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Touya's avatar

An interesting bit of miscellany is that Japan made its own tabletop RPGs (and digital adaptations of them) shaped by the local work and leisure culture. D&D had some fundamental incompatibilities with Japan; the work hours, transit system, leisure and hobby spaces, all favor one-shots and smaller self-contained paperbacks rather than months-long sessions with tons of hardcover manuals and expansions and bespoke pieces. (You don't see much strip mall sprawl in Tokyo, and most hobby shops are *much* smaller than over here...)

There were early attempts at fan-translating western tabletop RPGs, but what actually took off was a licensed import of Tunnels & Trolls in 1987. It was more accessible because it was d6-based instead of d20, and localized into a bunkobon-format book you could skim on a train. The domestically-made Sword World RPG followed a similar presentation and method. Later games like Night Wizard, Alshard, and Arianrhod, iterated on this in ways conducive to replicating the trappings of digital RPGs from their time. (There's a parallel to how D&D 4E was emulating elements of mid-aughts MMORPGs.)

I guess we might take this back to Marx's base-and-superstructure; the same economic conditions that produce a society of atomized gig workers with a lack of long-term employment and residence, also produces atomized *gamers* playing self-contained campaigns that wrap up quickly and can't sustain long story arcs. In a country where everyone has high mobility between different apartments and jobs because land doesn't accrue much value, the games are also going to prioritize a compact pick-up-and-play portable format. (I've had it on my brain for a few years now that this is the same reason Japan has such a thriving market for Trading Card Games, and the reason they've grown so explosively compared to TRPGs.)

D&D is this fundamentally suburban game, that could only be made in a nation where people will pack up their trunks with dice towers and dungeon miniatures, and drive an old beater of a car an hour to sit at a bunch of Costco tables until midnight, in a locally-owned hobby shop standing between a Chipotle and a Great Clips. The games Japan made reflect a hyper-dense highly-urbanized world; streamlining all of the needless complexity out of it was a natural consequence of needing to do more in less time.

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Quiara Vasquez's avatar

Oh, p.s.: I love your sprite comic. I wish people still made them in 2025 -- they're a fun format!

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