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Thought Tickler TTRPG Project – Which TTRPG?

So, we have looked at what RPGs are in general, and a short history of the most popular RPG in the West, Dungeons & Dragons (D&D). However, does this make D&D the “best” or most appropriate RPG to use in a learning context. Here, I believe we need to consider an important factor:

Is a western fantasy game going to translate to a Japanese environment, and if not, why not and what are better options.

The main problem I see with attempting to introduce a western fantasy RPG is that there is a significant amount of both assumed knowledge, and genre specific vocabulary that is ONLY used in relation to fantasy tropes. While Western audiences and players are now likely familiar with the stereotypes of fantasy races such as elves and dwarves (tall, graceful, live in forests vs short, gruff, live under mountains) thanks to blockbuster franchises such as The Lord of  The Rings, it can’t be taken for granted that people from non-Western pop culture backgrounds will automatically know these.

To that end, a not insignificant question needs to be asked: are fantasy RPGs such as D&D popular or even known in Japan. It turns out that while D&D certainly does have a presence, the most popular RPG in Japan is actual “Call of Cthulhu”, based loosely on the works of science fiction/horror writer, HP Lovecraft. The Cthulhu mythos is based in the roaring 20s, usually the UK or the USA, but by no means limited to those countries, and usually revolves around solving some kind of mystery inevitably involving a dread being from another dimension. The general format of the adventures is more like a co-operative mystery investigation, with the players discovering clues that reveal more of the story.

So, the Call of Cthulhu universe immediately knocks on the head (for the most part), the two issues raised above: it doesn’t particularly need any prior knowledge or meta understanding of the world the players are in. It is our world, just 100 years ago. Similarly, while their certainly might be some specific vocabulary related to pan-dimensional beings of horror, the adventure is firmly rooted in reality. The vocabulary needed to play the game is every day vocabulary that students have encountered, or potentially will encounter, rather than esoteric fantasy-focused vocabulary.

As another potential general benefit, using a system that students may have at least heard of is likely to be one less barrier to them joining the group.