TURTLE TUESDAY
Some of you may know about a little Japanese Role-Playing Game called Yuuyake Koyake. Or maybe you know it by its English moniker, Golden Sky Stories. If you don’t, somewhere, someone referred to it as the Totoro RPG, and it’s not the worst description. The game is not about adventure in the traditional gaming sense. There’s no dragons to be bested, no empires to overturn. Instead, the game is about the little adventures, the day-to-day trials of regular people doing more or less regular things in a small, rural Japanese town. But you are not one of these people. This is a town where things besides people live. You are a henge, an animal spirit, and at your disposal is a little bit of magic. Not much, but enough to help the people of this town.
After reading that, you may already realize Golden Sky Stories is a different kind of game. There's no dice, no statistics in the traditional sense, and not even a chapter on combat. It truly is “heart-warming role-playing,” a kind of experience where you’re more likely to help a boy overcome his fear of the haunted house at the end of town than stomp goblins.
The setting and focus are not Stories’ only charm. The illustrations throughout are captivating, cute to the point of endangering bicuspids everywhere, and go a long way to setting the mood. Of course, deciphering the moonspeak of the original Japanese book is an endeavor most of us aren’t equipped to do.
Luckily for you and me, Ewen Cluney, along with the other half of Starline Publishing, Mike Stevens, translated this special game and will be bringing it to Western readers soon enough. I’ve had the opportunity to read Ewen’s top-secret (well, okay, not-so-secret) English manuscript for Golden Sky Stories, and it’s a real joy. But that shouldn't be any surprise — This isn’t Ewen’s first rodeo after all. But the text is only a part of the job. Someone has to take this text and give it a home in the pages of a book once again. That someone, as it turns out, is me!
It’s a great privilege to take part in bringing this game to life, and I look forward to sharing with you all my progress. Be sure to check by for further updates, and of course follow Ewen's blog and the Starline Publishing website for all the latest news about Golden Sky Stories.
...Oh? Why is this an entry for Turtle Tuesday? Throughout the book, you’ll meet a cast of lovable characters, including Elder Turtle. Here he is patiently listening to Riko, the tanuki henge, as she frets over some dilemma.
Showing posts with label turtle tuesday. Show all posts
Showing posts with label turtle tuesday. Show all posts
Tuesday, January 24, 2012
Tuesday, March 22, 2011
Turtle Tuesday and Other Strangeness
TURTLE TUESDAY
As a child of the 80s, I was a fan of Teenage Mutant Ninja Turtles. This statement wouldn’t be a terribly unique one if not for how much of an understatement it was. I watched all the cartoon episodes, I had all the action figures [1] including the turtle van, I played all the video games and the board game. I even had Ninja Turtle stuffed animals. I noted the irony of a furry Michelangelo, but that didn’t stop it from being AWESOME.
But for every “Turtle Power!” I chanted then, part of me shakes my head now. That’s not to say the cartoon isn’t still a lot of fun in its own goofy, toy-advertising way [2] — nostalgia makes us all fools with rosy spectacles — but it’s not why I’m still a big Turtles fan. At least not all of why.
That’s because before there was a cartoon, there was a comic. It was a darker, more serious tale, featuring four ninja turtles yes, but willing to deviate from pure mutagen antics the concept begot for tackling, dare I say, human issues. For comparison, the first movie is a rough retelling of one of the beginning comic arcs.
I was just getting to be a teenager myself, able to crave more than pizza monsters, when my brother introduced me to a four volume set of the original Eastman and Laird stories [3] Already addicted to everything Turtles as it was, I was captivated by it. I read them thoroughly, multiple times even, before I started collecting individual issues on my own.
And then there was Teenage Mutant Ninja Turtles and Other Strangeness. It was a Palladium game, first published years before the cartoon/action figure boom, and as such was steeped in the world of Eastman and Laird, not Playmates Toys.
It was notable for several things. Not only was it a licensed game, it was a licensed game with the involvement of the creators. Sure, panels from the comics were littered throughout, but there was plenty of new art, too. It made it feel more special, more real. It was like an actual extension of the story, and not just a cash-in license.
The rules themselves are cluttered, broken, and incomprehensible in the wonderful way all Palladium games are. It’s playable, sure, but it’s way more complicated and inconsistent than it needs to be. It’s harder to forgive newer releases — cough Robotech: Shadow Chronicles cough — but back in the 80s, most RPGs were like this. And where the randomized character creation could really prove frustrating for a game like, say, Heroes Unlimited, it really felt right for TMNT. Mutation was happenstance, and discovering the crazy animal you were going to be was part of the fun. The game’s BIO-E point system did allow you some customization, letting you place your mutant between "sentient animal" and "full-blown anthropomorph." It gave control to an otherwise chaotic character creation, and it was great.
But then came the cartoon. To gamers, the Turtles were no longer this cool indie comic but a silly kids show. Sales of the RPG plummeted and Palladium let the license lapse. It was survived by the mutant animal spinoff After the Bomb for some years, but support for it would wane too, as is the way with many RPGs. I can’t say I was the biggest fan of the Palladium rules, but I was of this game. But to blame the cartoon for much is silly and unfair. After all, without the cartoon, I may never have been a fan of this RPG, or of turtles wielding ninja weapons at all.
Cowabunga.

[1] Well, not all. Do you remember how many there were? Do I even need to say Space Cadet Raph? Really, do I?
[2] Perhaps you'd prefer Crazy Clownin' Mike?
[3] Ironically, the comic actually gives Crazy Clownin' Mike precedent.
But for every “Turtle Power!” I chanted then, part of me shakes my head now. That’s not to say the cartoon isn’t still a lot of fun in its own goofy, toy-advertising way [2] — nostalgia makes us all fools with rosy spectacles — but it’s not why I’m still a big Turtles fan. At least not all of why.
I was just getting to be a teenager myself, able to crave more than pizza monsters, when my brother introduced me to a four volume set of the original Eastman and Laird stories [3] Already addicted to everything Turtles as it was, I was captivated by it. I read them thoroughly, multiple times even, before I started collecting individual issues on my own.
And then there was Teenage Mutant Ninja Turtles and Other Strangeness. It was a Palladium game, first published years before the cartoon/action figure boom, and as such was steeped in the world of Eastman and Laird, not Playmates Toys.
It was notable for several things. Not only was it a licensed game, it was a licensed game with the involvement of the creators. Sure, panels from the comics were littered throughout, but there was plenty of new art, too. It made it feel more special, more real. It was like an actual extension of the story, and not just a cash-in license.
But then came the cartoon. To gamers, the Turtles were no longer this cool indie comic but a silly kids show. Sales of the RPG plummeted and Palladium let the license lapse. It was survived by the mutant animal spinoff After the Bomb for some years, but support for it would wane too, as is the way with many RPGs. I can’t say I was the biggest fan of the Palladium rules, but I was of this game. But to blame the cartoon for much is silly and unfair. After all, without the cartoon, I may never have been a fan of this RPG, or of turtles wielding ninja weapons at all.
Cowabunga.
[1] Well, not all. Do you remember how many there were? Do I even need to say Space Cadet Raph? Really, do I?
[2] Perhaps you'd prefer Crazy Clownin' Mike?
[3] Ironically, the comic actually gives Crazy Clownin' Mike precedent.
Tuesday, February 22, 2011
Domo Arigato Turtle Roboto
TURTLE TUESDAY
If there’s two things that define Japan, it’s a love of technology and a love of cute things. Unsurprisingly, stuff like this happens:
The Takara Walkie Bits actually came out five years ago, marketed in a variety of candy-colors and packaged in adorable candy tins. Seeing that wasn’t enough, Takara went on to expand to many other varieties, including a “Nature” line that mimicked real species of turtle. The robots themselves are limited to various modes of walking and chirping — and a painful rendition of Mozart's “Toy Symphony” — but that's all they really need to do. Charming, adorable, and worth every penny.
Originally these tiny turtles fetched around $12. Now that they’re out of print — a crime! — a $30+ price tag is more likely to prevail. Even so, I finally broke down and ordered one, and he arrived just in time for Turtle Tuesday. Here’s his debut!
Aw.
Originally these tiny turtles fetched around $12. Now that they’re out of print — a crime! — a $30+ price tag is more likely to prevail. Even so, I finally broke down and ordered one, and he arrived just in time for Turtle Tuesday. Here’s his debut!
Tuesday, February 15, 2011
Happy Valentine's Day
TURTLE TUESDAY
He's a day late, but you won't hold that against him, will you?
This fellow comes courtesy of Meaghan Smith, who is not only a talented singer but has a site full of her artistic endeavors, including tons of wonderful pieces like this one.
This fellow comes courtesy of Meaghan Smith, who is not only a talented singer but has a site full of her artistic endeavors, including tons of wonderful pieces like this one.
Tuesday, February 1, 2011
DiTurtleizzi
TURTLE TUESDAY

I used to love AD&D. But more than that, I really loved Monster Manuals. Almost every RPG has its collection of things to toss at players, but Dungeons & Dragons’ just seemed so expansive, a kitchen-sink of every neat (and occasionally not so neat) idea, a treasure trove of mythic creatures cobbled from countless mythos, including that of Dungeons & Dragons itself. The Zaratan pictured above claims to hail from Al-Qadim, one of many campaign settings of TSR’s heyday, but it has obvious inspiration from the mythic World Turtle. You may have come across a version of that story from the famous Steven Hawking anecdote “Turtles All the Way Down.”
But as fascinating as each volume of the monstrous menagerie was, the part that really captured my imagination was the art of Tony DiTerlizzi. Whereas much of the art of the 2nd Edition Monstrous Manual was functional, and at times barely serviceable, DiTerlizzi's art breathed on the page, the soft colors and wispy inks conveying each creature as more than a stat block. When I got my hands on the Monstrous Compendium Annual Vol. 1, I was ecstatic to find every denizen within the paperback tome was penned by his hand. It was more than great art. DiTerlizzi was a revelation and a lesson. RPGs could be beautiful.
DiTerlizzi continued work for the Monstrous Compendiums, and even defined the look of entire worlds as the face of Planescape, another AD&D campaign setting. But he’s long since moved on, his dabbling in RPG illustration likely a scarcely remembered stepping stone on the way to his true passion in children’s books. [1] But no matter how many of his new stories become a part of modern childhoods, I’ll always love him for the books that were a part of mine.
[1] Serendipity abounds. Holly Black and Tony DiTerlizzi actually met while she was interviewing him for, of all things, an RPG magazine.
I used to love AD&D. But more than that, I really loved Monster Manuals. Almost every RPG has its collection of things to toss at players, but Dungeons & Dragons’ just seemed so expansive, a kitchen-sink of every neat (and occasionally not so neat) idea, a treasure trove of mythic creatures cobbled from countless mythos, including that of Dungeons & Dragons itself. The Zaratan pictured above claims to hail from Al-Qadim, one of many campaign settings of TSR’s heyday, but it has obvious inspiration from the mythic World Turtle. You may have come across a version of that story from the famous Steven Hawking anecdote “Turtles All the Way Down.”
DiTerlizzi continued work for the Monstrous Compendiums, and even defined the look of entire worlds as the face of Planescape, another AD&D campaign setting. But he’s long since moved on, his dabbling in RPG illustration likely a scarcely remembered stepping stone on the way to his true passion in children’s books. [1] But no matter how many of his new stories become a part of modern childhoods, I’ll always love him for the books that were a part of mine.
[1] Serendipity abounds. Holly Black and Tony DiTerlizzi actually met while she was interviewing him for, of all things, an RPG magazine.
Tuesday, January 25, 2011
Nom Nom Nom!
TURTLE TUESDAY

If there’s one website you must visit, it has to be this one.
TurtlesEatingThings.com doesn’t update often — the backlog isn't very extensive either — but it’s worth every chelonian chomp while it lasts.
If there’s one website you must visit, it has to be this one.
TurtlesEatingThings.com doesn’t update often — the backlog isn't very extensive either — but it’s worth every chelonian chomp while it lasts.
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