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General Tabletop Discussion
*TTRPGs General
So what makes for an "anime" rpg?
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<blockquote data-quote="Krensky" data-source="post: 5435808" data-attributes="member: 30936"><p>Idiotic list aside...</p><p></p><p>It largely depends on what sort of anime you're trying to emulate. That said there's some common elements for most of the types of anime commonly emulated. The elements I'll discuss are largely idesyncratic and are focused on those elements crucial to making a game feel 'anime' rather then things that are present in anime.</p><p></p><p>Plot is more important than anything. The plot should be epic (although it does not need to be large in scale), and focused on the player characters and their personal stuggles. Sure there's a war on and demons are invading and the universe will end in ten days. The characters romantic subplot is more important.</p><p></p><p>The plot is generally very linear, and it's finite. There is a beginning, middle and end. The focus may drift to either side following sub plots and speed up or slow down, but it's still linear.</p><p></p><p>Even the most serious plots are essentially melodramas with a bit of (sometimes black) comedy tossed in.</p><p></p><p>The more flawed and less 'heroic' the character is, the more of a hero he is for overcoming his challenges.</p><p></p><p>It's been a while since I looked at BESM, but I know that Mekton and TFOS's GM section describe how to capture the feel of an anime show in your game. I assume the various BESM games do as well.</p><p></p><p>On the other hand, if you want to play a Lodoss game, pull down your Cyclopedia. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Krensky, post: 5435808, member: 30936"] Idiotic list aside... It largely depends on what sort of anime you're trying to emulate. That said there's some common elements for most of the types of anime commonly emulated. The elements I'll discuss are largely idesyncratic and are focused on those elements crucial to making a game feel 'anime' rather then things that are present in anime. Plot is more important than anything. The plot should be epic (although it does not need to be large in scale), and focused on the player characters and their personal stuggles. Sure there's a war on and demons are invading and the universe will end in ten days. The characters romantic subplot is more important. The plot is generally very linear, and it's finite. There is a beginning, middle and end. The focus may drift to either side following sub plots and speed up or slow down, but it's still linear. Even the most serious plots are essentially melodramas with a bit of (sometimes black) comedy tossed in. The more flawed and less 'heroic' the character is, the more of a hero he is for overcoming his challenges. It's been a while since I looked at BESM, but I know that Mekton and TFOS's GM section describe how to capture the feel of an anime show in your game. I assume the various BESM games do as well. On the other hand, if you want to play a Lodoss game, pull down your Cyclopedia. ;) [/QUOTE]
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So what makes for an "anime" rpg?
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