Mutual Images: Brokers of "Japaneseness": Bringing Table-Top J-Rpgs To The "West"
Mutual Images: Brokers of "Japaneseness": Bringing Table-Top J-Rpgs To The "West"
Mutual Images: Brokers of "Japaneseness": Bringing Table-Top J-Rpgs To The "West"
Vol. 2 (2017)
Japanese Pop Cultures in Europe today:
Economic challenges, Mediated notions, Future opportunities
Björn-Ole KAMM
Kyōto University, Kyōto (Japan)
Brokers of “Japaneseness”: Bringing table-top J-RPGs to
the “West”
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Brokers of “Japaneseness”: Bringing table-top J-RPGs to the “West”
Mutual Images, Vol. 2 (2017)
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Brokers of “Japaneseness”:
Bringing table-top J-RPGs to the “West”
Björn-Ole KAMM
Abstract
Japanese-language table-top role-playing games (TRPG) stayed mostly under the radar of gamers
and scholars in Europe and the US until 2008, when Maid RPG (Kamiya 2004; Cluney, Kamiya 2008)
was released as the first English translation of such a game. TRPGs made by Japanese game designers
had been overshadowed by their digital cousins, computer and console RPGs such as Final Fantasy
(Sakaguchi 1987), and Japan has subsequently been imagined as a digital game heaven. Instead of
engaging with a computer interface, TRPG players come together, sit at a table and narrate a shared
adventure or story, using character avatars, with the help of dice and – in most cases – complex rules
(cf. Montola 2003). The game world and the plot-line of their play exists mostly in their imagination,
supported in some cases by elaborate character sheets, drawings, maps, and figurines.
Maid RPG is an amateur-made game (so-called dōjin-gēmu) and remains a PDF-only release in the
English version. The first major English translation of a commercial Japanese-language game was
Tenra Banshō Zero (Inoue 1996; Kitkowski, Inoue 2014), chosen for its “Japaneseness,” that is, a
plethora of supposedly authentic Japanese elements such as samurai, Shinto priests, and creatures
from folklore set in a world inspired by the sengoku jidai (Warring States Period, ca. 1467–1603 C.E.).
However, it was not faithfully translated. “Unfaithful” is not meant in any morally negative sense but
refers to the many adjustments necessary to deliver Tenra to an audience that both is perceived and
perceives itself as different from the “original” Japanese one. Such adjustments include not only notes
and clarifications of “Japan” but also explanations vis-à-vis “Western” values. Using Tenra’s English
translation as a key example, this paper traces how cultural brokerage in the case of this game does
not simply translate between cultures but necessarily also produces them as a semiotic-material
reality. It makes “the West” — by stripping away elements, adding information — and similarly also
“Japan,” by assembling selected elements into a single coherent whole. By closely tracking the
endeavours of Tenra’s translator-cum-cultural broker to bring J-RPGs to the West, this paper
illustrates this argument and shows that the “Japaneseness” of this game was its selling point and that
this Japaneseness was not simply there but was created through telling the audience what “authentic”
Japan looks like.
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1 The Japanese term tēburu-tōku RPG (table-talk RPG), coined by game designer Kondō Kōshi in the
1980s, is an attempt to make a distinction between digital and non-digital games (Kondō 1987).
2 Dōjin stands for “like-minded people,” referring to a group of fans or a community of interest. In
Japan, these groups often produce their own work, be it derivatives of commercial media they
favour or original manga, novels, and software, to sell or share them at conventions. Dōjinshi, self-
published zines, receive the most attention and are usually incorrectly translated as fan-fiction or
fanzine, which obscures that not only amateurs but also professionals create these works (cf.
Mizoguchi 2003).
Brokers of “Japaneseness”: Bringing table-top J-RPGs to the “West”
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is not meant in any morally negative sense but refers to the many
adjustments necessary to deliver Tenra to an audience that both is
perceived and perceives itself as different from the “original” Japanese
one. Such adjustments include not only notes and clarifications of
“Japan” but also explanations vis-à-vis “Western” values.3 Using Tenra’s
English translation as a key example, this paper traces how cultural
brokerage in the case of this game does not simply translate between
cultures but necessarily also produces them as a semiotic-material
reality. It makes “the West” — by stripping away elements, adding
information — and similarly also “Japan,” by assembling selected
elements into a single coherent whole. 4 By closely tracking the
endeavours of Tenra’s translator-cum-cultural broker to bring J-RPGs
to the West, this paper illustrates this argument and shows that the
“Japaneseness” of this game was its selling point and that this
Japaneseness was not simply there but was created through telling the
audience what “authentic” Japan looks like.
3 Japan, the West, and terms such as original, authentic and traditional appear in inverted commas
at first mention. This awkward rendition seeks to highlight that throughout this paper these
words do not refer to some socio-political or geographical entity out there, but to the image of or
discourse about such entities. Similarly, ascriptions of “original” or “tradition” are understood as
ex post facto judgments that place value on such qualities regardless of when a so-called tradition
was invented, for example.
4 The phrases “to make” and “to assemble” are borrowed from Latour (2005) and Law (2009) to
highlight the performativity of realities: they are done in practices, such as translation, and do not
precede our actions.
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6 In many games, there is a difference between not succeeding and failing or “botching.” If the dice
roll is below the set target number necessary to climb the wall, the character just does not make it
and may try again. If the dice shows a “1” on the other hand (or another respective number
designated in the game rules), this is called a “botch” or “critical failure,” which often has
additional negative consequences, such as falling off the wall in this example.
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Rein·Hagen 1991) took its inspiration from gothic punk and vampire
romance novels (e.g., Interview with the Vampire, Rice 1976). In
particular, CoC and VTM shifted the focus of the games from fighting
and heroic adventures to storytelling and imaginary but nevertheless
extraordinary experiences. RPGs do not only differ in terms of content
and genre — there are over 600 table-top systems and settings
worldwide that encompass fantasy, science-fiction, horror, adventure,
espionage, (alternative) history, satire, superheroes, and steampunk,
including numerous adaptations of literature and film (name a popular
TV show, comic or manga series, and it will probably have a TRPG
version). Not all games feature humans or humanoids as player
characters — in Plüsch, Power & Plunder (Sandfuchs et al. 1991) one
plays the role of toys of every imaginable kind, while one becomes
home appliances in Isamashī chibi no suihanki TRPG (Brave Little Rice-
cooker TRPG, Koaradamari 2012). Role-playing games are often
differentiated by their mechanics on a spectrum between realist
simulation and narrativist playability (Edwards 1999; Bøckman 2003;
Boss 2008). Settings, themes and rules may reciprocally encourage
certain play styles (Jara 2013, 43) but the agency lies with the players.7
Regardless of labels for genre or style, how game designers describe
their creations, how elaborate or simple their rule systems might be,
these do not necessarily determine actual styles of play at the game
table — in each and every system one may encounter “roll-players”
who favour competition and clear achievement tiers as well as “role-
7 The high-level, almost limitless agency distinguishes TRPGs from their digital cousins.
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8 Incidentally, the Japanese TRPG magazine Rōru & Rōru (Role & Roll, Arclight Publishing) hints at
both play styles with its title and markets itself as a caterer to both, role-players and (the often
derogatorily used label of) roll-players.
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1986 (Yasuda and GroupSNE, 1986).9 Record of Lodoss War would not
only become a multimedia franchise successful in Japan and abroad as
anime and manga but also the basis for Sword World RPG (Mizuno.
GroupSNE 1989), Japan’s “gold standard” TRPG throughout the 1990s.
Despite a small boom in the early 1990s which saw the release of
many popular media franchise adaptations of Japanese TRPGs and
vice-versa, TRPGs remain a niche market. Japanese translations of big-
name US games, such as new editions of D&D or CoC, continue to be
released only a few years after their initial release in English.
Indigenous games, however, make up most of this niche. In particular,
dōjin-gēmu, such as Maid RPG and the Little Rice-Cooker RPG, flourish
and are sold at the tri-annual “Game Market”, a convention for analog
gaming and the bi-annual “Comic Market” (komike), Japan’s largest
convention for amateur-produced manga, anime, and games. Not
unlike the indie genre in the US, many of these games explore not only
new mechanics or design ideas, but also over-the-top themes or
parodies of other media. Maid RPG, for example, takes cues from the
figure of the French maid that is prominent in anime and related fan
practices. Similar to Paranoia (Costikyan et al. 1985), in which player
characters are at the mercy of a capricious computer, the maid players
have to fulfil tasks for a non-player “Master” character, gain rewards,
and assist as well as backstab each other during the game. As a light-
hearted but still self-reflexive game parodying current (occasionally
9 Replays today represent the most economically successful part of Japan’s TRPG market, as
members of GroupSNE, Bōken and other game studios have emphasised in conversations (cf. also
sale ranks on amazon.co.jp, for example). Judging from self-introductions on online forums, the
number of replay readers far exceeds that of TRPG players. As novelised, verbatim transcriptions
of player conversations and game events, they go beyond the brief “example of play” found in
English or German rulebooks. Along with the commercially produced light novel replays and
those by amateurs, sites such as niconico increasingly feature replays in video form.
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sexist) anime tropes, Maid RPG appeals to fans of respective anime and
manga products and goods from Japan.
While most non-gamers in Japan associate the term “RPG” solely
with computer games, TRPGs also remain in the shadow of manga and
anime from a consumer standpoint outside Japan. Despite the
popularity of the Record of Lodoss War franchise in Europe and the US,
for example, only a very limited few knew that the stories had their
origins in D&D sessions played in the 1980s. This changed in the late
2000s, when “cultural brokers” took the stage to diffuse the hitherto
obscure knowledge about non-digital role-playing in Japan.
fidelity” (Law 2006, 48). Many different bits and pieces — such as a
plethora of game mechanics, settings, player attitudes, artworks, and
so on — are translated into a single group: Japanese role-playing
games.
Studying cultural brokerage means tracing how elements are
transformed and assembled, how mediators make the dichotomy
between the entities they claim to transport, how they keep
connections stable. What makes such a spokesperson, cultural broker?
What are the requirements, what are the challenges? What is
transferred, and what is excluded?
This paper traces one case of cultural brokerage: the translation of
the TRPG Tenra Banshō Zero into English and the entangled creation of
a whole group of (silent) entities, ranging from Japanese role-playing
games to Japanese players and Japanese culture.
The following account is based on personal e-mail exchanges and conversations from 2010, 2012,
11
and 2015.
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crucial for the next steps (Kitkowski, Inoue 2014, 34). The studio was
very supportive; Kitkowski says: “It was perceived as an honor,
because in Japan getting your work published in English is a very high
honor worthy of resume boosts, etc. It was a great two-way
relationship.” This is a common trope in discussing Japan’s foreign
relations, where we also find comments on how Japanese value
recognition from abroad (which usually means Europe or the US), or
how changes within Japan are linked to attention or pressure from the
outside. Prominent examples are the ratification of the equal
opportunity act after women’s rights organisations spoke at the UN
against discrimination in the Japanese labour market (cf. Parkinson,
1989) or the turn to manga and “Cool Japan” by government agencies
after Japanese popular media began to receive worldwide attention
and recognition (cf. McGray 2002; Abel 2011).
Initially, Kitkowski picked Tenra for his translation because of its
appeal to him as a gamer, its many “cool” characters and its “Hyper
Japan as Written by Japanese effect” (Kitkowski, Inoue 2014, 34). Thus,
Japaneseness played a major role in Kitkowski’s choice: “I particularly
wanted to translate Tenra because it was clearly the most ‘Japanese’
RPG in terms of art, focus, setting, and rules.” His meaning here is
twofold. For one, it is a “practical” summarising of game mechanics as
Japanese, which were introduced in the 1990s, combined with artwork
and modes of storytelling which follow conventions that developed in
manga writing. F.E.A.R. had been at the forefront, according to
Kitkowski (cf. Kitkowski 2015, 12, 18), when it came to revitalising the
TRPG market in the 1990s with Japanese settings, and producing fast-
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paced, dramatic games that could be played in spaces where time was
a rare commodity, for example in community centres.
F.E.A.R. – which had developed out of a dōjin circle, like so many
other game studios – introduced ideas and mechanics for scenes to its
games. This cut the play experience into smaller chunks, and
encouraged meta-gaming. 12 Such mechanics produce a clearly
structured narrative instead of an endless series of events without a
distinct end, common for many TRPG campaigns before Tenra.
According to Kitkowski, Tenra and subsequent titles focus “on the
anime/manga/console gaming generation: With simple rules, a story-
focus, etc. They made gaming into an experience that could not be
duplicated on a console. And that was a huge change from the past,
which was basically nothing more than translating Western RPGs, or
creating classic ‘very rules intense’ Japanese games.”
12Meta-gaming refers to decisions that are based on dramatic effect or narrative plausibility
instead of sticking to character knowledge or motivation.
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Fig. 1. “Shinobi” from Tenra Banshō Zero: Tales of Heaven and Earth Edition
(Kitkowski. Inoue 2014, 22–23).
13 Authors associated with nihonjin-ron are often criticised for their self-orientalising search for
uniqueness (cf. Dale 1986; Befu 1987).
14 Usually translated as rice wine and distilled liqueur, respectively.
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I think that the setup of the game [Legend of the Five Rings] is great, but the
language (place names and group names in particular) are often culturally
ungrounded childish nonsense words; and lack of Shinto/Buddhism
influence are, from both a context and an aesthetic standpoint, a rather
inexcusable oversight. Still, it's got a good setup in terms of ‘interesting,
there are things for the players to do’, etc.
Tenra is more authentic than L5R, but I’m not as ostentatious to label it
‘better’. It has no real ‘deep setting’ compared to L5R. It also has a VERY
‘everything is for the sake of the characters and the story’ rules set with
Fates, Damage, etc. However, L5R is very traditional in the way it deals with
skills, stats, damage (death spiral), etc. (Kitkowski, email conversation
2010).
15 See: https://www.kickstarter.com/projects/diamondsutra/Tenra-bansho-zero-an-art-and-
culture-rich-rpg-from (accessed 2016/06/24).
16 See: https://www.kickstarter.com/projects/diamondsutra/ryuutama-natural-fantasy-role-
playing-game?ref=users (accessed 2016/06/24).
17 See: http://rpg.drivethrustuff.com/product/111713/Tenra-Bansho-Zero-Heaven-and-Earth-
Edition?term=Tenra (accessed 2016/06/24).
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DriveThru, while the backers received their copies before the public
release.
Right on the heels of the public release followed very positive
reviews, even from people who expressed a dislike for anime:
Tenra Banshō Zero is the most exciting new release for me since Apocalypse
World. […] Confession: I am a long-standing anime hater. That said, I’m
totally into the crazy-wasabi-coleslaw setting of TBZ. It’s a sprawling,
melodramatic empowerment fantasy that really gets my players jazzed up.
I’m grateful and relieved that I didn’t have to grind through seasons of
Samurai Champloo or something (B. 2013).
Thus, Tenra seems to have hit the mark by offering game mechanics
that set it apart from the English-language mainstream and by flowing
into an interest in an exotic image of Japan (ninja, samurai etc.) that
also fuels manga sales abroad — drawing into question the argument
that Japanese popular media are so successful due to their “odourless-
ness,” or “stateless-ness” (mukokuseki), or lack of a Japanese “smell”
(Iwabuchi 2002; see also Berndt 2007).
“male,” active pose (fig. 3). Kreider is rather disconcerted by this image,
as she suggests while writing about the game in general: “Tenra isn’t a
Western game written for Western audiences. It’s been translated and
adapted for Western audiences, true, but it was initially created for
Japanese gamers and anime fans. As such the cultural issues and
context surrounding this game are different than what Western
audiences are used to dealing with.” She poses this question to
Kitkowski in an email interview: “But by Western standards, the cover
art is pretty damn [sic!] extreme. That’s a LOT of crotch right on the
cover. So could you comment on the cultural differences at work there?
Because it seems like that ‘I don’t want to get seen reading this in
public’ is a very Western reaction.”
18Especially in the English-language discourse the naturalisation of otaku as a single but global
social group of “fans” proceeds and conflates the different, political and often negative uses of the
term in Japanese with the positive self-descriptor of non-Japanese fans of manga and anime. A
purely negative view as well as the current “triumphant narrative” about the mainstreaming of
otaku equally overlook the tensions and contradictions inherent in this debated term (for a
detailed discussion, see Galbraith, Kam, Kamm 2015).
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19He chose to keep his rather otaku-ish self-image in his bestselling manga Yue to nihongo (Yue and
Japanese) about his Chinese wife’s struggles with learning Japanese, for example, because he felt
that it better matched the kind of statements he would like to express (Inoue 2013; Yajima
2013b).
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This game deserved more than a slap translation into English and then a
kick to the presses: It needed to be more than looked at, it needed to be
played. And to be played, it needed more: More history, more information,
more cultural notes, more everything in order for people who didn’t grow
up in Japan watching weeerkly [sic!] samurai dramas and reading ninja
manga to be able to understand the game enough to play. So as I was
translating the book, I started adding this “More” myself (Kitkowski, Inoue
2014, 34; emphasis original).
20 In these Director’s Notes, Kitkowski himself addresses the issue of knowledge diffusion himself,
e.g. concerning Buddhism (ibid, 4).
21 The additions amount to approx. 1.5 pages in total and are mostly limited to sidebars (Kitkowski
2015).
22 For example, via podcasts on the “Asian Popular Culture” platform Geeky & Genki,
Stabilizing Images
How does Kitkowski sustain his network of silent entities and their
representation? First and foremost, he does so through the support of
shortcomings in language educators and also via the help of the
Internet: he has access to recourses neither his audience nor those he
translates have.
His main ground of dissemination and promotion consists of only a
very limited number of Japanese participants: Between 2008 and 2014,
only one poster on RPG.net self-identified as a Japanese. In the past,
there had been active Japanese users on English-language platforms,
for example during a dispute about the fictional Japan of the science-
fiction cyberpunk game Shadowrun (Charrette, Hume and Dowd, 1989).
Japanese gamers were dissatisfied with the image of a weak Japanese
state in a supplemental setting book created by GroupSNE (Egawa,
GroupSNE 1996). They created their own setting, in which Japan was
an aggressive imperial dictator state — which they found more fitting
to the overall dystopian background of the game — and distributed
their ideas via the pre-Internet USENET group rec.games.frp.cyber
(Nishio 1996, 1997). Since then, the number of active Japanese users of
English-language sites seems to have waned. During my fieldwork, I
conducted over twenty episodic interviews with gamers from the
23Interestingly and adding to the mess, when asked, the original designer, Inoue, posits that players
should not be concerned about playing “authentic” Japanese (Kitkowski 2015, 10-11).
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Kantō, Chūbu and Kansai areas of Japan and spoke to dozens of other
players and game designers who by and large said that they visit some
English websites but would mostly use Japanese-language sites. The
Japanese-language Web has grown to such a degree, also including
TRPGs, that they see no necessity for engaging with websites in other
languages. Many also admitted (or rather assumed) that their language
proficiency would not be sufficient to post on forums, thus they remain
silent.
Similarly, TRPG-related sites and groups, for example on the
Japanese Facebook-like portal mixi.jp, seem to attract only very few
self-proclaimed non-Japanese. As has been discussed elsewhere
(Kamm 2013), one reason for this limited participation comes in the
guise of non-human mediators. To register with mixi.jp and create a
profile page, one is asked for a keitai mail address, an address only
assigned by Japanese telecommunication companies such as DoCoMo
or Softbank, and linked to a Japanese mobile phone. After registration,
a verification link is sent to the mobile or recently also to smartphones.
On English-language forums, I encountered a number of players who
were interested in Japanese games, some of whom also claimed
Japanese language skills — so limited knowledge of Japanese could not
be the reason for their non-participation. This is where the
aforementioned verification script turns from simple intermediary as
part of the registration process to an active mediator that blocks
anyone from joining mixi who does not reside in Japan and who has no
Japanese mobile phone contract. Because prepaid phones are not
equipped with browser functionality, a contract phone is necessary to
register and for that one needs a zairyū-kādo, a residency card gained
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In Lieu of a Conclusion
Kitkowski is only one of many cultural brokers I encountered who
overcome different obstacles and create different networks. Kondō
Kōshi and Bōken, for example, continuously bring Japanese-language
games to the attention of European and American audiences via
international trade shows, such as the SPIEL in Germany, but have
difficulties in overcoming major points of passages and centres of
calculation, such as customs duties. Kitkowski emerges as one of the
most successful cultural brokers, making use of as many materials and
connectors as possible, ranging from forums and conventions to crowd
funding and podcasts. By crossing boundaries, however, modes of
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