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#banwas
prokopetz · 1 year
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Tabletop RPG about a band of epic heroes with full sentences for names on a quest to murder God and shatter His throne, as one does, except the epic heroes in question are a mob of foot-tall gremlinny critters who are not 100% sure what "God" actually is, and they're not about to let that stop them. The game features an elaborately statted-out bestiary of "divine beasts" to fight which the human reader will recognise as things that are neither divine nor beasts; the climactic battle of the example scenario involves the player characters going Shadow of the Colossus on what is clearly a windmill.
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vexwerewolf · 10 days
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why is it that we only have like two licenses from any mech producer that’s a good guy? For a game where like there are clear good and bad guys (even if who you play isn’t necessarily linked to that) it seems strange to me that the only loot and XP you get is… more benefits from the bad guys
I can tell you the answer, but to do so, we're gonna have to talk about a completely different TTRPG.
If you've read @makapatag's truly excellent Filipino martial arts TTRPG Gubat Banwa (and if you haven't, here it is), you may notice that every single character class description (with one notable exception) ends with one of these babies:
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I am not Makapatag, and I cannot write with quite as much grace and eloquence as he can, but I will try:
If you choose to become a Lancer, ask yourself why you mock the name of peace with these weapons of war. You call yourself a saviour, but your steed was forged from the murder of a world. You stride across the sky in a colossus built in your own image, so why are you too cowardly to give it your face? Why do you believe these machines of death can preserve life?
It is important to note that the admonitions in Gubat Banwa are not just there to make you feel bad; they are there as legitimate questions. The Sword Isles have seen so much blood, death and tragedy. Wars are not glorious and killing is not a game. So, knowing all of that, why have you taken up this discipline - no matter how noble and virtuous it might claim to be - to shed more blood, to bring more death, to write more tragedy? What could possibly drive you to this? What need is so great that you must kill?
The thing with Gubat Banwa is that there are legitimate answers to these questions! There are bad people doing bad things, and some of them will not be stopped with words or kindness. Sometimes, as sorrowful as it is, killing is the correct choice to prevent greater suffering and deeper tragedy - but adding less misery and death to the world is still adding some amount of it. Even the most necessary wars will drench the ground in the blood of the innocent.
A sword is a tool meant to kill humans; while it can be used for other things, it is not well-suited to anything other than this. A mech is, in its most basic essence, just a very complicated sword: it's usually used on things larger than a person, but it's still a tool built to kill.
So why have you taken up this path? Humanity was saved from the brink of extinction and has created wondrous technologies like printers, cold fusion and mind-machine interface, and yet you use them to play soldier in a giant metal man. Why do you choose to take up this machine of death, built by the greedy and pitiless? Why do you think these machines can ever make things right?
Because sometimes, despite everything, they can.
Warhammer 40K shows an awful world full of monsters and monstrosity, and in the darkest moments of its history, Lancer's world looked just as bleak, but Lancer's world differs in one crucial way. Warhammer's world has long given up trying to be better, but Lancer's world never did. Lancer's world kept insisting a better world is possible, and it used what tools it had to make it so.
Sometimes the correct choice, no matter how bitter it may seem, is to kill someone. When you need to do this, a sword is a perfectly good choice for the job.
If you find yourself discomforted by the fact that all the people you can buy mechs from are corrupt and immoral - good! You have correctly engaged with the text. You have understood that the sort of people who would make giant walking death machines and sell them for profit are not good people. But you still have a job to do, and you need the correct tools, and those people have them.
Lancer is not a game about a perfect world - it is a game about a deeply flawed and imperfect one that does not let its imperfection stop it from trying. You have to try to make a better world, even with imperfect tools made by unpleasant people.
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makapatag · 4 months
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🪷PEACE AND LOVE USED LIKE A BLADE WILL CONQUER⚔️
If you haven't yet, you can try out the Martial Epic Fantasy Tabletop RPG skewered through by Southeast Asian story and lore GUBAT BANWA for free with the quickstart! A fantasy take on what a Southeast Asia looked like before the rise of modern borders and categorization!
GUBAT BANWA'S FREE QUICKSTART and MUSANGHARI, a GUBAT BANWA MODULE have both been updated. Want easy ways to get into Gubat Banwa's system and setting? Check them out!
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Quickstart:
Musanghari on Itch
Musanghari on DrivethruRPG: https://www.drivethrurpg.com/product/422021/Musanghari
Additionally the game has been given a Patch 1
I always say that I can only personally reckon with these things, Southeast Asian past, directly through Fantasy because so much of is it lost to us and it is a false venture to found a National Consciousness from Pre-colonial Cultural Artifact so Gubat Banwa is a violent revelry of the things we've lost and the things we know we've lost, the connections removed to us, the similarities severed through borderline and empire. Everyone is welcome to join the feast! Also we should be having our Backerkit set up pretty soon!
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anonbeadraws · 11 months
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Character Sheet Commission of Isagani the noodlemaker for @rubberglovekobold! He is their OC from Gubat Banwa, a beautiful TTRPG that folks should check out on itchio!! I'd love to try his food!! 🍜🍜 🍜more commission info in source🍜
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unseenphil · 4 months
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I think Gubat Banwa may have slightly ruined other tactical RPGs for me.
I still haven't gotten to -play- Gubat Banwa but now when I look at other games I just shake my head sadly at their utter lack of fantasy cavalry options. Opening the list of styles with Busaya Lancers remains just an incredibly strong move that sold the game to me more than anything else.
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Have you played GUBAT BANWA ?
By Joaquin "Makapatag" Saavedra
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War Drama Tactics RPG about wandering martial artists driven by their convictions to do great and terrible violence, set against the backdrop of a Southeast Asia-inspired fantasy archipelago on the brink of apocalyptic warfare
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ostermad-blog · 6 months
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Ran a session 0 for Gubat Banwa last night and, like, I haven't fallen in love with a ttrpg since I was a kid. But every time I read a page or two of Gubat Banwa, I'm just delighted and flabbergasted and astounded. As Rath put it, "If it was just a phenomenal anticolonial setting it'd be sick. But the game also fucking rips." I have a warrior who kills people with a soccer ball, an asshole poet who forces folks to attack them and is also impervious to their attacks, and a fucking headtaker that picks a motherfucker to just delete before swiveling their gaze to their next victim.
Oh, and also the heir to the Dawn Eater Crown simultaneously ships two of them and wants to kill the person who murdered one of the pair's father (which happens to be the other person in the pairing). And the local Raj also ships the pairing. And one of the PCs is in love with a different one, not in the pair. And all of that just flowed out of character creation. I have to build a goddamn relationship chart to keep track of all the soap opera relationship stuff. It's incredible.
Y'all missed the kickstarter for a hard copy pre-order, but I'm sure you'll be able to get some once backer kit gets set up. For now, though, you can buy the pdf on itch. https://www.gubatbanwa.com/
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kathanglangit · 7 months
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Gubat Banwa is FULLY FUNDED!
In less than A DAY, we've hit our goal of $40,000! Thank you all so much! Your continued support made this massive achievement for SEA representation in TTRPGs possible. 🔥🔥
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Revel in glory, Kadungganan! This victory belongs to us all!
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The campaign will continue to run for the next 29 days. There are a few stretch goals still waiting up ahead, so if any of these catch your interest, do continue to spread the word about the project.
The Gubat Banwa Kickstarter was fully funded in 1 day! (But we've still got some neat surprises in the stretch goals...) Check them out here:
We cannot overstate how deeply we appreciate your support, it truly means the world to this small team from the Philippines. Now, let us see this campaign through to the end of the far horizons, shields abreast and blades gleaming and heads held high with pride.
Until glory!
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ghostofacrow · 3 months
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Out of all the things that I took away from playing Gubat Banwa so far, the thing that changed something in my brain for how I think about game design the most has been the collaborative map making because the single decision to draw the tactical maps together during the game turns it from prep time (can be fun but is often just an unfortunate step the GM has to do to fascilitate having fun later) into game time (you are hanging out with your friends and chatting and you get excited for the fight ahead every time you improvise a new detail for the map)
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tunaculosis · 4 months
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Gubat Banwa
Gubat Banwa is a tactics based TTRPG based on SEA culture, it's primarily based on the much demonized D&D 4e, but it's genuinely a fantastic game people should check out and support.
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cabramso · 7 months
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Hey the ttrpg Gubat Banwa launched on kickstarter today. If you even care 😒
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moofahdrome · 1 year
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In regard to your pin post, what games do you like to play? I'm always a sucker for hearing about other tabletops people enjoy.
Ooooooh thank you for asking!!! I'm a big sucker for easy to run character focused games like Thirsty Sword Lesbians or Masks: A New Generation, but I also love love love games with potential for really cool and creative combat like Eidolon: Become Your Best Self, Gubat Banwa, and LANCER.
My primary experience is with Powered by the Apocalypse games, but I'm looking to expand my horizons a bit in the future! Blades in the Dark is super cool, but other Forged in the Dark games appeal to me a lot, especially Brinkwood - The Blood of Tyrants, a super cool game about organizing a revolution against colonialist capitalist vampires.
There's really so many amazing games by queer indie creators out there - Apocalypse Keys recently had its full release, as did EXTREME MEATPUNKS FOREVER the TTRPG! There's really something for everyone. I really need to play more Ryuutama for its lovely adventure vibes, Hard Wired Island for a return to true anticapitalist cyberpunk, as well as Flying Circus for amazingly accurate WWI-era plane action in a miyazaki-inspired setting! Other stuff I've had for a while but need to play are Monster Care Squad, Heart: The City Beneath, and Comrades, a Revolutionary RPG.
There's also plenty of nice, charming, slower paced games as well. Wanderhome is a beautiful pastoral journey game, where everyone comes together to heal a land and experience wonders. Our Traveling Home is inspired by Howl's Moving Castle and has everyone play a unique role as a queer found family. Yazeba's Bed and Breakfast just released, and it's an amazing episodic experience packed full of beautiful content!
One of my favorite game creators is Dinoberry Press, creator of fantastic titles like Justicar, What Waits Beneath, and GUN&SLINGER, a cool 2-3 player game where one person plays a magical gun and the other their haunted wielder. It's got a couple great extra modes of play, too, like SWORD&BEARER or MECH&PILOT !
And there's even more amazing games in development. Dinoberry's You're in Space and Everything's Fucked just funded, as did HELLPIERCERS: TACTICAL HARROWING ACTION. Guns Blazing and Wetrunners are really close to being funded, too, check them out! Some other great games that aren't fully complete but you can play right now are ICON, Bloodbeam Badlands, Red West, and In the Time of Monsters, all of which are some of the COOLEST things I have ever seen.
Feel free to ask more questions about any of these! I love talking about them and I'm thrilled to see interest in indie ttrpgs!!!
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makapatag · 28 days
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realities, maximalism,and the need for big book™️
some gubat banwa design thoughts vomit: since the beginning of its development i've kind of been enraptured with trying to really go for "fiction-first" storytelling because PbtA games really are peak roleplaying for me, but as i wrote and realized that a lot of "fiction first" doesn't work without a proper sort of fictional foundation that everyone agrees on. this is good: this is why there are grounding principles, genre pillars, and other such things in many PbtA games--to guide that.
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broken worlds is one of my favs bc of sheer vibes
Gubat Banwa didn't have much in that sense: sure, I use wuxia and xianxia as kind of guideposts, but they're not foundational, they're not pillars of the kind of fiction Gubat Banwa wants to raise up. there wasn't a lot in the sense of genre emulation or in the sense of grounding principles because so much of Gubat Banwa is built on stuff most TTRPG players haven't heard about. hell, it's stuff squirreled away in still being researched academic and anthropological circles, and thanks to the violence of colonialism, even fellow filipinos and seasians don't know about them
this is what brought me back to my ancient hyperfixations, the worlds of Exalted, Glorantha, Artesia, Fading Suns... all of them have these huge tomes of books that existed to put down this vast sprawling fantasy world, right? on top of that are the D&D campaign settings, the Dark Suns and the Eberrons. they were preoccupied in putting down setting, giving ways for people to interact with the world, and making the world alive as much as possible.
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one of my main problems with gubat banwa was trying to convey this world that i've seen, glimpsed, dreamed of. this martial fantasy world of rajas and lakans, sailendras and tuns, satariyas and senapatis and panglimas and laksamanas and pandai... its a world that didn't really exist yet, and most references are steeped in either nationalism or lack of resources (slowly changing, now)
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i didn't want to fall back into the whole gazeteer tourist kind of shit when it came to writing GB, but it necessitated that the primary guidelines of Gubat Banwa were set down. my approach to it was trying to instill every aspect of the text, from the systems to the fluff text to the way i wrote to the way things were phrased, with the essence of this world i'm trying to put forward. while i wrote GB mainly for me and fellow SEAsian people, economically my main market were those in the first world countries that could afford to buy the book. grokking the book was always going to be severely difficult for someone that didn't have similar cultures, or are uninterested in the complexities of human culture. thus why GB had to be a big book.
in contemporary indie ttrpg spaces (where I mostly float in, though i must admit i pay more attention to SEAsia spaces than the usual US spaces) the common opinion is that big books like Exalted 3e are old hat, or are somewhat inferior to games that can cram their text into short books. i used to be part of that camp--in capitalism, i never have enough time, after all. however, the books that do go big, that have no choice to go big, like Lancer RPG, Runequest, Mage, Exalted are usually the ones that have something really big it needs to tell you, and they might be able to perform the same amount of text-efficient bursting at the seams flavor writing but its still not enough.
thats what happened to GB, which I wanted to be, essentially, a PbtA+4e kind of experience, mechanically speaking. i very soon abandoned those titles when i delved deeper into research, incorporated actual 15th century divination tools in the mechanics, injected everything with Martial Arts flavor as we found our niche
all of this preamble to say that no matter how light i wanted to go with the game, i couldnt go too light or else people won't get it, or i might end up writing 1000 page long tome books explaining every detail of the setting so people get it right. this is why i went heavy on the vibes: its a ttrpg after all. its never gonna be finished.
i couldnt go too light because Gubat Banwa inherently exists on a different reality. think: to many 3 meals a day is the norm and the reality. you have to eat 3 meals a day to function properly. but this might just be a cultural norm of the majority culture, eventually co opted by capitalism to make it so that it can keep selling you things that are "breakfast food" or "dinner food" and whatnot. so its reality to some, while its not reality to others. of course, a lot of this reality-talk pertains mostly to social--there is often a singular shared physical reality we can usually experience*
Gubat Banwa has a different fabric of reality. it inherently has a different flow of things. water doesn't go down because of gravity, but because of the gods that make it move, for example. bad things happen to you because you weren't pious or you didn't do your rituals enough and now your whole community has to suffer. atoms aren't a thing in gb, thermodynamics isn't a real thing. the Laws of Gubat Banwa aren't these physical empirical things but these karmic consequent things
much of the fiction-first movement has a sort of "follow your common sense" mood to it. common sense (something also debatable among philosophers but i dont want to get into that) is mostly however tied to our physical and social realities. but GB is a fantasy world that inherently doesn't center those realities, it centers realities found in myth epics and folk tales and the margins of colonized "civilization", where lightnings can be summoned by oils and you will always get lost in the woods because you don't belong there.
so Gubat Banwa does almost triple duty: it must establish the world, it must establish the intended fiction that arises from that world, and then it must grant ways to enforce that fiction to retain immersion--these three are important to GB's game design because I believe that that game--if it is to not be a settler tourist bonanza--must force the player to contend with it and play with it within its own terms and its own rules. for SEAsians, there's not a lot of friction: we lived these terms and rules forever. don't whistle at night on a thursday, don't eat meat on Good Friday, clap your hands thrice after lighting an incense stick, don't make loud noise in the forests. we're born into that [social] reality
this is why fantasy is so important to me, it allows us to imagine a different reality. the reality (most of us) know right now (i say most of us because the reality in the provinces, the mountains, they're kinda different) is inherently informed by capitalist structures. many people that are angry at capitalist structures cannot fathom a world outside capitalist structures, there are even some leftists and communists that approach leftism and revolution through capitalism, which is inherently destructive (its what leads to reactionaries and liberalism after all). fantasy requires that you imagine something outside of right now. in essence read Ursula K Le Guin
i tweeted out recently that you could pretty easily play 15-16th century Luzon or Visayas with an OSR mechanic setting and William Henry Scott's BARANGAY: SIXTEENTH CENTURY PHILIPPINE CULTURE AND SOCIETY, and I think that's purely because barebones OSR mechanics stuff fits well with the raiding and adventuring that many did in 15-16th century Luzon/Visayas, but a lot of the mechanics wont be comign from OSR, but from Barangay, where you learn about the complicated marriage customs, the debt mechanics, the social classes and stratum...
so thats why GB needs to be a (relatively) big book, and why I can contend that some books need to be big as well--even if their mechanics are relatively easy and dont need more than that, the book, the game, might be trying to relay something even more, might be trying to convey something even more than that. artesia, for example, has its advancements inherently tied to its Tarot Cards, enforcing that the Arcana guides your destiny. runquest has its runes magic, mythras (which is kinda generic) has pretty specific kinds of magic systems that immediately inform the setting. this is why everything is informed by something (this is a common Buddhist principle, dependent arising). even the most generic D&D OSR game will have the trappings of the culture and norms of the one that wrote and worked on it. its written from their reality which might not necessarily be the one others experience. that's what lived experience is, after all
*live in the provinces for a while and you'll doubt this too!
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villain-returns · 11 months
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Sruta Shuyin, The Witch from Soumya
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The winner of the Gubat Banwa Patreon's Character AU Poll for May
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You can view her lore and statblocks for use in your Gubat Banwa games at our Patreon here. Our June Character AU poll is also ongoing.
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thumblrdotcom · 3 months
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Hi Everyone, I am planning a Gubat Banwa game, and for the preparation I made a small sheet with short descriptions of each Discipline for my players and I thought I should share it! Hope this helps!
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