Well, well, well...
Look what the Cat dragged in.
Footprints in the Night (夜の足跡 - Yoru no Ashiato) is a Japanese Tabletop Roleplaying Game published by Kadokawa Shoten. It was written by Toichiro Kawashima and produced by Adventure Planning Bureau. Cover and numerous interior illustrations by Kujo. The game was released on January 20, 2023.
It probably comes as no surprise given my blog's name and mascot that I am more of a Dog person than a Cat person but I do love Cats. A number of friends of mine are definitely of the Feline Fan persuasion and it was with them in mind that I decided to take a look at this TRPG. In doing so, I discovered a game I find rather intriguing.
Unlike a decent number of JTRPG titles that I've covered on my blog in recent months, this one isn't a doujinshi or fan-made product. In fact, it isn't even an 'indie' game. Kadokawa is arguably the largest publishing company in Japan and one of the top RPG producers.
Footprints in the Night is considered a 'mainstream' release, or at least as mainstream as a TRPG product in Japan can be that isn't Call of Cthulhu or Sword World. I understand its popularity falls somewhere between a well-received independent title and a 'cult favorite'. Nonetheless, I was able to find a number of reviews, blog posts, and even actual play videoes without difficulty and I'm just an English speaking American with curiously using Google.
The premise is simple; the players play Cats and as we all know, Cats rule the world. As such, they have taken it upon themselves to protect the Day World of Humanity from the Night World of Spirits and the Supernatural, which usually manifest in the form of The Yona, otherworldly, paranormal beings often out to make trouble. Cats are uniquely capable of moving between the worlds of Day and Night and they use this advantage to thwart the Yona during the Cats' Night Patrols.
Player Character Cats (also known as PCs or 'Player Cats') fall into three categories: Domestic, Stray, and Lost.
A Domestic Cat is one that has a home with one or more Humans who take care of its needs, though the Cat believes it is the one that ensures the well-being of their Humans. Stray Cats may see them as pampered and even weaker than themselves but 'Pet' Cats understand the world of Humans better than the Strays do.
Stray Cats live out in the world on their own without the assistance of Human Beings. There are of course some people in the neighborhood who will leave out food and water. On occasion these individuals will give the Cats some attention and affection. Strays that partake in this sort of hospitality are sometimes called 'Community Cats'. Stray Cats are a hardy bunch and are quite adept at surviving under difficult circumstances.
The final category is a little peculiar. There are certain Cats that aren't really cats at all. Some are stuffed animals, others are 2D illustrations and still others are small figurines. These Lost Cats are magical in nature, a special sort of 'Night Magic' that only Cats are privy to. Interestingly, the term 'Lost' has another connotation in the game and the although the two may be connected, they are quite different. More on that some other time.
Lost Cat
Cats are governed by their Feelings: Moods that dictate or more accurately influence their actions on a given night. Sometimes you can use your Feelings to your advantage, other times you need to fight against them to accomplish things. The use of an in-game currency called Motivation allows you to counteract your Mood, as well as initiate certain special abilities.
Feelings Chart:
Randomly roll 3 Feelings at the start of the session to determine your PC's Temperament that night.
It's more Cat nature and instinct then conscious decision.
A group of Cats (a PC 'party') is known as a Gathering. Cats generally patrol Territories, which in an urban environment is likely an apartment complex or city square. It could also be an entire small town depending on your campaign setting.
During the Cats' late night patrols, the Cat's follow certain Rules of Cat culture. They are:
No. 1: Claiming Territory
No. 2: Protect Humans
No. 3: Protect your Dignity
No. 4: Indulge in your Sense of Adventure!
No. 5: Be vigilant at night.
No. 6: Don't worry about the little things
Honestly, I love this. (WARNING: Mini-Rant Coming...) Number 4 is an in-game reason to not be such an overly cautious coward, which I find to be common these days among those who've been raised on adversarial, OSR games of yore. Nothing bores me more. This is reinforced by Number 6, 'Don't worry about the little things'. Sure, details matter in many cases but don't get so bogged down in them you can't take walk down the street without Batman levels of prep. Cats don't.
Like many Japanese TRPGs, Footprints in the Night utilizes a very specific scenario structure.
Session flow (as it is often called) proceeds as follows:
Introduction Phase: Describe the trigger for the incident or night's activities.
Night Patrol Phase: Investigate the incident and interact with NPC(s).
Event Phase: An important event occurs in the scenario.
Combat Phase: Help someone or drive away the enemy.
Conclusion Phase: Assess the outcome of the incident and any effects it has on the future.
As someone whose games are very free form, the Japanese approach to scenario design is both fascinating and somewhat off-putting. At the same time, it does help me make sure I have a general idea of what should, or at least could, occur during a given session. It is an aspect of my beloved JTRPGs I struggle with but also...like?
I am still going through the game and the translation process isn't a quick or easy thing for me. It'll take a little while until I have a fully playable version of it. There are definitely other elements of the game I'd love to go into now, such as Taboo Words and Nyarrative, how Death works in the game, and much more but I think I will take a Cat Nap (see what I did there?) and cover more once I'm a little further along in my English Adaption as it were.
For now I'm out of here like a Cat in a room full of rocking chairs...
AD
Regarding your mini-rant, I was one of those overly cautious, overly prepared old school gamer types when I started. I was cured of that after playing a magic-user who avoided injury at any cost and planned every action in excruciating detail because I only rolled 1s whenever he levelled (and was paranoid that any wound at all would end him). It was not fun. (AD&D 1st edition was especially punishing.) After that, I resolved to embrace a more carefree attitude in my adventuring. Playing was much more enjoyable after that epiphany.
ReplyDeleteYeah, it never even occurred to be to be overly cautious (unless playing a character where that was its whole jam) because my introduction to RPGs was from a gamer standpoint but a storytelling one. It being a game was (and remains) secondary at best.
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