#It was weirdly evocative in the way I can distinctively remember turning it page by page. It was also embarrassingly self-indulgent
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#Dreamed of the new b/sd chapter đ#It was weirdly evocative in the way I can distinctively remember turning it page by page. It was also embarrassingly self-indulgent#Sooooo the chapter opened with Higuchi focus. The first page was all black with a speech bubble saying ââguchi... Higuchi...â#with someone calling for her but their voice unable to quite reach her.#On the second page there was a close-up of her face. On the third page there was a side view of Higuchi running.#Both still with solid black background and both with bits of sentences from her past.#Someone telling her âTry again. Make the knife dropâ or something of that kind? Something related to Higuchi's unknow ability anyway#Finally her saying something like âAkutagawa-sanâ will you take me in even despite myââ#Then the pov switched back to the ss/kk/Gozen fightâ except Kyouka and Lucy were there too fighting alongside ss/kk.#Because of course they were đđđđ This was so predictable of mine it's laughable#Except... The setting and designs and overall aesthetic were all changed to fit some kind of medieval fantasy.#And there was an exposition introduction where they were all being described as knights and sorceresses.#Their outfits being reinvented to look from a medieval setting#Which eh. Makes sense I was reading w/ha before going to sleep đ#Then I think I was interrupted in my reading and the dream proceeded but eh that was something#At this point I've dreamed about the to come b/sd chapter so many times I could make a tag about it.#I swear I'm normal about my interests#random rambles
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Chuuboâs Book 1 Thoughts
Quests
Quests! Quests are great. I love quests. A++, would quest again.
I guess I should probably say more than that.
Storyline quests are this brilliant evocative point of conveying worldbuilding/feel through symbolism and narrative elements without getting bogged down in specifics. Finding a spring of clear water or telling stories about the death of the sun or whatever helps establish a certain part of the Chuuboâs feel, but is also super-flexible so you donât feel like youâre tied to some railroad tracks of the True Jenna Story.
Anytime quests were cool too, but less distinctive from other systems Iâve played.
Pacing was a bit weird for quests relative to our natural progression of play. One of my players said âFor Chuuboâs I thought that the lack of convergence between the quests we had and the events in the story was a problem in that there wasn't any reason for a quest to end when we achieved what we were working towards in-story or vice versa.â The first arc quests seemed a bit long, in that they stopped being interesting before we hit XP targets. The second quests ended up being the other way around, where we hit XP targets before the quest felt narratively complete. (I donât know if we just got better at generating XP or what.) Obviously in this second case being on more quests at once is an option, but it still ended up feeling a bit weird narratively.
It does make me wonder how the XP targets for storyline quests are determined, other than the âabout half of XP can come from major goalsâ guideline. They seem pretty variable and arbitrary. It also makes me wonder if itâd make sense to have XP targets/totals for arcs but not individual quests, and move onto the next quest based on narrative appropriateness.
(I also have vague ideas for a quest progression more general than the eight arcs, but thatâs for another time.)
Issues
Issues Iâve had a lot of trouble with. Theyâd hang around for a while, and it wouldnât seem like it was ready to move to the next step yet, and then theyâd get lost track of. Or the next step wouldnât seem to make sense, like âIt Never Stopsâ requiring making commitments for some reason despite the summary making it seem like it was more about irrational stuff happening to you.
Part of this might be that I shouldâve been using Issues for smaller stuff, not for major Book plot stuff. Honeyâs Calling issue got stuck because her relationship with Fairyland was a major, long-term plot thatâs been gradually evolving, not something that should be pressed to resolve quickly. Maybe discussing smaller and/or more pastoral stuff for issues wouldâve worked better.
But also, I think a lot of my trouble was that I was treating the cards as if they should be sufficient information for how to play the issue, like they are for quests, when actually the guidance from the book wouldâve helped me conceptualize things a lot better. (I also had the âWhich Issue Should I Give?â table on a reference sheet, but that didnât prepare me for later levels of an issue either.) Iâve prepared one-pagers for issues that Iâm going to try for Book 2, hopefully those will help things go more smoothly.
Issues are also weird in that they play in a similar space to Quests, but in a different way. They remind me of the Bond/Affliction dichotomy in that respect. For example, if a character gets poisoned and eventually finds a way to turn that into a source of strength, is that the Sickness Issue or a quest like Poisoned? Itâs not necessarily bad to have two different mechanics for a characterâs narrative progression, but I think this helped make Issues, in some ways the more general/less tailorable/less active mechanic, harder to grasp for me.
Issue timing is also a bit weird for me. I was attempting to use the âSimplified Implementationâ, as recommended for tabletop games focused on in-character play, which has you assign Issues once per chapter or natural breakpoint. In practice for us, this mostly meant between sessions. This worked weirdly with the âLowering an Issueâ rules, which would have each player also lose a point from some issue after each session. I pretty much ignored lowering issues, mainly because it seemed like itâd result in an issue that didnât feel ready for, say, Level 4 ping-ponging between levels 2 and 3, which would generate lots of MP but not make a lot of sense. Certainly there are some issues that shouldâve gone away at this point that Iâll probably clear for book 2, though.
Intentions
Intentions I was familiar with from Nobilis. That doesnât mean Iâm actually good at them. Largely we formed intentions backwards: a player says âI want to convince the Duke to set the rabble rousers free and have them accompany me as ambassadors.â and I look at the ladder and figure out what level of ladder success that seems to need and any relevant Obstacles and say âwell, youâd probably need an intention Nâ. I donât think thereâs anything inherently wrong with this, but it doesnât really use the full expressiveness of the ladder, and it doesnât seem to be the intent.
Also, Iâm really bad at remembering the âget 1 Will back when you succeed or failâ rule.
Miraculous Arcs
Arc powers were really cool in an evocative metaphysics way, providing flexibility while also giving you lots of guidance and idea seeds. They also have lots of hair. I think we definitely used miracles less than we otherwise might because that meant paging through the arc printouts, finding the relevant power (possibly among several versions), reading the text to make sure it applies properly, and trying to remember how many times weâve used this power and how long ago that was. I definitely feel like simpler cost structures would make it easier to use arc abilities in play. (Or at least, if cost structures tended to work the same way for different powers, itâd be easier to remember.) And I still like the idea of simplified âplaybookâ reference sheets so itâs easier to find a power and quickly get an idea of what it does.
That said, the miraculous arcs definitely added a lot to the game narrative-wise. At Arc 3, it creates a feel of âthe PCs can solve pretty much any problem, but itâll be interesting to see how they do itâ, which I quite enjoyed. But it seems like it would have played similarly with more simply-worded and -costed abilities.
Genre
When I went into this game, I had the intention of trying to stick closely to the Pastoral genre, as it seemed the most different from what Iâve played in the past and it reminded me of, like, Ghibli movies, which I love. I was⊠partially successful? In practice, we ended up swapping into another genre, maybe Adventure Fantasy, periodically. Our miraculous powers and the arc baggage, plus the ambient excitement in the setting, plus our natural inclinations made it easy to get into exciting situations that didnât want to play out over the course of weeks with Pastoral actions. But I do feel like having the default be âtwo XP actions a week, skip time between scenesâ really helped me get a handle on pacing for tabletopping, which is something Iâve struggled with before, and that default structure, the festival calendar, and the other incidentals made us hew much closer to a Pastoral feel then weâd have gotten otherwise, even if we didnât stick strictly to it.
(Iâm inclined to formalize the genre split for Book 2, though Iâll see how the players feel.)
For a bit, I was trying to be more aggressive about bonus XP for in-genre XP actions, because the Quest 1s felt like they were taking too long to complete. But it ended up feeling intrusive and disruptive to play to prompt players with the bonus XP conditions, so I gave up on that. The Quest 2s felt too short, and XP actions work fine without paying attention to the bonus XP conditions, so I feel like leaving them out entirely is totally fine.
Despite it being helpful, Iâm still a bit mixed on the strict week schedule. It lead to pretty strict tracking of what week of Spring it was and what day of the week, which felt a bit out of place; in Steven Universe or Totoro you have time passing and seasons progressing, but you donât pay attention to exactly how many days have passed. Having chapter transitions vary between âitâs several days laterâ and âsome weeks have passed and itâs now the night before Celdinar Dayâ and âsome months pass, and the days are getting longer, and the flowers are blooming on the cliffs by Big Lakeâ seems potentially more evocative and natural, but possibly harder to systematize.
Also, particularly in the Adventure Fantasy sections, tying XP action refresh to Will refresh seems a bit weird. Being out of XP actions is comparatively boring, so Iâd be tempted to call a new chapter even if exciting stuff was in the middle of going on. But, that could make a character go from âexhausted and batteredâ to âdoing pretty wellâ without in-game passing, which is pretty uninspiring. One option that might work for this game structure is that you only get Will/MP refresh at the start of a Pastoral chapter; if youâre off storming the Bleak Academy you can take lots of Wicked and Decisive actions but youâre not going to get your Will back until you get home and get a good nightâs sleep, or at least find time to have some Slices of Live or Shared Reactions in the shadow of the Bleak.
(Another concept I had was, rather than having XP Actions be a resource, just have a dinosaur or something you pass around with the person with the dinosaur next in line for an XP action. I feel like this tears out the structure supporting Pastoral timeskips, though. A related concept is doing bonus XP actions at or during genre-shifts.)
Another thing that I think wouldâve worked well with a Pastoral feel was more focus on little problems somewhat easily solved but with emotional content or other significance. Lost kids, outside storms, a confused fire elemental. Stuff not necessarily or obvious connected to a Big Book Plot. We did some of this (Honey going to Fairyland to get Hope Flowers for the school festival, Nicholas getting Sessily enrolled in School), but maybe in my habit of trying to tie everything together I missed out on opportunities for more stuff along these lines.
With this, something that felt missing because of my preconceived notions of Chuuboâs was system support for things going wrong and unintended consequences. If youâve got Chuubo as a PC, his MWGE has built-in ways and parameters for wishes to backfire, but the Chuubo's rules as written generally seem to assume that miraculous abilities will work according to your intention by default. Having mechanical support or incentive for powers to go wrong, have unintended consequences, or complicate things in general seems like itâd work well with Pastoral Chuuboâsâs juxtaposition of simple, honest life and reality-breaking powers. It'd give lots of opportunity for simple Pastoral exploration of the consequences of over-the-top things. At least, it seems like you should get an MP discount when you use your powers in a way that makes things worse. (To be fair, we did a fair amount of this anyways with Honeyâs involuntary uses of her Called Away powers to get her into trouble.)
(Hmm, maybe this is part of the concept of how Frantic is supposed to go? I donât think our Frantic PC ever used it.)
On an unrelated note, one thing I like doing is having players whose characters arenât in a scene temporarily adopt NPCs, particularly NPCs they have a connection to. Having XP actions be explicitly a player-level so you can use them even when acting as an NPC or whatever could be interesting support for that, though itâd also be a little weird, and it doesnât seem like itâd come up enough to be important.
Narritivism
One thing that I really liked that might be more subtext than actual text in Chuuboâs is player-driven scene framing. The XP actions and quest stuff motivates players to sometimes say âcan we have a scene where X happens?â instead of focusing just on in-character actions, and I quite liked that collaborative approach.
Beyond that, and mostly outside the system, we ended up with some âdictated scenesâ (a term from Microscope) where one player talks about what happens when theyâre off on their own, including the environment and what NPCs do. This most notably happened with Honey, in part because her player has a much clearer concept of Fairyland than I do, but I think Nicholas did something similar at some point, and I as HG did a similar thing a few times as a sort of âcut sceneâ to bridge to a scene I actually wanted to play.
Rituals and Transitions
Rituals are a good way of advancing the plot when no one has a predefined power that does what you want and are fun and collaborative. The rituals we used tended to be improvisational one-offs, rather than set predefined things, but that was fine. I certainly couldâve used them more, but with the amount of miracles we were throwing around and not being Full Techno there didnât seem to be much need to. Like, we couldâve done the Sailing Big Lake ritual every time we went through Big Lake, but it seemed like itâd slow things down in a way that wasnât quite right for Nicholasâs implausibly-effortless approach to sailing.
Transitions I often ended up in one of two situations: not having appropriate material prepared when I wanted to do one or forgetting to use my material when it would be appropriate to have a transition. I mean, I prepared all this Charon stuff before the first session and never used it despite all the Charon-flavored Underworld nonsense we got up to! But itâs all good. I feel like theyâre cool conceptually, but also not all that different from a more standard described transition (which has some conceptual overlap with âcut scenesâ).
Conclusion
Chuuboâs has a lot going on and has certainly given me a lot to think about. Itâs certainly up there with Wisher, Theurgist, Fatalist in opening new venues of thought on game design for me. While Iâm sure sooner or later Iâll try to abstract some of my favorite parts into something simpler, the mechanical elaborateness hasnât kept it from being amazing, and itâll be interesting to see where Book 2 goes with perhaps a bit better understanding of things.
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