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Thread: Tenra Bansho Zero
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2012-12-21, 07:46 PM (ISO 8601)
- Join Date
- Jun 2008
Tenra Bansho Zero
I didn't see a thread for this one. Forgiveness please if there is one already.
So yeah. Tenra Bansho Zero. TBZ.
http://www.tenra-rpg.com/
Anyone else tried this out?
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2012-12-21, 08:34 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Australia
- Gender
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2012-12-21, 08:59 PM (ISO 8601)
- Join Date
- Jun 2008
Re: Tenra Bansho Zero
I've read through the rules, though I still have a bit of nervousness regarding actually running them. I dunno, I just have a netbook, so it's been tricky to flip through the pages. I'll be much more comfortable when my hard copies come in. (I backed the Kickstarter when it came out.)
Suffice it to say, I love so much about this game. It's really interesting to note that the base game itself predates 3rd Edition. So this was what was developing in tandem with what we consider to be the modern editions of D&D. It's a totally different slant to things.
Also cool is the idea that you're supposed to pace it such that you end the whole story after 6-8 hours of play. I've known people who played single sessions of D&D for that long.
The Fates/Karma/Kiai cycle is the coolest bit, though. You earn Kiai, which you can use to boost your rolls. Kiai, when spent, turns into Karma. The only way to get rid of Karma is by "sublimating" Fates, which are your emotional, personal ties to the world (such as a lover or a duty). Sometimes, this means achieving them; sometimes, it means letting them go. Fates, though, are how you earn aiki from other players, by playing dramatically to them. (Aiki is like Toon's Fan Mail.) Aiki converts into Kiai.
It's one of the coolest little mechanics around, and I love how it integrates into the game. (Karma matters, because when you reach 108 Karma, you become so attached to something that you obsessively pursue/protect it, causing death and destruction. Effectively, you turn "Dark Side".)
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2012-12-21, 09:09 PM (ISO 8601)
- Join Date
- Jan 2012
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2012-12-21, 09:50 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Oregon
Re: Tenra Bansho Zero
This actually looks really fun. If I had a good gaming group, I'd be all over this.
Guess who's good at avatars? Thormag. That's who.
A Campaign Setting more than a year in the making, Patria!
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2012-12-22, 12:01 AM (ISO 8601)
- Join Date
- Jun 2008
Re: Tenra Bansho Zero
It's not quite on sale yet. For the moment, the focus is on getting the print version off to the printers (and then shipping it out). The Kickstarter was wildly successful, and it also produced a lot of error reports, because the readers were super-finicky.
After the print PDF is out, they can cut down the PDF for normal form, I think. So, sometime around February or March is my estimate. (I was in on the Kickstarter to get it rolling, so they sent out beta PDFs of the translation.)
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2012-12-22, 03:47 AM (ISO 8601)
- Join Date
- Aug 2006
- Location
- England
- Gender
Re: Tenra Bansho Zero
I just had the PDF only level backing but I think I'm going to need to get the books to really read the whole thing. I didn't think there'd be so much of it!
Mannerism RPG An RPG in which your descriptions resolve your actions and sculpts your growth.
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2012-12-22, 04:31 AM (ISO 8601)
- Join Date
- Jul 2011
Re: Tenra Bansho Zero
Setting doesn't sound like my bag but it has some good ideas: I'm especially interested in the emotion matrix idea. I'll have to read this when it becomes available; Unfortunately I didn't participate in the kickstarter.
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2012-12-23, 03:12 AM (ISO 8601)
- Join Date
- Jun 2008
Re: Tenra Bansho Zero
I've run a game of this already. I had the PDFs on my android phone, but I worked mostly off of a few printouts of the "comic book" pages from the rules.
The Emotion Matrix was. . . one of the weirder parts of the system. There were a few players who hated it in my group, mostly because their mindset was, "This is my character I should decide how he feels." Suffice to say I didn't have them roll on the Emotion Matrix very much.
TBZ also has the best consensual death system: basically, you are only vulnerable to death (as opposed to being knocked out) if you choose to be. But the benefits for "checking off your dead box" are so big that eventually you will hit a point where your character will find something worth dying for. It feels a lot like going all-in in poker.
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2012-12-23, 03:20 AM (ISO 8601)
- Join Date
- Jul 2011
Re: Tenra Bansho Zero
Well I'm going by what it says in the rules summary on the website: The emotion matrix is a source of ideas, not a rule on how your character operates per se. If you don't like what it says, you are free to ignore it and substitute your own idea, without breaking anything.
I like it because this is more or less how I already run NPCs: It's interesting because this tool is two-way.Last edited by Craft (Cheese); 2012-12-23 at 03:22 AM.
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2012-12-23, 02:15 PM (ISO 8601)
- Join Date
- Jun 2008
Re: Tenra Bansho Zero
It's a little more substantial than that, actually: I'm pretty sure you're expected to hew to the Emotion Matrix at least for the first scene, although you are allowed to change your mind very quickly. Otherwise, there's really little to no reason for the rules regarding "moving on the matrix" by granting Aiki or spending Karma. On the other hand, the Emotion Matrix is generally vague enough that you can find a nearby slot that will fit a preconceived idea fairly well.
On the grasping hand, it also led to some hilarious reactions, like when the ninja bodyguard rolled "killing intent" on the kugutsu she was pledged to protect. Also, I can almost guarantee that you will end up rolling "Love At First Sight" in some of the most inappropriate situations. . .