I’m playing at my local gaming convention this Sunday, and there’s a risk that I’ll be invited into a Japanese-made role-playing game, so against this risk I thought I’d read one of the more popular (and cheaper) Japanese-made games, both to get an introduction to the feeling of Japanese games and to learn some language; and also in the hope that this actual game is being played. The game is called Double Cross, 3rd edition, and in this post I aim to give some outline information on it. So far I’ve only read up to the beginning of character creation, because I’m using my standard translation technique, which I’ve become better at in the past year but which is still slow. And I have computer games to play, so nothing is happening fast at the moment…
For more background information, the website for Double Cross 3 (entirely in Japanese) outlines the main products available, and the J-RPG webpage has an outline of some of the basic elements of the game, including background on the origins of the character class names. The “Download” section of the Double Cross 3 website contains some example character sheets, and the J-RPG group also has a link to some of the character class concept sketches, which look very cool. The English writing in the background of each picture gives a rough idea of the character concept behind the picture: the first character, for example, translates roughly as something like “Fighter to protect dreams,” (yume no mamorishu) and is written in English as “Dream Fighter.” If you download the firefox add-on called “rikaichan” you can translate individual words in some websites, but sadly not in the character pictures. Anyway, the first picture contains all the information you need to know about this game: it includes schoolgirls. Can’t go wrong there.
So here is the outline of what I’ve read so far.
Presentation
The book is a B5 hand-held book, purchased for 840 yen (5 pounds, or $AUS10, or $US8) new, and it contains everything you need to play – player guide, GM guide, world information, character sheet, sample characters, example of play, and scenarios. Eat that, WOTC! It starts with an outline of the world, and then has a short comic strip involving some demon-summoning school children (de rigeuer, I think we can all agree). Then it goes into the standard RPG stuff – what an RPG is, guidance for using the book, glossary of terms, character creation, etc. It’s all black and white, and the B5 format means some stuff (e.g. pictures of the character sheet on the page) is very small. The sample characters have pictures just like those in the link above, in black and white. I think a benefit of the Japanese language is that you can stuff an enormous amount of information into a very small physical space using the pictograms, and this shows here. The language is simple and business-like, which is a bonus for me, but it has occasional slang/crime language (in the comic, for example) and some lyrical introduction language that is completely wasted on me (see the translation on the J-RPG page above). I think Western game designers really need to consider this game book format, because it’s a really good idea to present the whole game in a $10 package. I think they have a proper A4 size colour version for ¥3000 (20 pounds, $AUS35, $US30) but the separation of the game into luxury and practical versions is I think an excellent plan.
Game idea
The game is set in a modern world, everyday Japan, which has been beset by a virus called renegade which corrupts people and gives them superpowers. The PCs are people with these superpowers who stand “in the space between human and superhero” and fight the evil forces unleashed by the virus. These powers are essentially dangerous, because the renegade virus “erodes the human sense” and every use increases the risk that a person will go mad, becoming a germ, a human overcome by some evil trait who is not considered human anymore. In the game, people with powers from the renegade virus are referred to as what has been transliterated as overed, though I wonder if it is actually meant to be transliterated as overawed (it’s hard to tell). So you start the game as an overed person, and have to manage your powers carefully lest you transform into a germ and have to be hunted down like a dog by your friends. The characters also all start with important personal connections called Lois, and if they lose these connections the connections become a Titus, which is some kind of evil bastard, at least according to Shakespeare. The PCs also are supposed to have a cover, and may or may not work for UGN, a company or government organisation in the classic Anime style, which hunts down the bad guys (I haven’t read that far yet).
Character classes
Characters are chosen entirely on the basis of their mutation, or syndrome, of which there are 12. These give different types of powers, and the PC can be a pure breed (with powers in one syndrome only) or a cross-breed, with two syndromes.For example, our happy school-girl dream fighter is a cross-breed combining the syndromes of “Angel Halo” (controlling light) and “Salamander” (controlling fire). Mmmm, dreamy… I haven’t read the syndrome descriptions yet but judging by the TRPG translation they look very cool. Each syndrome comes with a brace of powers, maybe 15, of different levels, some combat, some investigative. This means that in total there are… 66 possible character classes (if my calculation of “12 choose 2” in my head is correct). For example, our schoolgirl (whose picture in the book, btw, has her sucking a lollipop, wearing a short skirt, and pointing a big gun) can choose the level 1 power Eyes of God, which increases perception, from her Angel Halo syndrome; or Wrath of the Fire God, which wreathes her in fire and increases her attack power, from her Salamander syndrome. That’s the kind of girl you want in your high school hostess club, or your high school basketball team. I haven’t read this far yet, but it seems like the syndromes control your starting ability scores, of which there are four: physical, sense, mind and charm. There’s also a section for choosing life path. I get the impression that character development is simple, but we’ll come back to that when I’ve read it. It seems to involve a lot of choices from tables using the mechanic they call “Roll or Choice,” wherein you roll on the table or choose, according to your preference. Some tables are choice only. So you can randomly roll your cover, or choose it.
Some similarities
I was struck by the inherent similarities of the introductory sections about what a role-playing game is. The explanation was very familiar to anyone who has read a few Western-style games. There was also a section called “Golden Rule” which is just what one expects: a brief paragraph on how the game is for fun and you only use the rules you want to use, with final judgement on anything resting on the GM, who is responsible for coming up with appropriate rulings in consultation with the players. Sound familiar? Also in common with a lot of Western games, there was a brief section on “The Third Person,” in which the authors state that they will use “he” or “several hes” as the third person singular/plural, and this is done to preserve readability[1] and not for any reasons of discrimination. The glossary also contains the usual definitions of GM, Player, etc. and the layout of the book is very similar – introduction, faffy bits, character development, player guide, world guide, GM guide, scenario section. This is yet more proof that the RPG world is actually really similar across the cultural divide.
Differences
The main differences in the game will probably lie further on, in its development of the world, but a few that were immediately evident were the heavy manga focus, with all the illustrations being done in a manga style and the inclusion of small manga strips at crucial stages in the book. Obviously, the world setting is very consistent with a lot of Anime and Manga ideas, with a secret organisation using superheroes to hunt down superheroes. Witch Hunter Robin springs to mind immediately. The book itself is set out in a more formalised style, which is very useful, with for example a page giving a flowchart to explain the character development process, an initial page with a picture of all the items you need to play, and so on. This is consistent with a Japanese style of presenting information that can be much clearer and more ordered (in print) than in the West. My local town’s onsen guide, for example, has a scatter plot of every onsen in Beppu, plotting its water mineral content against some other water property, so you can immediately find the onsen that suits you. The magazine Tokyo Graffiti[2] has some really interesting examples of graphical presentation of information for the lay reader (about hair style choices, or shoes!) that shows a much more ordered and advanced approach to information than in the West. This gamebook follows in that style.
The system seems to be heavily focussed around powers, rather than spells and class-specific abilities, but I think there is a skill system as well. More on this later, when I’ve read it. It also seems to be low complexity, aimed at starting quickly and resolving actions quickly. Also, it has the phenomenon of erosion, in which using your own powers increases the risk of losing your PC, so there’s a type of insanity-check based resource management system which is not too common in western games, I think.
A few other notes
The JRPG site translation of the powers also includes references to the original source of the power’s name, and as can be seen, there is a lot of reference to classical western and ancient literature, as well as Chinese and Japanese history. The use of the word Titus to describe vengeful ex-associates is a very cool touch, and apparently there’s a supplement set in an Eastern European country in the throes of a civil war. This kind of Western-influenced anime style reminds me of Full Metal Alchemist or any of the famous Miyazaki Hayao movies, and I think it’s a really impressive and interesting style. It’s also classically Japanese, to merge Shakespeare, ancient fallen Japanese Gods, and a reference to a Stanislaw Lem novel.
The book also includes an example of a “Play Report,” which is written like a play, with the actors being the GM and the players. Apparently there are whole novels written in this style, and play reports are very popular here. I will at some point try reading one, but I suspect there’ll be too much casual Japanese for my skills, at least for a while.
In my next update on this game, I’ll talk about character creation and the game mechanics.
Oh, and the name of the game is taken from the idea that the characters are traitors to those with superpowers caused by the virus, I think. So there’s a sense of their being in hiding, looking out for evil virus-infected superheroes to kill.
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fn1: “Readability” was a classic moment of Japanese-language obstinacy. I can read all three characters in “readability”: 可(ka),読(doku) and 性(sei) which mean, in sequence, “ability,” “reading,” and “essence,” and from their combination I could guess what the word meant. But when I put these characters together and search them in my electronic dictionary, they don’t exist. I also couldn’t find them in my mobile phone dictionary, which is slightly more convenient for finding words with unusual readings. I had to email a friend and ask her! She’s Japanese, she read it instantly, but she said she’s never seen it before. This is classic – not only does the character system throw a physical barrier in front of you when you try to read, but the word for “readability” doesn’t exist in simple dictionaries.
fn2: I really really recommend this magazine, btw. My other blog has some examples of its contents.
April 30, 2010 at 1:44 pm
Sometimes I wish I were a Japanese school girl…
Or to play one. Whichever.
April 30, 2010 at 2:21 pm
haha, I too wish I had the power to wreath my body in flames and see through the eyes of angels… sadly, only a lifetime immersed in the Japanese school system (and very short skirts) can give you this power 😦
April 30, 2010 at 2:59 pm
I just wish I’d had the chance to spend time with Japanese schoolgirls at an age it wouldn’t get me put in prison 😦
Other thoughts:
“transliterated as overed, though I wonder if it is actually meant to be transliterated as overawed (it’s hard to tell)”
Overed makes sense, if you take it to be in the sense of the “Overman” from Nietzsche. Is that what comes across in the text?
“It seems to involve a lot of choices from tables using the mechanic they call “Roll or Choice,” wherein you roll on the table or choose, according to your preference. Some tables are choice only. So you can randomly roll your cover, or choose it.”
Nice of them to have this. In my day, D&D (or Traveller) only had random tables. [1]
“so there’s a type of insanity-check based resource management system which is not too common in western games, I think.”
Call of Cluthu has insanity from various in game actions such as seeing horrible things or reading books that “Weren’t meant to be read”. Aberrant and a Wheel of Time roleplaying game I saw both have it caused by using your powers (rarely occurring) or levelling up (easy to get). Unless you get a bigger sample of J-RPGs we’re going to stuggle to comment on the relative occurence of the mechanic. Of course, part of the reason it’s rare is losing your character that way sucks. On the other hand it’s very Compromise and Conceit. Maybe you should build something like that into higher level spells (especially the ones that get handed out at low character levels). That’d put a game mechanic around Cantrus’s dislike of casting death spells. The downside is it takes the roleplaying out of it (and the entire “You don’t know how damned you are” element).
[1] On a separate note, apparently gamers need to be told that they are allowed to choose basic info, or else they end up rolling their character heights and weights. The number of characters I’ve played who are short and fat… 😦
April 30, 2010 at 3:57 pm
I believe anime was invented partially to enable a vicarious solution to “The Schoolgirl Problem.” And yaoi, for the schoolgirl who needs to do the opposite.
Given the game has a syndrome named after a mathematician (Neumann) (and oh, sometimes Japan really does make me feel welcome!!), it’s entirely possible that it’s a reference to Nietzche. According to Wikipedia, the first big-selling magazine of yaoi – that is, a monthly magazine devoted to gay porn for pubescent schoolgirls – was named after Jean Genet, so it’s entirely possible! Foreign literary references ago-go! That’s like naming a gay porn mag in New York after Yukio Mishima… what are the odds?
I have been shown another game (name eluded me) that had another style of resource management, but it was by the same company, FEAR, who produce the “Standard Roleplaying system” (like GURPS with demon schoolgirls, one presumes) so I don’t know if it’s a popular idea or just a setting-specific mechanic in their games. I’m thinking the latter. It would be easy to incorporate into D&D and, now that you mention it, it does seem ideal for Compromise and Conceit, doesn’t it? Though I probably should have introduced some sort of madness system when you started sacrificing people to Satan[1].
Given it’s called role-playing, Paul, and involves escapism, I can’t see there’d be any enjoyment for you in playing someone tall, well-built and stunningly good looking, would there? 🙂
On an interesting translational note, the name of the virus, renegade, is clearly a foreign word, and is written in katakana (the signifier of foreign words) in the text; but at one point the katakana are written next to a set of Japanese characters: 背教者、which I would read as “sekyosha” and which mean something like “back/teach/person” respectively. I can’t find this in my dictionary so I don’t know if it has some meaning in Japanese. But it’s incomprehensible to me that one would import a foreign word, give it a Japanese transliteration, then invent some characters to stick onto it, then not use them and continue to present only the transliteration.
Though I suppose it’s of a piece with the hodge podge of almost classical literary knowledge evidenced in the game.
—
fn1 I know, I know! He was guilty…
April 30, 2010 at 10:00 pm
Yet another interesting post. 🙂 I’m coming over from the Paizo boards here; thanks always for updating us when there’s an update on your blog!
The relative cheapness of the rulebook is rather encouraging. I wish companies in the west would take stock of this. Sure, an obsessed fan like myself would go out of their way to buy the giant, gorgeously illustrated tome… but that’s not going to get some of my curious friends into it.
I’m always surprised at the cost of manga tankoubon as well, come to think of it (seriously, 400-800 yen for a volume? I only wish books here in Australia were that cheap!) Not to mention the doujinshi market… is printing in Japan a lot cheaper than in the US or otherwise, or something?
I’m kind of tempted to look around the Japanese TRPG market and import a few books. The type of anime feel you describe can be kind of difficult to emulate in plenty of western games, really, besides say perhaps BESM. Not to mention the outcry from the western fanbase anytime something anime gets into the art or content (Tome of Battle, anyone?) And hey, you can’t go wrong with fireball-spamming schoolgirls in short skirts, I don’t think 🙂
By the way – 背教者, according to Rikaichan, actually just means ‘renegade’ or ‘apostate’ and is read as はいきょうしゃ. My guess is that the kanji’s meaning is not the thing that rests against the back of your chair but but rather 背く (そむく) “to go against/to disobey” kind of idea.
May 1, 2010 at 1:06 am
Thanks Alice, I never thought to check it in rikaichan after I wrote it! It’s not in my electronic dictionary, but there it is in rikaichan – what an amazing piece of software that is!
I think the printing industry here is cheaper because a) the price of living here is low and b) Japanese people are obssessed with reading. Plus of course the manga industry is massive, and public displays of books are much more prevalent here – every Ramen shop has a comic collection stretching back through years of editions, plus all the latest magazines.
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May 25, 2010 at 1:35 pm
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May 31, 2010 at 10:46 pm
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June 24, 2010 at 5:54 pm
Good luck with your translations. Though the Japanese culture, media, and language interests me, I don’t think I could bring myself to actually learn the language.
I hav enuf problimz whith Eenglish.
-Tourq
July 5, 2010 at 10:41 am
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February 14, 2011 at 2:11 pm
Hey, there – I am thinking about buying this game, but as my Japanese is limited (i.e. non-existent), I was wondering if you knew of any efforts to translate this into English. I know there was talk of a project a little while back, but I can’t seem to find any mention of it now. Any help you can offer would be great, though. Thanks!
February 14, 2011 at 2:14 pm
Hi, I think there was a translation project ongoing at the j-rpg website, but you need to register to see it, I think. There’s a link on my blog under “Japanese role-playing games.” I was meant to be doing parts of it but slacked off… You’ll need to sign up for the hidden part of their webpage to access it.
It’s a fun game if you can sort out the basics, and I think they’re making a fair amount of progress there.
December 11, 2011 at 6:25 am
I bought this recently in Akiba (all hail the Yellow Submarine)! Damn it is cool, but in Japanese. The j-rpg blog project is unreachable as the guy has closed off site applications it seems. Therefore, I can’t access any of the translated material. Plus, my .jp girlfriend is 6,000 miles away and not really interested in translating for me. Where can I get involved in an English version of this??
January 23, 2015 at 4:44 am
I don’t know if you’re aware, but there’s an English version of this game out now. I just saw it at my FLGS recently.
January 23, 2015 at 11:31 am
Thanks for that information Fanguad, I’ll see if I can get hold of it!
February 24, 2016 at 1:28 pm
Hiru Joda Akbar
Japanese Role-playing game Double Cross 3: Introduction | Compromise and Conceit