Tenra Bansho Zero: An Essay Series by Shyft

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Tenra Bansho Zero: An Essay Series by Shyft


An Introduction to the Introduction


Hi! I'm Shyft, and I have too many projects. What's one more?

Of my many loves and hobbies, game design and development is ever so near and dear to my heart. I enjoy reading systems and digesting their contents, doing post mortems of their design, art direction and mechanical implementations. I make no claim to having truly deep or insightful thoughts, but I have thoughts all the same and I want to share them.

With that in mind, I felt like now is the time to at least start something I've been putting off for years, since I really heard about it across the internet- looking in on a niche-of-a-niche publication by the name of Tenra Bansho Zero. I had heard of it in passing of course, in game-finder threads and incidental discussions, but compared to the juggernauts of Dungeons and Dragons, the Storyteller stable of game lines and so on, there wasn't a lot of signal for this particular entry.

A quick look at this forum's history showed me that the last time it had been brought up for discussion was back in 2014, the edition I am drawing from for this analysis and essay series was published back in 2000- but had been translated for western audiences back in 2012-13. This document, translated or not, is in essence over two decades old.

On that note, Tenra Bansho Zero: Heaven and Earth Edition is still for-sale on DrivethruRPG. I won't be linking it per se, but since it is still 'on sale', I won't be grabbing interior excerpts of its text or artwork even if I desperately want to. I don't know what is or isn't fair-use of those assets in this context. With that in mind, I may break and do a textual description of what I'm looking at, and cite the page numbers so that those with their own copies can examine them.

That also brings to mind that, this is going to be posted on as a forum thread, and in that regard I invite discussion! In a very real sense, the 'essays' posted to the thread are a rough draft, unreviewed and unfiltered.

With that in mind, let's dive in!

Why Heaven and Earth?


So, I have for a decade now been thoroughly enmeshed in eastern mythology, culture and genre conceits just by dint of liking games and anime. To say nothing of my public and vociferous engagement with White Wolf/Onxy Path's Exalted in its varied editions.

So the opportunity to look at a game-about-japanese-things, but written by citizens of Japan was a really neat sounding idea. The introductory note by the translation team really underlined this- in that they had to actually greatly expand the book with references and cultural cues that the original edition simply assumed the readers would know.

Its like how in western media, it's abundantly easy to rely on our cultural coding and tropes of knights, cowboys and green-garbed GIs. We see those tropes and codes invoked and reinforced so much that we don't need to explain them except to outsiders, and it is much the same here with TBZ.

As a related point, it is going to be an interesting experience seeing all the shared ancestry between the videogames, TTRPG settings and comics that I have digested in my life, taken not so much in a different direction, but rooted in a different quality of soil.

Judging a Book by its Cover


So with a quick, somewhat inconclusive search, I determined that there aren't really any obvious examples or captures of the Japanese publication of the game, or the original 2000 edition, so I don't have something to compare it to except my own experiential history.

The cover is, in a very real sense the thing that can and will hook you on something. The tone-setter, the taste-maker. The cover is either going to be relevant to the topic at hand, understated as to simply be, or try to draw the reader in with some kind of captivating image.

Why yes, I am alluding to the prevalence of sexy women on book covers, even when those women aren't in the book or are not as sexy in the book.

More seriously, the edition of the book I am looking at has a bright, vibrant and unmistakably anime-influenced cover. Since the cover is so readily apparent, I feel no issue in posting an embed to it under spoilers, but I will say it is mildly Not-Safe-For-Work.

Different cultures have different mores and beliefs when it comes to content- I was about to say inappropriate content, but I think that's actually a bad choice of words. The other factor is that there are different audiences for content, and TBZ is at its core, targeted at 15+ year olds, likely males, and thus borrows heavily from the Shonen and Seinin stables of fanservice.

The cover is colorful, engaging and bright. And something of important note- the lead writer or 'director' of the game, credited as Jun'ichi Inoue, is also one of the primary artists of both the cover, and interior color and monochrome illustrations.

This immediately tells me that this is a passion project, as much as anything else. TTRPGs as a broad generality, attract passionate, creative people who want to come together to make something cool. The realities and vagaries of publication, making a profit or anything like that- while not far from their minds, are often romanticized into less of a trial than one might expect.

I don't have a real picture of the publishing strategy or challenges the original developers overcame. (FEAR Co, standing for Far East Amusement Research). I can only make the broadest comparisons to how TTRPGs in the west have been developed, so I encourage anyone with insight into the industry to share their thoughts.

I don't know if the translated edition switched the family/given name order, so I'll try to be consistent when referring to development staff. Inoue in this case, being one of the primary art/visual leads and game director gives me an already strong impression of coherency, or at least hopes for such! I am still reading the book and I haven't even gotten past the credits!

Anyway- The cover, as a splash image is indicative of a lot of the stuff you can see in the game. From the logo to the buff samurai covered in eye-crystals, robot skeleton warriors, vaguely Jin-Roh -esque bottom-frame soldiers, lovely oni-woman in bottom left and wizened man in top right. It's already a melting pot of cool and sick drawing from a host of different sources, cultural conceits and media touchstones.

Of equal importance, is that nearly everything in this cover is obviously Japanese. Or at least drawing from the greater eastern cultural pool. From the design of the cyborg's woven hat, to the skull-profile faces of the robot warriors looking more like the masks samurai wear. Oni or ogres in japanese myth were of course often much more rough-looking, but cute oni is such a stable now, popularized by characters such as Urusai Yastua's Lum, that at a glance 'character with horns' immediately registers as Oni.

There is also very specific coding about those horns- compared to say the classic western demon or devil horns that are often much more explicitly based on an animal, say goat or ram. That is to say, I don't know what animal oni horns are meant to evoke if any, since they tend to be short and straight or in TBZ's case, essentially flesh-textured as opposed to bone.

I Understood That Reference!


What follows after the cover are eight lavish pages of full color comic illustrations. I took a moment to check, and the text and reading direction of the book was flipped for western audiences. I haven't actually gotten to the translator's note yet on page 33. We're still on page 3.

We've got giant robots, interlaced with an opening text crawl that wouldn't be out of place in the opening narration of a post-apocalyptic anime or film.

"Wars upon Wars, lasting for over 400 years. Even now, there is no hope, no end in sight."

"Demons and Asura rampage in a world of unending bloodshed. This land is called…"

Tenra.

In a very real sense, I am reminded of Wh40k's now immortal tagline- for in the grim dark future there is only war. (Nevermind that line is the very end of a much longer far more relevant bit of prose that people snip out for the meme).

There are robots, there are abandoned hulks of ancient war machines, we get the idea that a single Samurai somehow defeated an entire mechanized infantry unit in the span of 1-2 panels.

More pages give us brief introductions to the world of Tenra and its tone- it is dark and deadly, with hope and growth juxtaposed against sunbleached bone and a man musing on the futility of war. Of a lovely kunoichi swearing vengeance on someone who claimed they had no choice- who in turn reveals that they have pit themselves against their own daughter as they draw ofuda for a throwdown.

Interwoven in this comic section is opening credits, not unlike that of a film or anime.

A blast of fire show us a mech, vaguely skeletal in design- made more obvious in the following panel as we see it obviously modeled after a skull with four red glowing eye-lenses and sculpted teeth.

I'll take this image down if need be, but it is an excerpt of a page and is important:



Yes, yes that is exactly what you think it is- that is so on-the-nose Evangelion.

The final pages of this comic introduction is a two-page spread of a ruined battlefield, a sword sticking out of the wastes over a beautiful sunset with backlit cloud-cover- and the iconic bold aggressive brushstroke kanji we come to know as a stylistic flourish in manga and anime. I can only assume it is the title of the game, but I don't actually know!

Characterful!


The next twenty two pages are high-concept 'Character/Faction' blurbs. These are fully illustrated pages with small bubbles of text that in turn help emphasize or underline the themes and concepts. I can only imagine they'll be developed further in the book itself.

There are thus eleven playable character types in this game. I have no idea how it works yet, as I only skimmed the mechanics a few days ago.

With that in mind, I do want to go over each 'class' overview.

Yoroi


The giant robot class. The first two-page spread is a lavishly illustrated piece depicting a giant robot in samurai-esque armor, in a lot of ways reminding me of Gurren Lagann- more that Gurren Lagann had a lot of shared DNA with other robots and samurai motifs.

But more importantly, this is also the extremely on the nose Evangelion reference, even moreso than the one-off comic panel I excerpted above.

I will say that this particular page is… frustrating. I lack context for the decisions made to depict what it shows here. See- the Yoroi armors are magitech constructs that have to be piloted by individuals who have no karma- which is an in-setting term and does broadly follow one specific interpretation- I had read that section previously, so the short version is that when the game talks about karma, its talking about karmic ties and weight that keep you bound to the earthly cycle.

So 'No karma' means you're free to move on, while accumulating more karma makes you closer and closer to falling into a deleterious state that gets elaborated on later.

Yoroi are piloted by those without karmic bonds, I.E. naive, innocent children. Again, Evangelion inspiration is obvious here, but the decision of how to illustrate this is… Well the game was made 20 years ago. The art depicts what looks like a young teenager enmeshed in both a mechanical harness and a biological tentacle colony.

Did I mention this game was likely targeted at 15-ish year old males?

I'm not sure what I want to say about this. Do I condemn it? I kind of want to, but at the same time I am also an artist and I don't like the idea of censorship or over-policing content and expression. Could it have been done better, more elegantly? Sure.

But, it is what it is and it's what we got.

Setting that aside, the actual lore of the Yoroi armors is pretty cool- they're quite literally made of bound spirits that serve as muscles, and the pilots use magical mirrors to project themselves into the giants as a form of telepresence-manifestation. Hello there Tenno! Mirrors are also a pretty prevalent symbol in Japanese mythology and such- I myself and most familiar with them via the Amaterasu myth, again by way of Okami.

Something also that will become a trend, is that each 'splat' may have a faction or two. There is a lot of jargon and such, so the implication I got here is that proper Yoroi made by one faction is incredibly powerful but also very expensive, while the other faction that released its hold on technology and democratized it gained the ability to mass produce many more less potent tools and devices.

Thus the factions are Meikyo Yoroi (the expensive classic designs) versus the Kimen designs. There's an example of the latter in the two-page spread that looks much more obviously mechanical and utilitarian, not unlike a mobile suit.

Mentioned here also is that there is a Shinto Priesthood, in the setting of Tenra. They're near the end of this section I think.

Onmyouji


Compared to the Yoroi spread, the Onmyouji are… I don't have the same obvious connection. I make the obvious reference to Hino Rei/Sailor Mars and her iconic ofuda talisman tech, of course. And later still to the pirate clans of Outlaw Star.

The text of the spread itself mentions the daoist/taoist term, which I myself feel woefully under equipped to explore at this moment- but that's part of the fun of this essay!

In any case, we're given a lovely pinup shot of a beautiful woman in a fetchingly open kimono and peach-cream haori overcoat. This is very much Fantasy Japan styling, and I am here for it.

In terms of lore, I get the idea that the Onmoyuji are in a lot of ways writing gods into being in order to fulfil tasks. They aren't summoners, as other media and settings might imply- they are authors and editors of a magical field that pervades the setting, known as The Sha.

Quick prediction- I'm betting that there are going to be a bunch of things like The Sha, and they're either all going to be the same thing, implied or otherwise, or the game-setting will just plop down a bunch of metaphysical concepts and trust the players to figure it out.

This 'writing gods' conceit I think is all the more apt, because in the same page it points out that in the modern era, mechanical and electronic devices are becoming more and more prevalent among the taoist sorcerers, where automated abacuses and the like are used to draft and deploy Shikigami spirits.

One of the side text blurbs makes this even more obvious- with the old guard of paper-and-ink calling the new wave Shiki-slingers'. Hey there, script-kiddies!

Samurai


Spoiler alert- there are ninjas too in this game.

The introduction to Samurai is with the game's signature character- one we'll see a lot of in art throughout the game. He is a muscular, broad-shouldered man absolutely covered in red spheres, embedded into his flesh all over his body in a broadly symmetrical manner.

But of equal importance is that he is growing horns and chitin and his hair is becoming sharp and fiery.

The lore is that Samurai are essentially the Warrior Martial Sect, maybe not a culture per se yet- I haven't seen evidence, but a practice or path in pursuit of some goal. They are essentially magical… I hesitate to say cyborgs, but I do see parallels. The red gems I mentioned are refined Orichalcum, which is an amusingly common name for 'Fantasy material' in Japanese stories- it happened in Spriggan, for example. I wonder if it was a translation choice?

The Samurai essentially have chosen a life of war and battle, and are gradually becoming less human and more spirit as they add gems (each containing martial spirits bound in service), which in turn power their martial ki and inspire great transformation as they go into battle.

So the takeaway here is that the Samurai-class of TBZ are more akin to Guyver or other kinds of bio-punk Tokusatsu fare.

Also an important point is that in the text of the blurb, the Samurai know they're choosing to burn brightly but briefly, and that they can in fact drink too deep, go insane with power, or otherwise be reduced to little more than a rampaging murder-machine.

Monks


Unlike the previous three entries, the Monks are divided into three factions, and the text gives no real indication of how these characters play. Yoroi are big robots powered by angsty children, Omyouji sorcerers are well, sorcerers, and samurai are guyver-punk murderblenders.

Monks are explicitly Buddhist, and the game actuall goes into a lot more detail in the ending chapters that I skimmed already. The three factions the game presents are Ebon Mountain, Phoenix, and Bright Lotus. The most significantly powerful.

The Ebon Mountain Monks are the charismatic everyman- they're the ones engaged in the day to day lives of their fellows, or training in distant mountain retreats. The image of them is an almost Ryu-from-Street Fighter hunk of a man.

The Phoenix sect meanwhile is more obviously political and philosophically minded, and maintains a defensive force while it pursues humanitarian objectives and spiritual enlightenment. I actually want to give this blurb props for that distinction- though I have no idea how it actually plays out later in the book.

Bright Lotus is the most recently founded offshoot, and is kind of an upstart. They believe in direct charity and a simple message of salvation. I don't think it's going to end well for them.

Kijin


So the word 'Kijin' was familiar to me, and I wanted to make sure I wasn't mis-remembering it for Kirin, which is another staple of Japanese mythology.

The word Kijin is most commonly associated with a particular class of oni or similar spirit that has transcended its limits and is now akin to a god. In TBZ, Kijin refers to the deadly and unsettling cybnernetic warrior.

To reiterate, Tenra-the-setting is riven by conflict. I don't know if its under a world war against some foe or if everyone's just out against their neighbor or what, but fighting happens a lot. And as such, things that make you better at fighting and killing are probably in vogue.

The two-page spread here is a lovely kind of indulgent. Anyone who's familiar with 'gear porn' spreads of technical diagrams and the like would feel right at home here. We have an obvious cyborg who is clearly a quadruple amputee, to say nothing of whatever internal things have been adjusted- he's littered with scars and has a bionic eye. Options include but are not limited to roller-tread feet, gatling gun arms, a flintlock pistol in a robocop-esque thigh compartment, biological superhuge crab claw grafts, and more.

Oh and a pile bunker. Just, because.

In terms of tone, they feel a lot like the Samurai- this isn't a faction so much as a demographic in the extremely martial world of Tenra. There's no central political or cultural authority of Kijin. Instead, it summarizes itself with the most raw line that I would compare favorably to Eclipse Phase's taglines.

"Like pulling a long thread from a kimono, the flesh falls away and steel takes its place. That thread is your weakness."

"Keep pulling."

More seriously, Kijin are also the obvious response to wounded soldiers, which the introductory text itself declares as opportunities.

Kon Gohki


I admit I had a bit of trouble parsing this one at first- the way the page is formatted has the translation of the text aligned vertically, meaning I had to hunt for it on the page to realize what I was looking at.

Introduced in the Yoroi blurb is the concept of the meikyo mirror, which is used in a lot of magical and technological feats. It is in a very real sense kind of like a soul-medium or transfer vessel.

Koh Gohki are in fact, animated spirit-armors and warriors made not of science and programming, but the cleansed souls of Asura or warrior spirits. A soul is captured in the mirror, scrubbed clean of sin and memory, and implanted in a warframe for use as a kind of automaton-soldier or similar.

Except, this scrubbing isn't perfect, and a powerful soul can break it- thus they awaken not as they once were, but now in a cage of steel and science.

So the implication of course is that this is a playable class, that you can in fact be a 'bound spirit' of sorts in a suit of armor, distinct from the Kijin cybernetics aficionados.

Shinobi


Almost snuck up on you, didn't they!

The Shinobi are interesting, in that they're kind of a pervasive background element to the greater setting of Tenra. Just even looking at these short blurbs- and they get the most text so far out of any!

They share a decent amount of the 'spiritual back end' with Samurai, using the same basic soulgem techniques in a different way to achieve their ends- but unlike the Samurai, there's no guyver-esque body horror transformation (yet).

Also notably, is that the setting blurbs imply an almost Naruto-esque approach of ninja villages, feudal lords and fealty agreements while the ninjas undertake missions for their clients and patrons.

Oddly enough, as verbose as the Tenra ninja blurb is, there actually isn't much to say just yet. Maybe that'll change!

The ninja gal on the splash image though is hella cute though!

Kugutsu


This one also threw me for a loop, in terms of layout and formatting. Due to hwo the page is set up, I thought the left hand page was the introductory paragraph, which continued on the right. In fact it was an in-setting message to a client about receipt of a product.

The product was the Kugutsu doll August Moon.

As the text describes, Kugutsu means 'Mannequin', a doll or statue carved from a tree, and then animated by magic. They are essentially living art and homunculi in one, and beauty is significant component to their writeup.

I am already seeing the idea that in a multi-class game, Kugutsu PCs are the 'face' or 'social' characters.

They are apparently so beautiful and rare that whole city-states go to war over the privledge of marrying one- to say nothing of how unmistakably uncomfortable the concept is- these doll-people are products, and the text says people treat them like such.

Except, the Kugutsu are so well made, they functionally are human. They question their own existence, they lament their circumstances, they- as the text itself says, suffer.

Mushi-Tsukai


If you don't like bugs, avoid the Annelidists!

A trope in Japanese myth and fiction, is the symbolic use of centipedes and similar creatures. I'd likely seen it here and there incidentally, but my first real up-front experience with it was FromSoftware's Sekiro. Minor spoilers, but they lean on that image and symbolism heavily in its examination of immortality.

In Tenra, Annelidists are kind of entymologist-mages that travel the world looking for new and exotic spiritual bugs to collect, and host in their own bodies as part of a power-up scheme. They are avowed healers and sages… and most folks rightly find them kind of creepy because you have bugs living in your body what the hell man!?

The Annelidsts very much are a kind of 'Heroic' body horror conceit that I think has become somewhat in vogue over the past couple decades. They're icky gross powers, but the people who use them are just regular people, if not ostensibly good.

Oni


So Tenra decides to do something pretty interesting here. Not necessarily novel or stunning, but it I still find it worth mentioning. Oni in Tenra are the 'native species' of the world (planet? I'm not sure yet. Remember, we haven't actually gotten to the setting chapters yet, these are literally the first 30 pages of art and character spreads.)

The text clearly says that the Oni are characterized as violent kidnappers who eat regular folk alive. This is also a blatant lie maintained by the factions that prey upon and want to remove the Oni from the world.

Instead, the Oni are essentially the 'communal psychic race', their horns are antennae that they use to connect to each other across The Sha field. (Hey I was wrong, so far they're just sticking to one!)

But, also of horrifying note is that Oni parts are in some ways crucial to the magical technology the other factions use- Yoroi armor and Kon Ghoki warriors are powered by harvested Oni hearts contained in technological vessels. Most humans have no idea.

The Oni are at a glance depicted as humble, noble or just people, and in a funny sense I want to equate them to both the Protoss of Star Craft ,and classical elves. Also interestingly the choice of clothing is… Well one Oni is wearing almost nothing, showing off long legs and all kinds of body art- the other Oni on the character spread is wearing something that looks familiar but I can't really place what culture or region its from. It's definitely not like 'classic' Japanese though. More middle-east?

Agent


The last 'splat type' is called Agent, but what they really are, are Shinto Priests.

From prior skimming, I had some ideas of what the shinto priests are like in TBZ, but this introductory blurb focuses primarily on their role as the leading political actors in the setting. They are the hidden manipulators that guide the flow of civilization. They play all sides, offering gifts and insights to lords and kings, to achieve their own ends.

But, what the text makes abundantly clear is that the priesthood are not bloodless masterminds- the cycle of war and death that even now thirty two pages in, is most assuredly laid in great part at their feet. Is it for a good reason? I don't know, maybe the book will tell me later on.

This also as a class entry isn't telling me much of How they do things- I don't see their spells or methods. The main cultural takeaway on this page, is that as a priest achieves high rank, they wear a mask and have all records of their identity purged.


Whew. Having done all that, I think I'm going to end this Essay here for now and pick it up later!
 
Sounds really interesting. All the splats are evocative and work with the setting in a way which immediately prompts ideas for stories and games
 
This is a game that I would... Well, I wouldn't kill to play, but I'd do quite a lot! But unfortunately, it's the kind of game that's... Really hard to play online, and I'm too anxious to do it in person (Even if I knew anyone who cared about RPGs that weren't Pathfinder or DnD :( )

Maybe a voice chat game could do it?

Still, while it's very juvenile Shonen/Seinen in some ways, the setting is pure, distilled 90s-00s Anime, and doesn't pretend to be anything else. I love the idea of it.
 

Part 2: A Translation Discussion


Tenra Bansho Zero is a Japanese game written by Japanese people. It is also a translated work of media and released by a western publisher (Kotodama Heavy Industries, to be exact).

A lot of folks who have- especially in the 90s have run into a lot of the challenges and shortcuts taken with translation from one language to another. I don't feel the need to retread a lot of what the modern reader might already know with regards to cultural context and the difficulties in conveying meaning across unique terms, grammatical structures and so on.

I will say that the game credits listed opposite the table of contents (page 32), cite about 18, maybe 19 'developers' for the actual game of TBZ. The translation team and special-thanks sections are probably around fifty to sixty people. I'll just leave that for everyone to mull on.

The next two pages are in fact a translator's foreword. The text does not indicate who is speaking, or if this is a sort of 'group' message to the reader. Due to the way its phrased, I feel fairly confident in saying that Andy Kitkowksi is the lead translator and project manager of the English-language release.

The foreword describes a project taking six years, from humble inspirations to a proper release. Kitkowski wanted to do more than a basic translation, he wanted- needed to bring in the cultural context and cues that a native Japanese player might just have known from growing up in the culture. No small ask, considering how in TTRPG spaces, wordcount is king.

I can't speak to the business model or how the translation happened in that regard. I can however say that the Heaven and Earth Edition is itself a compilation of about five or so published books in a single omnibus, and it shows.

Of Art and Artistry


An interesting line opens the next section, still as part of the 'translator's blurb'. In other RPG and game books, we would normally skip right to 'How to use this book', which is a fairly common structural trope in tabletop gaming.

In this page, the paragraph opens with the phrase "This book is not a simple art book, it's a rulebook for a tabletop role-playing game."

Art book. That struck something with me, as an artist and specifically one connected to at least peripherally, the hobby and publishing of tabletop games.

Nearly every modern RPG and game product on the market in some way comes with art, aside from the extremely light-weight or sparse micro-systems and indie darlings that pop up. With scale and publication comes budget, and with an idea comes passion and creativity. Remember that the lead developer or director of the game is also the lead illustrator.

TBZ is a very lavishly illustrated book. Maps, diagrams, paragraph titles and graphical decorations are spread across the pages. It also has something of a coherent, consistent vision because again, it has a very strong in-house designer and on-hand reference. Compare or contrast other studios that farm their work out to a range of freelance artists, or how modern films often have very stringent guidelines on what the 'look' of a production is going to be like.

A lot of these books are sold on their art. The potential customer is drawn in by the cover, by the colorful spread illustrations or comics in the case of TBZ, Exalted or similar games. (Comics and other forms of sequential art are handy tools for conveying information too).

But, in terms of total utilitarianism, the art at times can compromise the book's true purpose. A game book is a technical manual. Its job is to convey clearly and effectively to a wide range of people a shared understanding of how the game works- from both the mechanics and systems to its setting. To prevent ambiguity and require the least amount of set-up or polish time on the part of the end-user.

Very few games are written with an eye towards being a technical manual- mostly because a lot of people are averse to an overly technical experience or the inherent dryness of that style. Simple logical operations aren't evocative, they don't inspire the way natural language does or a lavish illustration.

And that's understandable, illustrations and evocative descriptions are tools, but so are technical explanations and logical operations.

Discussing Tenra, the Land


Page 38 introduces us to the primary setting of the game, Tenra. A region comprising four continents with otherwise homogeneous people that share the same language. Of an interesting metaphysical note, the text explicitly states that the seasons are pervasive and consistent. Almost as if the world is flat.

This world is further divided up into large provinces (shu), in turn made of multiple countries the game calls domains. Each ruled by a Regent, as appointed by the Shinto Priesthood faction.

At a glance, I am seeing the obvious comparison to Daimiyo, and the greater feudal structure of the militant Shogunate era. Regents and their courts run the domains, and vassal lords report to the regents.

An interesting bit of lore detail, is that four hundred years ago, the Priesthood issued a proclaimation that allowed Regents to make war on their neighbors- that armed conflict simply was not allowed. How was this enforced? I have no idea.

But it means that since then, the regents and their underlings have engaged in intercline warfare for the past four centuries, spurring on great advances in war-technology and other disciplines.

The four main continents are Izumo, Tokiwa, Yoshima, and Hidekami. On the map provided across pages 40 and 41, the islands of Japan are provided for scale- the massive continents of Tenra vastly outsize the much smaller island nation.

As an interesting segue, a lot of Japanese fiction emphasizes walking as a meaningful form of travel, which to a lot of western audiences seems strange. Samurai Champloo, or Pokemon for example, put a lot of emphasis on pedestrian travel between settlements.

Japan, compared to the continental United States, is tiny.

Fantasy locales being huge sprawling affairs is a well-worn trope however, and one I am happy to see here. Sometimes there is merit to keeping things focused and restrained, but Tenra is very much a crazy-awesome kitchen sink setting. It wants there to be as much room as needed to facilitate the kind of games and tropes it brings to the table.

Each of the four continents has a blurb describing their rough character and clime, usually with a quirk or what their ruling faction is- the Priesthood notably does not have a foothold in Hidekami, for example.

A secondary Location by name of Edo is kind of like the 'Australia' of the setting, a formal penal colony now turned lawless wasteland that only the battle-mad dare venture to. So Samurai go there on training trips.

As an interesting note, this section immediately jumps into a prehistory, but it took me a second to realize it was actually trying to focus on a smaller section of the central Yashima region. The following page has a more detailed map of the larger regions and their cultural makeup- where the Oni live, where the humans of Tenra emerged, and so on.

I say 'prehistory', because the blurb is prefaced with Before The Collapse…

Page 42 has an image of the map before some event, and page 43 and 44 discuss something called the 'Fall of the Phantom Star', or Jinrai. Due to a comment made elsewhere, I have an inkling about what this is, but I haven't seen it in the main text yet. The important part though is that between the two maps, a fairly large chunk of land has been removed by way of something.

The important thing though in terms of tone and how this is presenting information to the player, is that it's not trying to throw long exhaustive text blurbs- it's focusing on one or two paragraph descriptions before moving on- this is all bite-sized introductions to concepts and locales before going further in depth.

Page 45 through 47 goes into a fairly exhaustive timeline covering two hundred years of Tenra's history. Interestingly, the first date is the year 2555 in the '1st month'. So there's likely no month-names. A quick check indicates that in Japanese, months are just numbered as opposed to named, so 1st month, second. Ichi-gatsu, Ni-gatsu and so on.

Also of note is that the dates are connected to a reigning dynasty- Keishin 6 in this case. The timeline begins with the 'Ayakashi', Yamata-no-Orochi appearing somewhere. That's a familiar sounding name!

Hmm, as I read this timeline, I see a pattern emerge. Keishin 6, 12, 31, with equal advancements in years. So we're possibly tracking the age of the reigning dynast in power… and Keishin dies at 31. The next one in line is Chishin, who starts at 10. Alternatively we're tracking how long they've been in power, but I might be wrong.

He makes it to 45 before dying. The next guy, Shoshin, dies 15 years later.

The Washin Dynasty had a pretty wild time. The modernization of magic happens during that dynasty, across several spectacular advances. In this era we see manned spaceflight.

And war. Lots and lots of war.

I am glossing over a lot of detail here, mostly out of a desire to not flood the essay with line-by-line reactions.

The Priesthood (Northern Court)


As an outsider, Shinto in real life is something I don't feel confident speaking about with any real particular emphasis. I know some of the basics, but most of what I do know is already lensed through popular culture and interpretations by artists and creators who are using those tropes and symbols in their works- see again Sekiro for example, or how Ofuda are a common trope for spell-casters.

In Tenra, the Priesthood are called Shinto, but I don't actually know how close they are to the genuine article. I already know that they are pointedly not an impartial or purely sectarian faction within the setting.

The chapter introducing the Priesthood begins on page 48, and it says in no uncertain terms that the Priesthood is not to be trifled with. They are in a very real sense the G-Men of the setting, not to be spoken to or spoken of.

This is definitely an interesting take on things, because most of the time whenever I see shinto elements in media, it's often a very neutral or even wholly positive thought- that they're being cast as if not the villains, a morally and ethically gray faction is novel. I'd not have bat an eye if say a vaguely catholic order of crusaders and fire-and-brimstone priests were assigned such a dreadful reputation though!

An important thing that's mentioned here is that the Shinto Priesthood uses technology. The Meikyo soul mirrors- how they work or their exact operating principles, I don't know yet, but they're not described as wholly magical or arbitrary- and can apparently be gifted out to non-brotherhood wielders.

Ah- quick amendment- as I read further, Jinrai refers to a mountain and the original seat of power of the Priesthood, which in turn was destroyed by the Phantom Star's fall.

In that cataclysmic moment, the priesthood survived, changed and factionalized, but powerful all the same.

The first faction that emerged out of this event, which gives context to something that confused me in the earlier timeline, is the Northern Court, led by the self-appointed Empress Genshi Daigo (Washin is still reigning as well). Note that the Shinto Priests wear all-concealing masks, so this ostensibly 14 year old girl appearing in a floating castle after a 2-month nuclear winter across a whole continent is kind of a power move.

Genshi might be a Kugetsu, one of the doll people.

Genshi is also the big force behind the opening of the Priesthood technological base.

A Tangential Format


The next section covers the lore and distinction of Priesthood Meikyo and the more prolific mass produced Kimenkyo (Mechanical Mirrors), but I won't go into that. Instead I'm going to talk about layout and formatting.

A common trope in TTRPG books is the advent of sidebars and in-line art. Where you have text-usually in one or two columns, with art interwoven into the columns in whatever manner is readable or conventional. At least in english! I have no idea how the book looked in original Japanese, and is in some ways probably denser, due to how Kanji work.

What's notable about page 52, is that it actually has a stat block wedged into it, way before any mechanical rules have been discussed. I get a vague memory of my reading of Eclipse Phase, which I feel like did something similar with its formatting choices.

Seeds of Adventure


A common trope in TTRPG writing is the idea that the world exists for you to do stuff. That it is full of objectives and obstacles to explore. Interwoven in the discussion of how new cybernetics technologies and the rising scarcity of strategic materials for the ever-hungry war machine, are notes about how the former capital of the priesthood Jinrai is itself now a salvage operation for the enterprising adventurer.

The Priesthood (Southern Court)


Unlike the progressive and ostensibly open Northern Court, the Southern Court is exactly the same as it was pre-disaster- just moved to a new home base. Tellingly, and this is the first time its mentioned- the priesthood bans things like impersonating a Shinto brother, forbidding outsiders from exploring Jinrai (or new Jinrai I suppose), and most worrying, accurate mapmaking.

This is pretty close to 'Banning people from learning how to read' levels of societal control. The Southern Court also maintains its support for the pre-disaster emperor, and claims Genshi and a vile usurper.

Of interesting setting note, is that New Jinrai is apparently an artificial structure, a massive sphere that seemed to emerge out of the ground almost overnight- it took me a second to parse the illustration, before realizing what I was looking at.

And hey, there's another NGE reference- imagine if the Geofront had 'floated' up to the surface!

I don't know- what's a Miko to you?


Page 55 starts what I feel like is the first real introduction to what a player character is doing as an Agent, even if I'm not seeing a lot of mechanics yet for Shinto characters.

The Priesthood, either faction is heavily stratified into a hierarchy, with higher ranking members obligated to wear masks at all times. Lower ranks and inducted outsiders make up the bulk of their operations though, and in a very real sense they are civil servants and empowered to help the people.

The book explains that the tasks a Priest or Miko undertakes are that of itinerant surveyor- looking at the world and repairing damaged shrines, or establishing new ones in settlements that lack them. These 'ground level' agents are termed Onshi.

Miko are specifically maidens that are recruited from the local population to help attend to a newly established shrine. Also part of the Priesthood's responsibilities is summoning rain in case of drought.

A sidebar here is a GM note that the 'Shinto' abilities and traits PCs can pick up are limited by their authority, reflecting the PCs supposed rank in the institution.

Let's have a word with Sir Clarke


If it wasn't obvious already, Tenra Bansho Zero is a wild blend of techno and retro-future 90s anime stylings and tropes. It is a kind of pseudo-cyberpunk affair that would not look out of place in the wilder catalogue of Masamune Shirow and similar giants of the 80s and 90s.

Note that it is not the Cyberpunk genre.

But, it is also a fantasy setting full of magic and swords and sorcery. And as befitting the conspiracy-shrouded religious order of the day, the Shinto Priesthood are in fact holding onto a veritable trove of Clarketech.

The apparent history of the setting extends back 2500+ years, but according to the Oni (who lived on Tenra first), the humans arrived. From Somewhere.

The Priesthood is apparently heavily connected to the practice of Onmyodo, the taoist magical system mentioned earlier, but they also don't seem to care about it, not in the same way they do their soul-mirror technology.

A sidebar here in a much more frank voice, indicates that the 'holy relics' that are delivered to newly established shrines are in fact network terminals, and we are continuing to see more and more evidence of the technological being re-interpreted via magic.

What are those terminals connected to? Something called the Meikyo Network.

The Sha is the native magic of Tenra, primarily invoked by the Omyouji and the Oni, and to a modest extent by the Shinto Priesthood- but none of the Meikyo rooted technology seems to touch it at all. How very interesting…

This section goes on into much more direct depth about the technological base of the Priesthood- Jinrai was no mere mountain, it was a floating fortress with a bridge to the heavens. I'm already predicting that means space elevator.

Flying battleships, more modern Konghoki robots, and who knows what else waits in the vast armories of the Priesthood?

The First Rule of Act 1: Flip the Board


Another common trope in storytelling, is to spend the opening of a work establishing a status quo, elaborating on it in the second act, and then introducing a complication in the third act to spike the tension and uncertainty before the protagonists overcome the challenge and emerge victorious.

This is fine, if basic.

It is much more compelling however, to inject an act one complication, to yes establish a scenario and make sure the pieces are in place, and then flip the board in such a way as to destabilize things and thus kick the plot into higher gear.

Tabletop RPGs follow a similar trend- they spend a decent amount of time establishing a setting or premise- Tenra in this case, and then pointedly explain how what might have been a stable equilibrium is now anything but. Tenra is riven by war, but the leading manipulator faction now has two opposing methods- and we have no idea if they still share the same goals!

And now the PCs get involved….
 
Ah, TBZ.

I bought this game the day it came out on dtrpg, knowing full well that it would be basically impossible to ever play it, purely because the setting grabbed me and I wanted to encourage more translations of Japanese tabletop RPGs.

Also interestingly the choice of clothing is… Well one Oni is wearing almost nothing, showing off long legs and all kinds of body art- the other Oni on the character spread is wearing something that looks familiar but I can't really place what culture or region its from. It's definitely not like 'classic' Japanese though. More middle-east?

The Oni art in the book gives me the vibe of drawing heavily both from the Ainu people and North American natives.

Well, at least for the ones that aren't wearing weird fantasy garb or japanese clothing.
 
Ah, TBZ.

I bought this game the day it came out on dtrpg, knowing full well that it would be basically impossible to ever play it, purely because the setting grabbed me and I wanted to encourage more translations of Japanese tabletop RPGs.

The Oni art in the book gives me the vibe of drawing heavily both from the Ainu people and North American natives.

Well, at least for the ones that aren't wearing weird fantasy garb or japanese clothing.

For me, I actually associate what the Oni are wearing with]Otoyomegatari and the various cultures depicted in that series.

Vibe or Energy is a big part of the selling strategy of TBZ, I can tell you that right now.
 
I would love to do something with the setting, or read something based in the setting, but I don't think I would ever play it RaW even if I had the chance to.
Also-
I won't be linking it per se, but since it is still 'on sale', I won't be grabbing interior excerpts of its text or artwork even if I desperately want to. I don't know what is or isn't fair-use of those assets in this context. With that in mind, I may break and do a textual description of what I'm looking at, and cite the page numbers so that those with their own copies can examine them.​
-why not link to some of the things that are already on the net?
 
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Another Look at the Map


Sorry, not all the headings can be punny or amusing.

Anyway- I decided to yes post a grab of the maps in-thread for discussion. Like with the other art and such i will take it down on request if need be.



Interestingly, the map as depicted is very lengthy, laterally defined. From left to right with minimal verticality. Of course, anyone familiar with the silliness of planar projection on a globe can tell you that the relative size and scale of a landmass can look very strange when stretched onto a two-dimensional plane.

Since the previous lore established the seasons as contiguous (if not the sunrise and sunsets), there is yet more evidence that this setting is a Flat World of sorts. Actually, let me look back at something…

Right- I checked back in the timeline and it actually has a quote from the pilot (who is in fact a Konghoki, one of the soul-bound automata types). "It's hard to believe that this great sphere is Tenra…" They say, and further elaborate that there is yet more land 'below' the southern continent.

So Tenra is not a flat world, but it apparently has uniform seasons across its entire known world? A few answers to that come to mind- a planet with no axial tilt, or the known landmasses occupy a single hemisphere. Mmm… Maybe not the axial tilt idea, I'm not confident in my understanding.

Anyway, as I mentioned before, note the islands of Japan for comparison.

Artists and writers both are notorious for misunderstanding, misrepresenting, or just plain not caring about scale when they are instead striving for a kind of genre quality or milieu. 'Larger than life' is a common turn of phrase for a reason, and while if you really look at it, cross-country hiking along Japan is certainly doable and significant, it just doesn't seem such to the everyday reader without an example to say 'Yes, the world is in fact bigger and more impressive than our hum-drum reality.'

[Before the Collapse]

This is a grab of the 'innermost' continent, before Jinhai was destroyed by the Phantom Star. Note the center section with the large bay in the middle, Sunai-Shu. The book names this the 'Cradle', likely of humanity in the setting.



Due to how I'm reading this book, I deliberately choose not to read things in-depth while gathering my reactions. I do this because I want to preserve a kind of 'first read' energy that helps keep my reactions authentic.

I say this, because in looking back over the timeline, it actually explains matter-of-factly what the Phantom Star was. I had my own theory, which is somewhat debunked now. It was in fact a piece of something called the Bridge of Heaven. Which I definitely clock as a Space Elevator.

A Discussion of Vibe


As much as I might passionately declare myself an aficionado of 90s anime, manga and media culture, I had in the course of composing this project, realized I hadn't actually watched much of it. I was myself not in a particularly high-agency environment in which to decide what media I consumed.

However, as I read TBZ, I noticed something. That nostalgia I was feeling wasn't strictly speaking for a specific anime, or even that cultural moment in time we declare as the 90s or early 00s… but the feeling of going into a video store, rental or otherwise and browsing the shelves, seeing this odd side section of quirky, colorful or even downright lurid box covers and splash illustrations.

It's the feeling of paging through a fanzine or the heyday of console and PC gaming magazines, where advertisers for ADV (the company) would slip in full page spreads for some show or property- nevermind that I myself can't remember a specific one, or I might just be imagining it!

TBZ in a very real sense isn't about trying to be any one specific anime or manga, but instead letting you grab whatever influences you experienced and bringing them together. Which is fairly on point for it being designed and sold to an eastern market, that logically had much more pervasive access to the media touchstones its referencing.

If You Cut Lore, Does it Bleed Fluff?


For context, TBZ as a publication is apparently divided into two separate books- lore and mechanics. The PDF combines them into a single file though. The lore book however has sidebars and statblocks for various NPCs or factions just wedged in here and there. I'm starting here on Page 60 or so, which covers four-ish subsections on setting lore, premises and concepts.

In a lot of ways, lore and setting fluff is the thing that gets the writer excited about their game, about making something. It is one of the more pure forms of creativity, often unrestrained, lacking a specific plot or conceit that must be adhered to. It can simply be.

However, TTRPGs are a subtly-different beast. They must at their core be functional working documents. Lore sections and fluff are at their best when they inspire. In some cases, they also proscribe, where the fluff intends to convey to the players that a given class of behavior is out-of-genre or otherwise unintended. I'll touch on that when I get to travel passes.

The introduction to the upcoming section, Domains and Regents, has a sidebar itself that calls out to the reader that it is a lot of information. And pointedly, may not be relevant to your game or table. I get the impression that it is as much a refresher for concepts a native Japanese player might only have a rough understanding from, and was expanded in great deal by the translation team for the western release.

I think for the pacing of these essays, I'm not going to go into depth on Domains and Regents just yet. A lot of it is a kind of… streamlined overview of feudal clan hierarchies and lordship, which again the average player might be passingly familiar with, but would appreciate more detail.

There is one bit though that I'm going to call out specifically, and that is the Geomancers. Its barely two paragraphs, but I sincerely appreciate this kind of 'pragmatic realpolitk' approach to magic in fantasy settings. Geomancy in TBZ is a branch of onmyojutsu- the blurb doesn't indicate if straight up 'shape the land' style magic, but I feel safe in assuming such.

Papers Please


Of specific note in this setting chapter is how there were six named roads (or road networks?) that crossed the central continent of Yashima, nearly all of them were destroyed or rendered impassible when Mount Jinhai was destroyed.

Roads make or break nations, economies. About the only thing more valuable than an intact and well-tened road is an equally policed river, for moving goods and people from one place to another. So much so that the choices of when and where to build roads can offer a large insight into local policy.

More interestingly, is that this section here (Page 70-72), also talks about road checkpoints.

Checkpoints are something that comes up a lot in anime and manga, and likely other historical fiction. Samurai dramas and the like. I've even seen it in Korean dramas as well. Checkpoints are something thoroughly embedded in the historical context of Japan that I would imagine- but can't confirm of course, that its accepted as given much I'd accept any number of practices as 'given' being raised in the USA.

Samurai Champloo and Rurouni Kenshin come to mind as acknowledging or having plot beats that revolve around checkpoints- but I might be wrong. In either case the idea is the same. A garrison or similar stands astride a road with intent to verify the travel permissions of pedestrian and merchant traffic. This has obvious security benefits, but it also is as much a gesture of control over the populace. If you need central authortiy to issue travel permission, you won't travel, or will do so rarely.

And, more importantly, you won't take your productive labor away from whatever it is you're doing- likely farming.

Interestingly, the game sidebars itself here and says the quiet part out loud- this is actually surprisingly rare for a TTRPG in my experience. Checkpoints exist to hinder players, with the added guidance of 'add excitement or tension to the scenario'.

Of course, like many TTRPGs, the books often say what they intend, but rarely elaborate on how to implement.

War… War has Changed.


Instead of focusing on the minutiae of warfighters and tactics, I want to touch on a very important thematic conceit that TBZ has chosen to employ. Tenra the setting is in the middle of- as the book introduces outright on page 77, a transitional stage. New technologies, strategies and tactics are cropping up more quickly than heads of state and generals can react.

My immediate thought is to call into relief the historical WW1 and WW2- where huge leaps in technology outmoded then-classical tactics, especially in the first war. I think this is apochryphal, but I recall reading an article or hearing someone explain that WW2 had the opposite problem- where generals and leaders were employing future-tactics and ideas well ahead of the technology and training to support them. Not to say they failed, exactly, but maybe didn't work to intent either.

Anyway, the overarching point I wanted to make with regards to warfare is that because it's in a transitional state, it is also ripe for further upheaval.
 
It's the feeling of paging through a fanzine or the heyday of console and PC gaming magazines, where advertisers for ADV (the company) would slip in full page spreads for some show or property- nevermind that I myself can't remember a specific one, or I might just be imagining it
God that's nostalgic
 

Magic is in the Material


While not true one hundred percent of the time, fantasy materials and the properties therein are a staple of genre fiction. From Mythril to Fold Quartz to Flowstone, writers and artists alike love to inject fantastic materials into their settings with unique properties.

And, more importantly, consistent properties.

See, at the end of the day, supernatural or setting-specific materials are just another expression of the idea of logical structures. It behaves in a specific manner, and thus can be expected to continue to behave in such a manner. Of course, equally likely is the advent of material-as-plot-device. Or more like 'The plot device is elaborated on with detail in order to justify its plot-device and significance.

The idea of plot-device is much much more prevalent in serial writing, be it comics, light novels, and similar works. The nature of the beast is such that the writer simply does not know the full picture of the story or setting, and thus is both free to and often obligated to add more to their setting.

I say 'add' very deliberately, because oftentimes what the writer wants is to convey a revelation "That the previously established truth is incomplete, but is consistent with the prior evidence."

What usually happens is cynically described as gaining new powers or properties as the plot demands, as a device to advance the plot or characterization.

RPG settings tend to meander across these two extremes, of building internally consistent systems, device-facilitators of some sort or another.

Something to also keep in mind is that in RPG writing, sometimes an author will attempt to make a rigidly defined system to prevent edge-case manipulation or finding wiggle room in a premise for exploration. Depending on the author's intentions and willingness to allow for freedom of expression with their product, this can be a boon or a bane.

Other authors just want to make a logically consistent system because that satisfies their suspension of disbelief, and has a similar target audience.

So what does this all meander to? We're going to talk about the first real obvious Objective Magic of Tenra- Soulgems!

A Bloody Stone


Notably, sprinkled throughout the book are terms for things that aren't always transliterated into English- Soulgems or ohju, for example. This isn't pervasive, but it does help avoid odd translation gaffes later on I think.

The stones themselves are not actually mineral, but metal, and when refined tend to be polished with a crystal or chrome-like luster. Amusingly, for such an otherwise dense setting, this so far is the only magical material debuted in Tenra. Single-exception settings are by no means unexpected or uncommon, of course- take Mass Effect for example. A single element if you will, with defined properties that in turn underpins the whole setting.

Of course, it also enables science-wizards and alien space babes…

Anyway, Soulgems are used in several different ways in the setting, but notably they were amongst the first developments of firearms. See, when a soulgem is charged- by spirit energy of some sort, and then struck with a properly designed hammer, it explodes and can in turn be used to propel a projectile at significant velocity.

Of course, the text also immediately notes that this is an expensive proposition, because the polished gem crumbles to useless dust afterwards.

Samurai and to a lesser extent Shinobi both use soulgems implanted in their bodies and installed in their weapons- and well before Metal Gear Rising came to fame, TBZ gave us Ballistic Katana with soulgem cylinders or magazines that worked more akin to Final Fantasy 8's Gunblades.

The geomancers mentioned earlier are also apparently the scientific and engineering discipline most heavily associated with soulgems. This section also further underlines that in-setting, the acquisition of the raw material for soulgem refinement and subsequent products is a strategic asset. Amusingly though, its actually somewhat disconnected from state control.

The book basically describes it as the Geomancers taking lead on finding, securing and refining Soulgems, selling directly to local lords and regents. In my experiences playing Exalted and similar realpolitik games, I'm much more used to the idea of lords employing empowered characters like Tenra's geomancers to take advantage of such strategic magical resources.

Of similar note is that soulgems are mined, and like most extraction-based resources, there's likely a finite amount. There's already been four hundred years of fighting, and until recently, a solid third of the methods of using soulgems spends them irrecoverably.

Folded Ten-Thousand Times to the Keenest of Edges, Such That it Will Cut On Sight


It wouldn't be a self-declared 'Hyper-Asian RPG' without the katana myth. Tenra has this soulgem derived material called Scarlet Steel, which has actually a very evocative description of 'delicate, golden-red color, like a mixture of twilight and crimson'.

It is essentially the setting's most-magical material, used in arms and armor, including that of the Yorori Armours, Konghoki and of course, the Gemblades.

Gemblades are not solely Katana, but the game does put a lot of emphasis on swords for genre reasons. This is a very Asian 'throwback' sentiment to genre fiction and the historical context of the Meiji restoration and the snapshot in history just prior to the outlawing of carrying weapons as per social and military rank.

Culturally in Tenra, swords are held up to a much higher standard than more pragmatic weapons like spears or polearms (naginata, specifically). But I would also say that's largely emphasized on the warrior elite, not the rank and file.

Gem-fired blades can be fitted with revolver cylinders or automatic-fed magazines, which in mechanical terms is a kind of serial damage enhancement on-strike. More interestingly is the fluff note that 'traditionalists' prefer the classical cylinder style versus the more modern automatics. The mechanics for this are sidebarred here, of all places- I hope they're reprinted in the rules text!

The Sacred Action is to Cut


As spiritually-charged materials, soulgems have a unique property. I'm not sure how I feel about it in a broader thematic context, but I still find myself respecting its conclusion.

See, Soulgems cannot be discharged by accident. They can be broken sure, but if you want a productive- that is to say lethal expression of force in any manner, the wielder must commit to the action with intent to kill.

My gripe with this is that it's… it at a glance reads like an absolvement, almost. It isn't really- there's nothing in the text that says that the wielder is removed from the consequences of their decision (in fact its the opposite, they're more culpable.) Maybe I'll get back to this later…

But this is really much more interesting in context of something else, which hearkens back to how war has changed in Tenra. Gunpowder was invented.

A Cheap and Effective Weapon, for a More Visceral Age


I should clarify that statement- Gunpowder was revealed to the masses in the schism between the Northern and Southern Courts of the Shinto Brotherhood. Which in turn is a strong implication that the Brotherhood have been heavily invested in censoring and preventing the spread of information to the masses with intent to maintain a monopoly on advanced technology and the consequent advantages.

Regardless, in the past four centuries, firearms that used a difficult to acquire, refine and supply magical material strategic resource are now being replaced en-mass with weapons that don't look out of place between WW1 and WW2. IT's not fantasy- AKs or anything, thankfully, but this is very much a recognizably gun-friendly setting.

That is to say, friendly to PCs who want to use and see guns. In setting, a lot of traditional warrior cultures and societies despise the gun and gunpowder for its coarseness and lack of intentionality.

Lords and Regents however, are all for it, because suddenly they can like in real-world scenarios, arm and train huge blocks of soldiers with cheap-to-produce firearms and train them in a matter of weeks.

Of interesting note however, is that while guns and gunpowder are becoming more and more prevalent, mass production hasn't picked up at the same rate. The social and economic pressures that pushed forwards with automation and mass industrialization just haven't seemed to happen yet.

I'm already imagining what a Kugutsu or Kohgouki-staffed assembly plant could get up to…

Fantastic Arms


The closing blurb of this section focuses on specific weapons with histories in-setting, albeit brief ones. Amusingly I can link direct from the publisher's resource website instead of hosting a page grab!



As appropriate of the genre inspirations, Tenra Bansho Zero is not a place for truly practical weapons. Mundane is a backdrop with which you contrast the exceptional, and so we see it here.

The Zakt-8R is about as classical 'Big Sword' as you can get without being an even more on the nose nod to Cloud's Buster Sword. In the lore entry it is in fact a Yoroi-scaled blade cut down for use by a human wielder, and thus out of proportion anyway.

The Gunlance Rifle, I admit was expecting something more in line with Monster Hunter, but it is in the text described in similar terms to a rail-cannon. I think that's embellishment on the part of the author or translator, because it doesn't look at all like a rail cannon, gauss propulsion or any kind of coil-driven affair.

Still cool as all hell though- wood furnishings and all that.

And the White Heat Palm….

You can't hear me, but I am signing explosively.

I love G-Gundam. I really do….
 
Seriously, I want to play TBZ at some point, it's a super ridiculous setting.

But yeah, Gunlances are primarily man portable artillery pieces, but they've got a little trick. That's not a bayonet at the tip, that's a pile bunker that can be propelled with a Soulgem Detonation. A good Gunlancer is just as dangerous in close quarters as the are at range.
 
Seriously, I want to play TBZ at some point, it's a super ridiculous setting.

But yeah, Gunlances are primarily man portable artillery pieces, but they've got a little trick. That's not a bayonet at the tip, that's a pile bunker that can be propelled with a Soulgem Detonation. A good Gunlancer is just as dangerous in close quarters as the are at range.

Good catch! I hadn't looked that hard, but it does make sense!
 
Having played TBZ twice, it's a blast.

Both times were at conventions with a small number of players committing to 8-9 hour sessions that covered an entire story.

The nature of the experience system forces you to commit to your character's goals - but you have immense freedom to choose what they are. and it moves fast.

Even in the two games I played, I'm confident we were barely scraping the surface of what we could do... but they were still epic events in each case. They felt like playing out a blockbuster movie set in that universe - like one of the MCU movies that nods lightly to 'yes, there are other stories here, and they're also cool, check them out!'
 
Having played TBZ twice, it's a blast.

Both times were at conventions with a small number of players committing to 8-9 hour sessions that covered an entire story.

The nature of the experience system forces you to commit to your character's goals - but you have immense freedom to choose what they are. and it moves fast.

Even in the two games I played, I'm confident we were barely scraping the surface of what we could do... but they were still epic events in each case. They felt like playing out a blockbuster movie set in that universe - like one of the MCU movies that nods lightly to 'yes, there are other stories here, and they're also cool, check them out!'
How were the actual mechanics? Especially vis a vis combat? Was it leaning more towards the dnd or fate side of things?
 
How were the actual mechanics? Especially vis a vis combat? Was it leaning more towards the dnd or fate side of things?
The base mechanics are very simple and fluid. Basic combat is fluid and moves quickly. Throwing in more complex abilities can be a factor, as you might imagine.

Would you say it's a game requiring people to be present and talking, or could it be done via text/telepresence?
The karma system requires tokens to manage your kiai and aiki and it helps to be able to see what people's fates are. It could be done remotely, but I'd say it's best using something like table-top simulator or something else that provides virtual tokens. It's a little more complicated than Save Worlds, for example, but not horribly so.
 
Yeah, to my knowledge, the only hard part about TBZ is actually character generation, which can be a bit of a clusterfuck if you want to do something that it didn't necessarily account for.

Not impossible, but it relies on a lot on the GM doing a lot of dead reckoning with the player to sort it out. It's not hard of course because the game isn't meant to be something that needs to be 'Balanced' to have fun, but it does need some extra work.
 
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The main issue I found with character generation was simply that if you've got multiple people trying to create characters at the same time (convention games were my experience) then sharing the book can be a struggle because everyone needs to look through the archetypes for a while.
 
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