Iosue
Legend
Having finished a Let's Read of the rulebook that brought me into RPGs, I thought it would be interesting to do something completely new to myself, and not very well-known by the RPG community at large. Sword World! Japan's most popular fantasy role-playing RPG.
My copy will actually arrive in a couple of days. But just to get the discussion started and set-up the background, I thought I'd open with a little history.
Our story begins with one Hitoshi Yasuda, whom we might call the Father of Japanese Role-Playing. Born in 1950, by the 1980s he had found some success as a translator of science fiction and fantasy. In the course of reading overseas science fiction and fantasy magazines, he came across advertisements for Dungeons & Dragons and Traveller. He ordered these and sent them to his juniors in the Kyoto University SF Research Club. After about half a year, the club members had figured out the games and explained them to Yasuda. Fascinated by the idea, he decided to get more and more people playing these games. He reached out to a science fiction writing club, and got them involved in writing adventure scenarios for these games. Members of these two clubs eventually formed a science fiction gaming club called "Syntax Error."
Trying to think of new ways to get people interested in playing, they hit upon the idea of "replays." To put it simply, you know those "examples of play" in every RPG? That's a replay. Only instead of being short examples, these were long stories with a beginning, middle and end, told in the manner of an "example of play." So the group began publishing these in the "geek culture" magazines under the name "Group SNE" (SNE for SyNtax Error). A replay of a D&D campaign, called "War Chronicle of Lodoss Island," was particularly successful, eventually becoming a series of novels, a manga, and an anime (generally under the clunky translation, "Record of Lodoss War"). Group SNE grew as a kind of genre content company. They did books, magazines, RPG translations, and the like. Essentially, like a slightly better managed TSR, if you like.
As the popularity of Lodoss War grew, people began asking Group SNE for a Lodoss supplement or campaign setting. Either because they didn't want to pay the licensing fee to TSR, or because TSR didn't want an outside company making products for it, Group SNE decided to create their own RPG so that Lodoss fans could smoothly play in that world.
That RPG was Sword World. Thematically, it was a calque of D&D. The races and classes have the serial numbers rubbed off, but they were D&D classes. But for mechanics, they went with a 2d6 system. Polyhedral dice were not at that time particularly easy to obtain. So it was not unlike the GURPS system, married to a Classic D&D love for charts and tables.
But then, a funny thing happened. Sword World came out in 1989. Unlike overseas RPGs, which came in large size booklets, Sword World was published cheaply in Japan's pocket paperback size. Slowly but surely, it began to take market share, particularly the oh-so-coveted new player market share away from Dungeons & Dragons. Shinwa tried to combat this in 1991 by switching from D&D to AD&D 2nd Edition. It failed miserably. Almost no one made the conversion. By 1994, Shinwa was bankrupt.
One interesting tidbit out of this was that the D&D license went to a company called Media Works. Seeing the writing on the wall, they eschewed the recreation of the American products. They published the Rules Cyclopedia in three pocket paperback volumes, complete with anime art. And who did the translation? That would be one Hitoshi Yasuda, now president of Group SNE Ltd.
Media Works plans for D&D did not last long, as it lost the license in 1997 when the sale of TSR to Wizards of the Coast went through. Japan had no D&D from then until the end of 2002, when Wizards’ Japanese MTG distributor published 3rd Edition. In the meantime, however, Sword World continued to grow, becoming the most popular RPG in Japan.
After nearly 20 years of success (and many, many supplements), Sword World finally got a new edition in 2008. Learning from WotC, Group SNE christened it Sword World 2.0, telegraphing that not only was this the 2nd edition, but that they would make incremental improvements on it going forward. 2.0 was a relatively large overhaul of 1st. The core mechanics remained the same, but many changes were made to character generation, game adjudication and the default setting. As near as I can tell, 2.0 is to 1st as AD&D 2e was to 1e. 10 years later, in 2018, they released 2.5. 2.5 is essentially the same as 2.0, with just a few math fixes and the addition of some races and classes that had become popular in the intervening years.
Sword World’s place atop the Japanese RPG market has since been take by Call of Cthulhu, and 2.5 vies with D&D and Pathfinder to be the top fantasy RPG. But it maintains its place as the top selling domestic RPG.
Sword World was in conception meant to be a thematic calque of D&D. So there won’t be much that is groundbreaking in sense of mechanics or lore. It remains at its heart a somewhat rules-heavy system meant to simulate adventuring in a generic European fantasy setting. But it should be interesting to see what kind of tweaks in design were desired or accepted by the Japanese market, as well as how the D&D -> Japanese CRPG -> anime -> Japanese TRPG feedback loop has affected it over the years. Just in a preliminary look at the race and classes, I daresay I see something of an influence from the WotC-era D&D editions, as well. I find this all fascinating, and I hope my musings will be of some interest to others, as well.
My copy will actually arrive in a couple of days. But just to get the discussion started and set-up the background, I thought I'd open with a little history.
Our story begins with one Hitoshi Yasuda, whom we might call the Father of Japanese Role-Playing. Born in 1950, by the 1980s he had found some success as a translator of science fiction and fantasy. In the course of reading overseas science fiction and fantasy magazines, he came across advertisements for Dungeons & Dragons and Traveller. He ordered these and sent them to his juniors in the Kyoto University SF Research Club. After about half a year, the club members had figured out the games and explained them to Yasuda. Fascinated by the idea, he decided to get more and more people playing these games. He reached out to a science fiction writing club, and got them involved in writing adventure scenarios for these games. Members of these two clubs eventually formed a science fiction gaming club called "Syntax Error."
Trying to think of new ways to get people interested in playing, they hit upon the idea of "replays." To put it simply, you know those "examples of play" in every RPG? That's a replay. Only instead of being short examples, these were long stories with a beginning, middle and end, told in the manner of an "example of play." So the group began publishing these in the "geek culture" magazines under the name "Group SNE" (SNE for SyNtax Error). A replay of a D&D campaign, called "War Chronicle of Lodoss Island," was particularly successful, eventually becoming a series of novels, a manga, and an anime (generally under the clunky translation, "Record of Lodoss War"). Group SNE grew as a kind of genre content company. They did books, magazines, RPG translations, and the like. Essentially, like a slightly better managed TSR, if you like.
As the popularity of Lodoss War grew, people began asking Group SNE for a Lodoss supplement or campaign setting. Either because they didn't want to pay the licensing fee to TSR, or because TSR didn't want an outside company making products for it, Group SNE decided to create their own RPG so that Lodoss fans could smoothly play in that world.
That RPG was Sword World. Thematically, it was a calque of D&D. The races and classes have the serial numbers rubbed off, but they were D&D classes. But for mechanics, they went with a 2d6 system. Polyhedral dice were not at that time particularly easy to obtain. So it was not unlike the GURPS system, married to a Classic D&D love for charts and tables.
But then, a funny thing happened. Sword World came out in 1989. Unlike overseas RPGs, which came in large size booklets, Sword World was published cheaply in Japan's pocket paperback size. Slowly but surely, it began to take market share, particularly the oh-so-coveted new player market share away from Dungeons & Dragons. Shinwa tried to combat this in 1991 by switching from D&D to AD&D 2nd Edition. It failed miserably. Almost no one made the conversion. By 1994, Shinwa was bankrupt.
One interesting tidbit out of this was that the D&D license went to a company called Media Works. Seeing the writing on the wall, they eschewed the recreation of the American products. They published the Rules Cyclopedia in three pocket paperback volumes, complete with anime art. And who did the translation? That would be one Hitoshi Yasuda, now president of Group SNE Ltd.
Media Works plans for D&D did not last long, as it lost the license in 1997 when the sale of TSR to Wizards of the Coast went through. Japan had no D&D from then until the end of 2002, when Wizards’ Japanese MTG distributor published 3rd Edition. In the meantime, however, Sword World continued to grow, becoming the most popular RPG in Japan.
After nearly 20 years of success (and many, many supplements), Sword World finally got a new edition in 2008. Learning from WotC, Group SNE christened it Sword World 2.0, telegraphing that not only was this the 2nd edition, but that they would make incremental improvements on it going forward. 2.0 was a relatively large overhaul of 1st. The core mechanics remained the same, but many changes were made to character generation, game adjudication and the default setting. As near as I can tell, 2.0 is to 1st as AD&D 2e was to 1e. 10 years later, in 2018, they released 2.5. 2.5 is essentially the same as 2.0, with just a few math fixes and the addition of some races and classes that had become popular in the intervening years.
Sword World’s place atop the Japanese RPG market has since been take by Call of Cthulhu, and 2.5 vies with D&D and Pathfinder to be the top fantasy RPG. But it maintains its place as the top selling domestic RPG.
Sword World was in conception meant to be a thematic calque of D&D. So there won’t be much that is groundbreaking in sense of mechanics or lore. It remains at its heart a somewhat rules-heavy system meant to simulate adventuring in a generic European fantasy setting. But it should be interesting to see what kind of tweaks in design were desired or accepted by the Japanese market, as well as how the D&D -> Japanese CRPG -> anime -> Japanese TRPG feedback loop has affected it over the years. Just in a preliminary look at the race and classes, I daresay I see something of an influence from the WotC-era D&D editions, as well. I find this all fascinating, and I hope my musings will be of some interest to others, as well.