Today was the monthly Oita Devil Spirit Convention, and on the promise that one of my warhammer players would be presenting a second session of the Japanese RPG “Make You Kingdom,” I attended during an otherwise very busy weekend. Along with an apparent horde of other people trapped in the pre-christmas work rush, my player couldn’t attend, but a different chap stepped up to the plate without any preparation, and offered to run a Make You Kingdom adventure entitled “All Random.” The premise was that the adventure would be genuinely, from start to finish, entirely randomly generated. This, as it turns out, isn’t such a great plan for a convention.
This session I chose to play a priest, and we also had a Knight, a Servant and a King. For my Priest I chose the skill “Faith,” which heals everyone in the party, and my job was “cook,” which gave me the phenomenally useful power of “Apron”:
If a monster I kill leaves behind a raw material of any sort, I can convert this raw material into “meat,” which can then be used to make a “lunchbox.” This lunchbox can be imbued with a single skill that the monster originally possessed, and anyone who eats this lunchbox gains the skill for one turn
Also, when anyone in the party eats a “lunchbox” or a “full course,” in addition to its normal effects they gain +1 to their Bravery for one turn. Who knew cooks could be so powerful?
I rolled randomly (of course) for my character’s name, history, motivations, etc., and this is what I got:
- Name: Hairan, who cannot even kill an insect
- Background: Owes a huge debt (11 Gold Pieces) and is in trouble because of it
- Fate: If he pays back the debt, Hairan will gain much favour
- Age: 46
- Favourite things: Medicine, his own country
- Hated things: Being alone, people’s rumours
- Item: a fragment of a star (swapped subsequently for a lunchbox)
So I decided on the basis of this that my character was a perfectly-dressed gentleman, who somehow manages to be wearing a different suit and hat every day, carries a cane with a sword hidden in it, and is something of a drug-addicted nationalist. Tally ho!
My character had 21 followers. Because the King’s job was “happymancer” I decided that my characters were all part of a carnival, consisting of a marching band of 10 members, 5 clowns, 5 pretty girls, and a giant.
Our Kingdom, also rolled randomly, contained a palace, a casino and a ranch, and was called “The Ancient Empire.” It was in an alliance with another Kingdom called “Imperial Konparu Kingdom.” Konparu is a word used a lot in Japan (the hall we play at is called “Konparu hall”) but I can’t find a translation for it in any dictionary.
Our kingdom only had 56 citizens, so if all 4 PCs took their full complement of citizens with them on an adventure, only 2 would remain in the city. Not good! This meant we had to ration our supply of followers (except me, because my healing prayer was directly related to the number of followers I had, which was perhaps a mistake).
There was no beating around the bush – the adventure was introduced as “We have learnt of a new kingdom, let’s go conquer it!” So, we set off to conquer it. First we did a bit of exploring, and discovered that most of the distant kingdom was empty rooms full of traps, but for one room that had 4 Foxes and a Boar in it. I then went for a wander through our kingdom, which proved pointless, and off we went for an adventure.
On the way we were attacked twice by other monsters, and suffered some damage that wasn’t serious. We arrived at the destination kingdom, and entered the first room. Here are the rooms in order:
- The Collapsing Ceiling: This room was empty, but had a collapsing ceiling trap that nearly killed our Servant. Nothing else was in this room, whose description I forget
- The foxes and the boar: This room contained 4 “Quick Foxes” and a “Sawing Boar,” and also a rose trap that puts its victims to sleep. We avoided the rose trap and attacked the resident beasts, two of whom were asleep, but unfortunately the boar woke up and nearly killed the knight. I used my single “wish” to enact my healing prayer, and healed everyone. We only just survived this room. The boar was turned into meat, which I attempted to use my “Apron” power on to convert to magic meat that grants the Knight the charge skill, but I failed. We then chose to rest here and eat a “lunchbox,” and I attempted to use my special skill (“Dungeon Feast”) to give everyone a +1 to their Bravery. This resulted in a fumble, which caused some kind of disaster that killed all 5 of my clowns, 1 of my pretty girls and the giant. So much for our carnival entry.
- The Dead Letter: We moved on to the next room, where the night stumbled upon a letter in an envelope. This was also a trap, and she had a choice of taking 2d6 damage (she only had 12 hps) or everyone in the party losing 1d6 followers (most people only had 5). She chose the damage, and survived, so we decided to rest again in this room so we could disarm the trap in the following room. We rested, and some of us decided to roll on the rest table. I went wandering through the room, rolled up some kind of excellent effect that depended on a skill check, and fumbled the skill check. Result: we all took damage from a dungeon disaster.
- The Escape Route: By now we were all down on hit points, running low on followers, and out of wishes. I was borrowing dice from my neighbour because of the huge fumble rate on my own dice. The room we were in was linked to a room that had a “trap” that sends you straight back to your own kingdom. We chose to go down that trap, and return home…
Returning home we rolled on the “return home” table, gaining a few followers and quite a bit of money. We spent the money on building a Watchtower, which increases our available total wishes, and we also gained a level. By the time we had made these decisions, it was 4pm and not worth returning to the Dungeon, so we all gave up and decided to wait the hour till the other groups at the convention finished their sessions.
Rolling a random dungeon was not such a good idea, if there was any risk of the dungeon being filled entirely with traps. Traps aren’t that interesting as an obstacle. So, we had a slightly boring adventure that finished early. Make You Kingdom adventures are certainly deadly – this is the second time I’ve played, and the second time we’ve survived by the skin of our teeth, consuming our fellow citizens and all our items in the process – but this time around a large part of the deadliness was random.
Make You Kingdom remains a really interesting and fun system, but this session made me think that it’s real strength will show in a campaign, not single adventures. Gaining levels and building up your kingdom is a really essential part of this game, as is achieving your fate, and a campaign where you get to do this would be really fun. I think this is going to be my next campaign after Warhammer.