Introductory Stuff

First off, I'd like to apologize for not making this page prettier. I felt it more important to get the info out and then work on the cosmetic side of things. Having said that, this section is basically your table of contents for this web page. Here we link you to the questions you feel important. For example, if you know what a role-playing game is and what Tinker's Damn is, you will probably not want to read about that for the umpteenth time. So without further delay...(by the way, go rin means "five rings" in Japanese).

 What are role-playing games?
What's Tinker's Damn? and Why are you swearing?
Why Did you choose this game for this campaign?
About the Dojo Gorin Campaign
Variations in our version of Dojo Gorin
Major Personalities in our Dojo Gorin Campaign
Sights in see in Harbor Point.
How things went down in our campaigns...

What are Role-playing Games?

The best explanation I have found for this question is simply playing "let's pretend" with papers, pencils, rules, and dice. It's one part rules, one part lucky dice rolls, and two parts acting. While the most publicized games of this variety are Advanced Dungeons and Dragons and Vampire: The Masquerade, there are role-playing games of many genres. Other examples include Star Wars, Battletech, and even those "host your own murder" games. Essentially, one player called the sets up the story line. This includes location and villains for the other players to deal with. This person is usually called the Game Master (but not always, in AD&D, the person is known as the Dungeon Master, and in Toon, The Game Master is called the Animator). The rest of the players play characters, usually only one, but sometimes more.  

What's Tinker's Damn and Why am I swearing?

Tinker's Damn is a game to allows the Game Master and the rest of the players to play in an Anime setting. For those of you who are unfamiliar with that term, Anime is Japanese Animation. A bad example of this is Speed Racer; better examples include such series as Star Blazers or Robotech. This my personal opinion, if you really want to recreate Speed Racer, go for it. You can find examples of Anime at Suncoast Video or rent them first in places like Blockbuster. You can even watch Toonami on the Cartoon Network or Saturday Anime on the Sci-Fi Channel. As for my swearing, it's purely unintentional, it's just the name of the game. The definition of Tinker's Damn, according to Webster's Dictionary, as printed in Tinker's Damn, means minimum amount or degree. 

Why Did I choose Tinker's Damn for The Dojo Gorin Campaign

Three reasons.
  1. The first is that Tinker's Damn is a relatively new game, meaning that there are no other books. This means that I don't get pestered by people telling me the official rules according to some supplement I've never heard of.
  2.  It means my players can get all the info I have for relatively cheap ($12.95 + Sales Tax if applicable).
  3. Genre. It seemed the best game for this campaign. The only other games it could really fit in were GURPS (very realistic, Animes are not known for following the die-hard rules of physics), Toon (the opposite problem, too silly, introduce a problem that can't be solved with a sight gag, and it destroys the spirit of that game), and Mekton Zeta (very close, but just a little too serious, I'd recommend using this game to recreate a Robotech or Star Blazers atmosphere here. The other Anime Games I saw were for specific series like Robotech, Bubble Gum Crisis, and Votoms. That pretty much left this game.
If your game shop won't order it for you, try the Studio Cranium home page. That's all for the advertisements, honest. 

About the Dojo Gorin Campaign

I want you to know this is NOT an original game world by any stretch of the imagination. We shamelessly borrow elements from such diverse sources as Ranma 1/2, Ninja High School, Project A-ko, Giant Robo, and whatever other silliness fits our mood at the time. In fact, we also borrow heavily from Fast Times At Yojimbo High, located on the Studio Cranium Ventures Page. I'd like to thank them now for the help they gave us. 

Variations in Our Dojo Gorin Campaign.

Here's where we actually tried some creativity. One of Tinker's Damn's characteristics is that the system is basic. This means it can and probably will be expanded and that's what we did here. This may run counter to the spirit of the game as originally envisioned by Studio Cranium, but I like the way things are looking so far.
     
  1. Stats: Instead of the usually 75 points, we gave out 105 points, this averages to be around 15 points per stat, including POW. Should a player not play a martial artist, wizard, netguy/hacker, or psi, we give the following option: Use the 105 as normal or put points in the Power Stat and get (Power times 3) points for skills (this is in addition to the normal skill points). Every person so far has chosen an arch type that requires the Power Stat. Players can also use the veteran rules. We haven't used the Boosted or OverPowered options, but if you would like to, feel free.
  2. Skills: also 105 instead of the normal 75. This is not as big a boost as it sounds, especially, if you want to play a weapons master or someone like Dexter from Dexter's Laboratory. Remember, those little skills such as Cooking, Piloting-Car, Swimming, and Languages can be very important in Teenager settings, especially with those foreign (alien) students.
  3. Traits. Instead of the normal 2 finesses and 2 flaws, I gave up to 5 of each with more, providing it made sense for the character and added to the story. Soul Drake, my cousin tends to get really creative (and occasionally a little crazy) when making a character, and his character Kipp Hoshuryuu was no exception. Kipp, in fact has a complete biography which I may put up in the timeline. As usual, feel free to limit as you wish.
  4. Power abilities: (Power X 3) points are given to spend on powers. This does NOT come out of the 105 points listed earlier. I should warn that any GM who uses this rule and the Overpowered Stat Rule runs the risk of having migraines. 360 points spent on powers is sick, twisted, and wrong. If you don't believe me, check out what a 250 level fireball does (Attack spell on p.26). If I read the rules right, this only costs 130 points (assuming one has a power stat of 120). This leaves room for that 250 level shield spell and a 220 level regenerate spell, too. Any GM who allows this has only themselves to blame...
  5. Special Martial Arts Maneuvers: Right now, we are developing a list of special attacks and defenses for the martial artist, no matter what disclipine. We are still ironing that out. Some of those are abusive and will be toned down before they get put up here.
  6. Experience: Right now, the experience rules are prefect for a "sitcom" atmosphere where nothing changes much. This is good for series like Scooby Doo and similar cartoons. Some cartoons do have characters learning and mastering maneuvers, becoming stronger, smarter, more agile, or whatever quickly. I call it the Rick Hunter syndrome. At the beginning of Robotech (Macross, to be more precise), Rick could barely fly his Valkyrie (if I have the wrong name for his mech, let me know). 18 or so episodes later, he is an ace pilot, second to maybe Max Sterling, but no one else. At the End of the Series, he's not only an ace pilot, but an extremely able Admiral who has command abilities like Jean-Luc Picard of Star Trek: The Next Generation. So this is what we've done to try to recreate the Rick Hunter syndrome.
  7. As far as the other rule variations go, they can be listed under the "Fast Times At Yojimbo High" section of the Studio Cranium page listed here

Major Personalities in Dojo Gorin

This will be a brief synopsis and I promise, I will give stats as I receive them. In Alphabetical Order, here we go:

Sights to see in picturesque Harbor Point.

Right now, the only places I have planned in Harbor Point are:

How things went down in this campaign (so far...)

Right now, the campaign is still in the process of adding characters.

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