I’ve finished translating another issue of Punho do Guerreiro, a Brazilian fanzine for Street Fighter RPG (SFRPG). Issue 1 is here, plus an explanation of why I am doing this.
Thanks to the Punho do Guerreiro team for this fun issue; extra thanks to Eric “Musashi” Souza for his translation assistance. This issue brings the spirit of Christmas to the SFRPG. Character sheets and backgrounds via the new Circuit Prospects, plus Circuit Legend returns with Khan (The Quest). Wild Strike further enhances the cool and power of animal companions. Collectibles and action figures. Plus Santa Claus!
Whilst translating this I had a fun/silly idea with the idea of an adventure about Bison. in the style of Charles Dickens’ ‘A Christmas Carol’, although I suspect Bison would fight the Ghosts of Christmas and fight Santa Claus.
I’ve finished translating another issue of Punho do Guerreiro, a Brazilian fanzine for Street Fighter RPG (SFRPG). Issue 1 is here, plus an explanation of why I am doing this.
I’ve corrected a few errors in previous issues. Lots of pesky formatting issues for this issue, plus some difficult translations, however, I think I’m getting better with practice. But, I guess I’ll still be tweaking things at a later date 😉
This issue has an interesting approach to introducing Changeling: the Dreaming to SFRPG, balancing the dilemma of how best to summarise that vast game setting, whilst retaining a key part of the identity of Changeling. A look at Unique Backgrounds, Glory & Crowds, adding depth to Firearms, Another Golden Pot Underground Arena, CL: Brock Thompson, Combos School is back, and a cool Maneuver: Second Skin.
I’ve finished translating another issue of Punho do Guerreiro, a Brazilian fanzine for Street Fighter RPG (SFRPG). Issue 1 is here, plus an explanation of why I am doing this.
As normal a big thank you to the team that created the issue. Extra thanks to Eric “Musashi” Souza for helping to clarify a few things for me; as normal his assistance and patience is appreciated. 🙂
A dark issue exploring Vampires, Potence, and revealing the Circuit Legend: Mistress of Pain. How are fights recoded? Check out Judges and Ranking. List of ready-made characters. The Arena base of Tetsujin (Cyber Ninjas) from issue 4. Arena of Secret Pleasures. Items of Power. Last but not least, a way to simplify large dice pools in to a single roll.
I have continued my work of translating Punho do Guerreiro, a Brazilian fanzine for Street Fighter RPG (SFRPG). Issue 1 is here, plus an explanation of why I am doing this.
Another wonderful issue: Alternative rules for how to handle Experience Points in the Storyteller system, Demonic Heritage, more on Developing your own Maneuvers, examination of Firearms, Gun Kata, Cyber Ninjas, as well as Stunts from Exalted. Plus Kabuki Town continues to grow more detailed, and suggestions for how to handle Mega Attributes from the Aberrant RPG (now Trinity Continuum); another of my favourite RPGs.
Issue 4 – The Punho do Guerreiro team has redesigned Mega Attributes and added the variant system of Power Scale. Interstingly the new Aberrant for Trinity Continuum has something similar with its Storypath system and Scale.
This is the third article in the series exploring the impact of the game Way of the Exploding Fist (Commodore 64) had on me, the life path seeds that were planted. Because of my dad’s interest in computing, for years I’d had access to decent home computers and a big collection of games, and in 1987 he bought an Amiga 500 resulting in me being given the C64. Due to living in a seaside resort, I had access to many arcades, but I only had a tiny amount of pocket money. So when I visited the arcades with my mates I generally just watched, preferring to save what little money I had towards buying a new RPG or computer game
The first arcade game I felt compelled to play was Teenage Mutant Ninja Turtles (TMNT), even though it was just a variation on such classics as Double Dragon, it was different, because it was TMNT! So that anomaly was understandable to me, since I was such a fan of the cartoon, but I was quite surprised to be hit by the virtual tsunami that was Street Fighter 2 (SF2) in 1991. The first Street Fighter (SF) looked okay in the arcades, I’d never played it and in retrospect it seems odd that I don’t recall anybody ever mentioning it at school; the 8-bit version of SF on the C64 looked horrid.
After playing a few games of SF2, I was horrified to find out that somebody else could join in beat me and take over; since I had limited funds I was not keen on this design approach. I soon grasped the financial implications of trying to figure out hidden moves. My paper-round money was already failing to cover my three main hobbies: computer games, tabletop role-playing, and wargaming, so I made the sensible but frustrating decision to watch other people play SF2, and like my days of watching Way of the Exploding Fist, maybe I’d learn, but without the financial cost. I got to see some pretty spectacular players who’d said they spent quite a lot of money getting that good. Watching helped me develop a better understanding of the depth of the game, but it also gave me an appreciation of the calibre of opponents that could easily beat me. In 1993 a friend got SF2 for his Sega Mega Drive, so I finally got to play the game for countless hours.
I appreciated the diverse martial art styles that SF2 included. Although the game included mystical abilities, it was cool to see how they had integrated them into different martial arts style, enhancing them without commandeering them. Granted, the plot of SF2 was extremely simple, but it didn’t matter, as the playability was exceptional. In 1992 I saw Mortal Kombat (MK), which was an impressive evening of watching a crowd of people challenge each other. Personally, I preferred the more in depth fighting in SF2, but I quickly became a fan of the MK game and universe; not that MK 1 was an amazing story, but it seemed a bit more fleshed out that SF2, in particular Outworld. Mentioning that SF 2 story was simple is of course obvious, but I mention it because in 1994 a tabletop role-playing company called White Wolf released Street Fighter (SFRPG).
By 1994 the universe of Street Fighter had been expanded, particularly via manga and anime. My friends and I enjoyed Street Fighter II: The Animated Movie (1994). Like a lot of popular settings (IP), more and more things were produced, adding ideas and variety to the original idea; some great, some not.
At the time White Wolf was known for its flagship game Vampire: the Masquerade, one of the many games set in the World of Darkness; I was an avid player and collector of these games. In the various World Darkness games, players could play characters (monsters) with incredible powers. The games tried to focus on storytelling and role-playing; a character’s story was the priority, not their powers; of course some groups focused on the power, not that there is anything innately wrong with that if the group agrees. So I was willing to give SFRPG a go, appreciating the foundations for an interesting gaming world based off the simple SF2 story. I am not claiming that White Wolf had written a masterpiece of world building, instead they had captured the essence of what had made the Street Fighter series so good. Although a gaming group could do whatever they wanted, the base focus of the game was all about a fighter’s journey to improve, set in a world of rampant crime and obscure mystics.
I was the Games Master / Storyteller (GM / ST) for several groups, and I also chatted with several other gamers at my local gaming shop, so I got to talk to lots of people. Typically, the initial response to the RPG was a quick list of surprise comments, followed by ridicule, then questions. My answers highlighted the fast combat, the depth of options, plus how intriguing M. Bison’s Shadoloo was, how similar to other secret societies/criminal empires, asking them what they thought Bison was up to. I’d explain an important game mechanic, that characters used Chi to activate certain powers, they could gain Chi points back by making Honor rolls. So if Bison had no honour, how could he regain Chi? Some role players were willing to try the game, and impressively they generally enjoyed it.
Over the years I have run several SFRPG campaigns, all were fun and some I’d even rate as good. I think it is also noteworthy to consider that the majority of players knew little to nothing about martial arts. What was great was that playing the arcade game had educated its players enough that they know what different styles roughly looked like, as well as what sort of techniques used; granted SF2 added chi powers to the mix, but did so without ruining the martial style. This SF2 education was an interesting bonus, as it generally affected a player’s ability to role-play comfortable and better, since it reduced learning the setting, styles, combat and powers. I loved that many SF2 players trying out SFRPG were pretty much veterans when it came to describing their character’s attacks, plus understanding what was happening in a detailed fight. The combat mechanics in the RPG were effective (but not perfect). An emphasis on streamlined simple mechanics better enabled players to learn how to play. The combat cards could help fights play out quickly, all in all, very efficient just like SF2. Interestingly the combat mechanics had some key differences to the other World of Darkness games, a few years later an optional book was added to the World of Darkness beautifully/amusingly entitled Combat.
I was disappointed with how the Combat book handled Mage: the Ascension. Effectively it did not add anything, suggesting Mages can perform True Magick like Stunts is IMHO pointless, since that is what a Mage game is basically like anyway. I do understand why this approach was taken, I am not saying it is worthless/garbage, just disappointing to me. Whilst there are a few special maneuvers for a character with Do 3+, which was nice, but, since Do was basically an Akashic Brotherhood (now: Akashayana) special skill. I think this approach sadly reduced a setting with infinite potential and options to cliché views of ‘Asians are best at martial arts’, ignoring the numerous world cultures with exceptional fighting systems, and the commonality of violence and the human body. This is partly why I have experimented with various ways of integrating the SFRPG mechanics and Combat Cards with other games, my own games, and for the last few years Mage.
Debates about tabletop role-playing game systems is a major part of that hobby, mechanics matter and add to that so much of what we know is from movies/games/books and not personal practice. The designers of any role-playing system need to acknowledge the fact that truly simulating reality is far too complicated, never mind the fact that so much is not understood, therefore a game needs to be easy to understand, and usually quick to play whilst not sacrificing too much realism. My point, linking back to the previous discussion about game accessibility, reducing player learning requirements, and helping players understand game events, I think overall SFRPG did a great job.
Overall I loved the core rules for SFRPG. Whilst the expansion books introduced many great things, unfortunately it also added some garbage into the game. In interviews it has been explained how rushed the game line was, sadly this shows, which is a shame because if more time had been given to the designers then maybe some of the garbage could have been more great additions. The most famous example is the Cartwheel Kick, in was so clearly broken it took most players only a few seconds to figure out that it was godly. Likewise the magic shoes in Savate. This lack of playtesting stands out, and is a disgrace to the quality of SF2 core game. Fortunately all role-playing game mechanics can be altered by groups introducing house rules, and generally a veteran gaming group can run a good campaign despite any rubbish game mechanics or bad story/world design. Having worked at a games company I have a good appreciation for the difficulties of hitting deadlines, costs of running a company, and how easy it is to miss things, which is why playtesting is so important.
Following on from a previous article mentioning Gene Lebell and Bruce Lee. It is a shame that Mixed Martial Arts (MMA) had not happened decades earlier. So many RPGs could have been fixed in regards to the martial art clichés. This is one of the interesting things about Street Fighter 2, for all the made up and fantasy aspects, the game has a diverse range of fighting techniques shown; granted no ground game, but at least grappling is a core part. I think this has helped SFRPG stand out against other RPGs, for example Palladium’s Ninjas and Superspies. The Contenders expansion added many styles and maneuvers, of particular note is Ground Fighting, but there are other gems like Chi Push.
The SFRPG rulebooks were full colour, which was very unusual for that time. Although the books had a distinctive White Wolf design with the flavour text and story snippets, the layout of the SFRPG books were more exciting/dynamic looking than their other games. The artwork was mixed, whilst some pieces were great, others were less so…
Character creation was straightforward, particularly for players familiar with other White Wolf games. Choosing a character’s special moves list was an interesting and fun part of the process, since it would be a major part of the character’s abilities and development. Interestingly, the game encouraged players to declare the names for their moves, just like Hadoken in the computer game. Whilst not everybody did this, nobody complained about it being silly, I put this down to the fact that SF 2 had taught players that this was a somewhat normal the thing to do.
Even after writing several of the negative points about the tabletop RPG, I still think that overall the core SFRPG was brilliant, providing players with a great toolset to explore the intriguing world of SF2. Along with the animated movie, it is nice to know that some game tie-ins aren’t complete garbage. Whilst there have been other good martial art role-playing games, my players and I still fondly recall many great Street Fighter gaming sessions and rate it as our favourite of the genre. Every few years we play it again, playing with new ideas and house rules.
The Street Fighter series has millions of fans, but a few of us crave more than just the fights. We are also nostalgic about the espionage of the World Warrior circuit, rising up in rank, to more epic stories of training under Ryu, discovering new/lost techniques, and I suspect in a few cases usurping Bison to take over Shadoloo! I’d love a great computer RPG set in the SF world, whilst I doubt that will happen, maybe one day it will?!
From Way of the Exploding Fist to Street Fighter RPG 3 part series