[ Hey guys! So basically I found this huge RPG book from the 90s in my mom’s boxes. Seems like it’s based on this manga (and anime?) “Ermine’s Adventure” / アーミン冒険, although I can’t find anything about it online.

I thought it would be a fun challenge to start translating it, although I didn’t really realize how much I was biting off. Keep in mind my nihongo is not especially jouzu and I know next to zero about D&D-type stuff, and also this thing is a brick lol.

Anyway, I tried to focus on the key ideas first. See what you think! ]

Dungeon Messy

A Table-Talk Role-Playing Game

Published by Star Group

Being a teen is the absolute freaking WORST!

If it’s not lectures from your parents, it’s greedy venchers invading your dungeon lair. What does it take to get a little respect around here!?

There’s only one thing to do. Get your pals, form a questing posse, and explore the wide world. Beat back the venchers, win back your clan’s treasure, and come back laden with glory!

What could even go wrong?

“Dungeon Messy” is a game of fantasy, imagination, and misadventure. With these books as your guide, you and your friends will create your own tales of danger, heroism, and screwing up over and over and over.

The World

Dojima is a world divided. The prideful hoomins and their allies declared themselves “nobles,” and all the other species “monsters.” Your ancestors were persecuted and driven into hiding.

That brings us to the Damp Sickle. An arching sliver-moon bay, its sandy banks quickly give way to dense swamp. The land-hungry nobles keep trying to build in the swamp – castles, cathedrals, libraries, theaters, wizardly towers – and all of the above keep sinking.

That makes these underground leftovers, these “dungeons,” a perfect place for monster clans to take shelter. That’s where you grew up.

And you’re really getting sick of it!

But what lies outside? You have only an inkling of the nobles’ glimmering strongholds where they hoard their ill-gotten gains. You know they send venchers to invade your dungeon, attacking your kin and looting your treasure.

You know it’s time to turn the tables!

“whats a vencher? can you eat it?”

Great question! These career soldiers and mercenaries come in all shapes, sizes, and ‘noble’ species, united only by their casual malice. Historians hypothesize we call them ‘venchers’ because they aim to ‘venchquish’ us.

And yes!

[ Pretty cool, right?

But I’ve got to fess up and tell you that, uh… the surface world is a mystery to me, too.

I haven’t gotten that far. That is most of the book; there’s like a massive chapter for each of the five biomes. It started getting into the humidity ratings and how it affects encumbrance and I had to lie down.

So, I didn’t think we could really play the game yet, but my little sister got REALLY excited about it, and she invited her friends over and everything. So what we ended up doing is making up everything on the spot.

Something fun is that we all kinda fill in different parts. Like, Tara loves to make weird creatures, and she’ll just go on adding random traits – fins, spikes, more heads – until someone steps in. And then she wants to hunt them, but Porscha wants to make friends with them.

Porscha likes to talk to characters, so she’s always bringing us to new dungeons and monster villages, and she always gives them some dire peril that we need to help with, like a volcano or a plague.

And then Wolfie is all about details. That kid will just take what someone else said and inform us ‘yes the marble of the coliseum has veins of crystal that pulse with magic from long ago. it’s blue.’ Absolute ledge.

Sometimes I think up villains and noble palaces and stuff ahead of time and find a way to fit them in. It’s fun cause I can have all these secret hazards planned out like an evil scheme.

On the other hand, I’m pretty sure Betsy is just adding things from Phineas & Ferb. It takes all kinds.

When we’re deciding on a new quest, what we like to do is talk ‘in-persona.’ Like, we have our personas bring up new places and goals as if they’ve heard of them before. And then we argue about which one sounds funner.

Okay, for the sake of inspiration, I’m going to include this paragraph I really like from another section:

Where can we explore, and who’s there? Valleys, mountains, seas, deserts? Monsters, nobles, in-between? What danger strikes on the way? What can allies offer, and what do they need in return? What do enemies hold, and how is it defended? What sick equipment do we score? Who are our new mentors, friends, crushes, and nemeses?

What’s the smartest, safest path forward? What do we do instead? ]

The Questing Loop

Let’s face it: When you go looking for trouble, you’re gonna get yourself killed.

Which is totally bogus, because every time you respawn at home, your parents have a lecture ready and waiting! ‘Cloning flowers don’t grow on trees,’ they’ll say. All the more reason to get back out there.

This game is made up of a series of ‘quests’! A quest is you and your pals wandering somewhere cool, fighting some bad guys, and getting some loot. Sometimes you’ll even get paid for it.

When one of you dies, the whole posse is yoinked back home. Catch up with the clan, talk up your latest achievements, and see if they’ll cut you a little slack this time! Jeez!

Once you’re on the road again, you can return to what you were doing, or strike out in a completely new direction.

[ When it comes to the ‘family’ scenes, at first we roleplayed each other’s family, cause that made the most sense to me.

But the kids decided that we each play our own family, so now we just get this open-mic series of talking-to-yourself one-woman shows. It’s like really funny. ]

Your Persona

Each player at the table will invent one ‘persona,’ their avatar in the story. You narrate everything your persona says and does. You can keep track of your traits and possessions on a ‘persona resumé’!

First, choose any monster species (see p56). Consider your appearance – what makes you distinct from your kinsmen?

They say every hero has a fatal flaw, but you’re too young to tie yourself down. Give yourself about 3-5 fatal flaws. These make the adventure spicy. When you play to your flaws, you’ll be rewarded with XP (see p87). [ I haven’t gotten to the XP section sorry ]

Give yourself a single skill, at 1lb (see below). This is the first thing you’ve ever been really good at. You’ve been showing it off for weeks.

Give yourself two pieces of equipment. You’ll see the tables on p133 include weapons, armor, tools, and even cooking equipment and outfits. Everyone brings their own thing to the posse.

And by the way, what is your relationship with your family? With your clan? Why do you need to prove yourself?

[ I find some of the kids don’t really engage with the ‘flaws’ thing. They’re basically playing as themselves and don’t need to roleplay being bratty.

Porscha, though, has this great snooty, academic persona who’s constantly prying into everyone’s secrets and making enemies. I like how it gets the other players to make up secrets. ]

The Weight of the World

When you try to strike a blow, play a trick, or jump a canyon, how do we know what happens?

In this game, we can simplify cause and effect by thinking of ‘weight.’ We weigh all the helping factors against all the hindering factors, and see which is heavier, and how great the difference. The effects of your success or failure should equal that difference.

[ So, all the weapons and armors and potions and species traits, and a lot of circumstantial things like surprise in battle or whether a negotiator likes your vibes, are supposed to have their own special weight values in grams and kilos. The section has its own index.

Our quick-and-dirty Amurrican method: Each thing is worth 1lb. Yep, each distinct advantage or disadvantage is simply 1lb. If it’s really big, it can be worth 2 or 3lbs. Count em up!

(This did spark a productive discussion on why pounds are not pronounced ‘lubs.’) ]

Find creative solutions! Anything can help tip the scales, from high ground to a cupcake gift.

Key factors can be secret! A foe’s abilities, a negotiator’s true feelings, or the structure of a building may be unseen, but still affect the scales. Use context clues and experiments to figure out the hidden things.

[ So, something that confused me at first was like… Okay, who knows the secret factors??? Who tells you how the scales fall? It’s weird, I feel like I missed a key idea somewhere.

At first I was handling that stuff, since I know more about the game. But the kids didn’t like me being “bossy.”

So what we’ve been doing is: The person who introduced the obstacle is basically ‘in charge’ of that obstacle.

So when I bring in a wicked fairy, it’s me controlling the fairy against the rest of the posse, and I decided the fairy is secretly weak to stank.

But when Wolfie brings in a landslide, it’s us against them, and only they know some of the rocks are actually bombs.

I like it cause it makes the challenge and danger real. We can’t just decide we win, we have to really be inventive and we can really fail. And we get to be evil gremlins to each other. ]

Scrappin’ and Gabbin’

What do combat and negotiation have in common? They’re both high-stakes, fast-paced, and central to the game.

In both cases, the action should bounce between the two sides like a volleyball. One posse member acts, then one member of the other side acts, and so on. (It’s okay if this means some characters act more frequently.)

Scrappin’

To incapacitate a foe, you must take an action that has a weight advantage of 5lb.

“How am I supposed to do that?” Cool your jets! You may wear them down with injuries, each one hindering their defense. Or, come up with many clever advantages and use them all at once.

“But how about if I get hurt, huh?” Hold your horses! Severe injury isn’t permanent, but it’s inconvenient. You’ll have to live with it until you get to a friendly settlement and negotiate for doctoring. It helps a lot if you bring all the limbs with you.

[ FYI, the book has some fairly gory injury rules and illustrations, but we play it more cartoon-style. Suit your fancy. ]

Gabbin’

What if traveling djinnies offer a deal? What if an enemy dwarf pack has called for parlay? Even a friendly dungeon of slimes can’t afford to give you something for nothing.

When negotiating, the other party’s attitude is a scale, weighing reasons to agree and reasons to refuse. These can have their own hidden factors.

The practicalities and their emotions both matter. You can change the offer itself, and you can also do things that foster (or screw up) trust.

Will you try to befriend? Intimidate? Flatter? Deceive? Be careful what you say, because you can’t unsay it!

When the scales are neutral, the other party is ready to agree. If the scales are even better than neutral, then by golly, it was a pleasure doing business!

Skills

The questing life may be low on pay, but it’s rich in experience! Over time, you can fill up your persona resumé with new talents.

Each skill has a weight value attached. That’s how much it tips the scales when you make use of it.

Acquiring and upgrading a skill costs experience points, or ‘XP.’ [ Sorry still haven’t done XP ]

To begin learning a new skill, you have to see someone else use it. Your enemies are a great source of inspiration!

[ Tara, who loves rules, decided that when you start learning a skill, you have to attempt it 3 times (in 3 different situations), and then you have that skill at 1lb. If you get training from a master, and use the skill 3 more times, it can go up to 2lb. She is very strict about this.

Top-secret expert tip for advanced gamers: Draw a little picture next to each of your skills.

Oh, uh… if you’re hoping for the actual skill list, don’t hold your breath. It’s basically nothing but uncommon kanji that I’d have to look up. I did catch a few that are mostly just English words written in kana, so I’ll put those as a little sampler:

Cooking (Bābekyū Rību)

Doragon Tēmingu

Kurōsu-Appu Magic

Nitingu / Kuroshē

Sēringu

Treasure Apurēzu ]

Cooking

What kind of monster would you be if you didn’t consume your fallen foes now and again?

A malnourished one, that’s what kind!

Cooking is a noble part of your heritage and a great way to acquire temporary magical boons. Of course, you’re still learning, so expect some treacherous deboons as well.

You’ll note there’s no catch-all ‘Cooking’ skill in the list. There are many kinds of cooking, each for a certain category of ingredients.

[ Our quick solution for boons and deboons:

Basically, they should relate to the enemy’s traits. So if we’re cooking a mermaid, the sushi could give us water-breathing powers, but also make us distracted by shiny things overhead, etc.

And in the spirit of using the whole buffalo, here’s a note on money:

If I’m being honest, there’s no way I’m going to bother counting out galleons and sickles and stuff. Basically, when we get to a town, we’ll be like ‘hey did we defeat any venchers on the way? ok yeah then we have some money.’ So, effectively, the posse can carry exactly one unit of money at a time.

I think part of the sentiment of the game is that we always return money to the next monster community we see, and they offer favors in return, rather than us buying stuff per se. ]

Species Almanac

[ Here’s my quick summary of some of the monsters and nobles. FYI, some of the text was confusing, so these are partially based off the illustrations too.

Monsters

Carmilla – A pale, gothful ghoul that appears childlike forever. She charms and commands the unwary with magic and cuteness. She must follow the rules of a building as if they were laws of physics.

Delfs – Tiny people as tall as a coffee mug. They traditionally live in old burial mounds. Their advantage is an aptitude for magic, especially far-seeing and necromancy. The nobles did not appreciate these qualities.

Devil – Furry upright goats in red, orange, and purple. Their hooves let them bound up mountains. Their small wings can glide, but not lift. They are immune to heat. They have a cultural tradition of wild, raucous dancing.

Dogfella – An upright hound with fluffy, brightly-colored fur. They smell really good, but they smell really bad.

Dragon Half – A humanoid with a reptile snout, tail, little wings, horns, and scales in some places. Big and strong – too strong for her own good. And too fire-breathing by half.

Gobling – A short, bulky being with a long, pointy snout and blue skin. They make great linebackers and cannonballs. Easy to throw, for better or for worse.

Harper – A human-sized bird with a human face. They come in many types, from owls to vultures. Their talons are relatively dextrous, but their real skill is carrying allies for great distances. They traditionally act as advisors and critics.

Kaniboozu – Though they look like huge crabs, they have the power to blend in anywhere and be accepted as ‘normal.’ They live peacefully in many different communities, even those of nobles. The main giveaway is the sideways motion.

Kenmun – Hairy red and black monkeys with oil dishes on top of their heads. They can shapeshift by burning the oil. They live in trees by the water, and have a culture of sumo wrestling. Children are warned not to wrestle an octopus.

Kijimunaa – They look like red-haired human children, except that they hop around on one big foot. They live in trees by the water like Kenmun, and eat fish eyes. Children are warned not to eat octopus eyes.

Mudlad – The exact same species as Mermaids, but of a caste deemed ugly. They have the torso of a big fish or sea creature, upon human legs. They speak a unique language of warbles and kicks. They can swim like missiles.

Slime Half – Semi-amorphous colorful jelly that defaults to a humanoid shape. Can squash, stretch, and liquefy, but has trouble keeping it together.

Troll – A huge, round, fuzzy, bearlike being with pointy little ears. They spend long periods in hibernation. They understand plants and wildlife like an old friend, and can work magic with them.

Wacky Bonez – A skeleton with a rainbow of brightly-colored bones. Easily smashed to pieces, but controls all her bones from a distance.


Some other monsters we have played as:

Ogre

Daywalker

Boogeyperson

Rayquaza

Witch (as a species)

Platypus

“Cookie Monster” (as a species)

Nobles

Dwarfs – Small, sturdy people who are always born in septuplets. They have a rigid caste society where you must embody your assigned attitude at all times.

Elfs – A sister species of delfs with a lighter palette. They traditionally lived in the margins of dwellings and borrowed what they needed. Their magic specialties are cooking and cobbling, which is why they are accepted as nobles.

Fairy – Bug-sized people who can zip like hummingbirds. They are hyperactive, restless, and unfocused, and therefore value games and fun over serious plans. They are accepted as nobles for their iridescent beauty.

Hoomin – A completely humanoid human. Their species’ claim to fame is an incredible throwing arm.

Kitsune – Shapeshifters with the true form of a fox. Employed by nobles, they sneak among Monsters and even replace individuals to sabotage the community. However, their culture values parties above all, and if one begins they will give it top priority.

Mermaid – The torso of a human with the tail of a fish. They have adopted a feverish devotion to hoomin beauty standards, such that they exile their ugliest kin and even try to cover up the gills on their neck.

Normal Cat – A completely catlike cat. Ordinary cats are accepted as nobles for their regal bearing.

Sphinx – Lions with human heads, whose metabolism calls for much lounging. They have a reputation as knowledge keepers, with long lifespans and ancient texts. Nobles feed them monsters in exchange for information.

Tengu – Humanoids with long noses, who are starkly divided by age. While the elders act as stoic sages, the youth are hellions allowed to run wild until the day their wrinkles suddenly arrive. They are known for plundering rare artifacts from all over the world.


…There you have it!

Well, with all the missing pieces and bandaids and whatever, I can’t really claim we’re playing the real “Dungeon Messy.” So, any actual fans have the right to make fun of us in Japanese. (And while you’re at it, let me know where I can watch “Ermine’s Adventure.”)

We sure are playing something, though! ]