• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

So what makes for an "anime" rpg?

This classic should help define it:
HOW STAR WARS WOULD BE DIFFERENT IF IT WERE ANIMEE
It's funny to note how many of those changes made it into the prequel trilogy.

On topic - IMO, one of the key parts to establishing an anime feel is to take a few things to a completely over-the-top level. The textbook examples would be weapons that are ridiculously oversized, clothing that is completely impractical, and hairstyles that are physically impossible. But you can get creative; constant references to modern culture in a historical-fantasy setting, unrealistically powerful steam tech, or a completely nonsensical (and unquestioned) form or government and law could also help give an anime feel if done correctly.

The over-the-top guideline is an offshoot of a basic principal of animation: you use animation to show things that you can't do with live acting. It follows that an anime-style game should have a few features that are impossible to create in a "realistic model" game system.
 

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