What do you guys know about japanese TTRPGs? I'm interested in the bigger focus on one-shots and episodic nature. Also the "skill matrix" which I've heard has taken over a lot of systems.
>>97901023>I'm interested in the bigger focus on one-shots and episodic nature.Which is probably a legend. Shit like SW isn't more episodic than dnd.Anyway pretty gud game, unfortunaly Shinobigami shines more on second playthrough.
>>97901023Game mechanics are not something that most JRPG designers care about. So, most JRPGs have dogshit mechanics.
>>97901711Lmao You're so retarded
>>97901023>>97901023I have been playing and translating Japanese TTRPGs since like 2021, probably, so lemme speak from a modicum of expertise:When it comes to TTRPG design, you can group games by how much they lean into one of three angles. Simulation, Narrative, and Board Game. A lot of western games lean either stronger into the simulation or narrative, where as japanese ones lean into the board game angle first, into narrative second. This has two effects: First, Japanese games are a lot more gamey, which isn't really a bad thing. The rules are more often then not very clear and mechanics are very structured. There are often just a few sets of core rules and mechanics, the rest is in what is lovingly referred to as Power Card Autism. You get powers and abilities in a certain format, and there are a lot of them, but they are all formatted the same so if you can read one you can read them all. So its really easy to pick up and play. It helps that 9/10 times they come with premade characters right in the book and at least one scenario to play, so even if you are a new GM you can just read the book and don't have to write a whole campaign before you can start to play. Generally japanese TTRPG culture is more focused on playing one session at a time, often with different games and even GMs. That is not to say that campaign play is non existent, it is just not the sole main focus of any game ever.Another paticularity of japanese games is that Systems are rare. As in, there are few "rule systems" that are used for many games. The SRS made by F.E.A.R. is the only example that comes to my head. Game rules are usually designed for that one specific game, purpose designed for the setting and theme of the game. Thanks to their design thou, most are easy to pick up so its easy to jump between systems even if they are all different.