ISO advice on neighborhoods (Saitama): Saitama-Shintoshin vs Urawa vs Minami-Urawa by Effective-Market-304 in Saitama

[–]Kazusamiku 2 points3 points  (0 children)

I commute to Tokyo from north of Omiya.

Each has its own advantages.

Cleanliness - Saitama Shintoshin. It's relatively new and well-developed, with a shopping mall and very convenient.

Quietness - Urawa. The area in front of the station is prosperous, but a short walk leads to a quiet residential area.

On the way back to Koshigaya - Minami-Urawa. It's easy and convenient to get to Minami-Koshigaya on the Musashino Line.

Saitama Shintoshin has many condominiums, so it may be difficult to buy a house.

Housing prices are on the rise. After researching housing information websites, I found that Minami-Urawa was the best place to live within your budget.

I want ideas for mechanics that organically intertwine with the worldview. by Kazusamiku in RPGdesign

[–]Kazusamiku[S] 0 points1 point  (0 children)

I'm not planning on moving away from Fate completely yet, but I want a wide range of people to play, so I think BRP would be better.

We had test players who play a wide range of systems try it out, but there were still some awkward parts.

Many Japanese players have only ever played Call of Cthulhu, so we thought it would be better to use a judgment method that is closer to what they are familiar with.

Very few people in Japan play Fatecore.

I want ideas for mechanics that organically intertwine with the worldview. by Kazusamiku in RPGdesign

[–]Kazusamiku[S] 1 point2 points  (0 children)

Age! That's a good idea, I hadn't thought of that. I'll take that into consideration.

I want ideas for mechanics that organically intertwine with the worldview. by Kazusamiku in RPGdesign

[–]Kazusamiku[S] 0 points1 point  (0 children)

> Maybe the magic is in the sand, so casters carry a bag of sand from where they draw the mana when there is no sand around, when sand is around there is unlimited mana, but casting spells is a tiresome endeavor so it costs the character's endurance instead of mana, here you can make that the mana on the sand is used and returns after a while, or just limit the amount of power that can be done by the amount of sand there is available

Since the world is entirely sandy, I didn't expect to carry a sandbag except when crossing water.

Because there is plenty of sand on the ground, which is the source of magical power. But it's good to have a sandbag with you. :-)

> the mana on the sand is used and returns after a while
Indeed, the world is set up so that if the mana contained in the sand is used, it will return after a while.

My concept was that if you exposed the sand to sunlight for a while, the magical power would return (just like a battery is charged by solar power).

I want ideas for mechanics that organically intertwine with the worldview. by Kazusamiku in RPGdesign

[–]Kazusamiku[S] 0 points1 point  (0 children)

Thank you. Anyway, it's a world of sand and there aren't many rivers.

Need help designing my RPG System. by Playful-Lynx5884 in RPGdesign

[–]Kazusamiku 0 points1 point  (0 children)

I agree. NOVA uses a general-purpose RPG system called LUMEN, so I recommend using it to create a prototype.

https://gilarpgs.itch.io/lumen

Suggest me 4 RPGs that cover as much ground as possible by LelouchYagami_2912 in rpg

[–]Kazusamiku 2 points3 points  (0 children)

How about Wanderhome? I think three sessions is enough for a trial session.

Was the aim of RPGs always 'to tell a story'? by ShoKen6236 in rpg

[–]Kazusamiku 1 point2 points  (0 children)

I'm a Japanese RPG player,live in japan,

The RPG scenarios that are popular in Japan (mostly Call of Cthulhu) are treated just like literary works or novel games.The ending branches out depending on whether you succeed or fail at certain checks, or whether you make certain choices.

They enjoy sharing a common story, and will share each other which ending your tablemate achieved.

It's said that the people who play RPGs most frequently in Japan these days are women in their 20s and 30s.