon? providing multiple takes on the series and providing the possibility that things could be better than they turned out in the original, they just didn't because the characters were selfish and short-sighted. The characterization in the original is strengthened through contrast.

  • There was another mecha student sim game, Gunparade March. Did they play it and think "this would be so cool for Eva" and tried it repeatedly? Were they trying to overtake a perceived competitor? Was Gunparade March so popular they were just trying to keep up? I dunno!

we must imagine Shinji balling

stepnix: Blue gear and sigil (theory)
2025-07-24 09:03 pm

WIR: The Everlasting (3)

Chapter two: Protagonist Creation!

Intro material has some advice before the rules themselves show up: Don't powergame, don't make a character that's too annoying (i'm under attack), be okay with bad things happening to them eventually, and also you can ignore the character creation rules completely if you really want. I expect I'm going to get pretty tired of "you can ignore this if you really want" by the end of the book.

Read more... )

stepnix: an expression of confusion or dismay (cute knight)
2025-06-17 03:45 pm

(no subject)

I need either validation that other fields of art have equally self-destructive discourse (not in the sense of "produces flame wars" but in the sense of "literally arguing against the existence of the field") OR confirmation that ttrpg discourse is uniquely contradictory and needs to be put down

stepnix: Blue gear and sigil (theory)
2025-06-11 07:25 pm

WIR: The Everlasting (2)

One of my weaknesses here is that it's going to be really hard for me to tell how much of the book is weird because it's trying to be Vampire, and how much is it because it's just a weird book. But I persevere.

Read more... )
stepnix: an expression of confusion or dismay (cute knight)
2025-06-10 07:39 pm

WIR: The Everlasting (1)

I was browsing the RPG shelves at Half-Price Books and found 1.5 editions of an obvious World of Darkness knockoff called The Everlasting. So I guess that's what I'm talking about now.

Read more... )
stepnix: Player One (break)
2025-06-08 02:07 pm
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proto-ttrpgs

Jon Peterson continues to be an extremely worthwhile read. currently in the section of Playing at the World 2e that describes the development of "character" as RPGs understand it. Apparently there were hacks of Diplomacy that used a map of Middle-Earth instead of Real-World-Earth, and put the players in charge of Lord of the Rings nations... and in the positions of LotR characters. We know these guys. They're in the books.

This is, if I were to describe art in terms of its component parts instead of as a social phenomenon, sufficient for a role-playing game in my mind. The game gives you a role to play, fulfilling that role is playing that game. LotR Hack Diplomacy is missing several components that are essential to the TTRPG experience for a lot of people (it's PvP, the GM handles paperwork instead of being a narrator, you're not creating your own character, there's no principle of "anything can be attempted") but I'm not a lot of people, and for me it's good enough to count.

has anyone created a dungeon crawler version of diplomacy. hold on lemme look this up

stepnix: chibi Shin Godzilla (Default)
2025-05-31 11:24 pm

(no subject)

sometimes you research TTRPG events and incidents and run into something called the Babylon Equity Project and i'm like oh cool i didn't know we were doing Evangelion or perhaps patlabor. and then you get zero hits on google for it.

stepnix: Blue gear and sigil (magician)
2025-05-21 07:34 pm
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"generic systems"

papercult has had two different threads on generic systems. which is fine. which is cool. both have come to the conclusion of "it's better when a game has specific goals rather than trying to be the One Game For Everything." which is fine! which is cool!

...but. i do not think that so-called generic systems should be reduced to trying to be the One Game For Everything. i think "this game doesn't work for every campaign concept" is always going to be true! which makes it a boring observation to me. It's much more interesting to me to drill down into the specifics of what they do work for and why. In this sense, "generic" can still be a meaningful (if not perfectly accurate) label for gesturing at some setting flexibility, but it's not like, the main appeal. I don't think the genericism is ever the main appeal, really.

idk i have a vague dissatisfaction with Generic Systems Discourse because it takes a foundational bit of design theory (different mechanics produce different outcomes, so should be used intentionally) and then stops. once you start talking about several generic systems at once, they aren't mechanically unified, so you're no longer talking systems! you're just saying "games should have goals" without trying to analyze the goals of the games you're discussing!

i think this means i don't have any beef with any individual generic system i just think people talk about them weirdly

stepnix: Player One (player)
2025-05-11 02:45 pm
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RPG community survey

big ol' survey but it's from reddit and we know that won't be the full story. In the meantime, would like to hear anecdotal amendments to these (for example there's a surprising amount of Fabula Ultima/Exalted fandom overlap, and my Jennagame obsession came from friends in the Lancer server)

stepnix: an expression of confusion or dismay (cute knight)
2025-05-10 11:05 pm
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Beloved Adorei

how does Exalted have "girl who is sword" and she's not immediately the most popular character in the game. I've played Xenoblade 2. I've played Lancer. I know there is a ready audience for this. and yet I have only found ONE (1) piece of fanart of her.

"maybe they realize this archetype is necessarily objectifying" i did not think that would stop Exalted fans

stepnix: Nanoko from Wish Upon the Pleiades (magical girl)
2025-05-09 11:26 am

La Corda d'Oro

Fascinating review of a.. dating sim rhythm game RPG? i'm still a little unclear.

One of the things that really fascinates me about dating sims is the way they let the player decide their measure of success: "victory" is ending up with the romantic interest of your choice. Cordo d'Oro has its own set of romance options, but also separate notional goal, victory in the recitals. But from what I'm reading here, the game doesn't condemn you for deciding that pursuing that goal isn't worth your time. I imagine that I'd try optimizing to get both the romance option and the victory at the recitals, but that probably says more about me than about the game.

The notional goal with the well-supported possibility of ignoring that goal reminds me of some TTRPG design motifs, but my thoughts on the resemblance aren't terribly well-formed

stepnix: Purple shepherd's crook (purple)
2025-05-05 12:48 pm
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Flare Against the Void

hey there's a manifesto jam happening so I wrote a thing for it

If you remember my weird ramblings about digging into ancient TTRPG discourse a while back, some of the feelings there went into this.

stepnix: chibi Shin Godzilla (Default)
2025-05-04 09:01 am

(no subject)

perhaps my grand networking schemes and my "refuses to get a bsky" idiosyncrasy are in conflict or perhaps contradiction with each other. alas!