Welcome back to another Kickstarter Conversation! I am pleased to be joined by Brent Newhall who has brought a wonderful Miyazaki-inspired tabletop RPG to Kickstarter with The Whispering Road. Thank you for joining us today Brent.
Thanks, James! It’s an honor to be interviewed. This has certainly been a surprise.
Glad I could give you a pleasant surprise! Let me start off by congratulating you for beating your initial goal seven times over already! Obviously you’ve found a willing audience for your project, could you tell us about The Whispering Road?
Sure! The Whispering Road is a tabletop story game. Unlike traditional tabletop RPGs like Dungeons & Dragons, The Whispering Road gives you a toolbox for characters and conflict that focuses on the characters’ personal desires and that rewards you for helping each other.
Now you point out this isn’t a licenced Studio Ghibli game, and that it is only inspired by Miyazaki’s work. What made you create a game inspired by his films?
I’ve been an anime fan for about 20 years now, and have been watching Hayao Miyazaki’s movies for years. I’ve been collecting his films since before many of them were released in America. I love his pacifist aesthetic, and how he brings a distinctive spin to standard growing-up stories like that of Kiki’s Delivery Service.
I had two main goals: describe a player’s character with words and no numbers, and reward the player for helping the other players’ characters. Most tabletop RPGs reward you for helping yourself, and I wanted to turn that on its head.
Now The Whispering Road totally sounds like the name of one of his films, but this game isn’t based on any one of his films? Can you explain how the game plays out and how that fits into the Miyazaki framework?
Thanks! The Whispering Road isn’t based directly on any of his films, though it’s closest in structure to Spirited Away. It’s also similar in structure to The Cat Returns, another Ghibli film.
The rules include a story framework. The story starts with the characters in their regular world, then the players invent some inciting incident that tosses their characters into a new world. Now, that world can be literally a magical fantasy world, or it can be more of a metaphor, like taking a vacation or moving to a new home.
The rules contain triggers for moving to each new act of the story: entering the new world, encountering the antagonists, encountering allies, going through a dark ordeal, and finally, resolving the main conflict.
Now, that’s traditional screenplay stuff. Here’s how this gets into Miyazaki territory: As the players resolve conflicts, they accumulate good karma if they’re helping out the other players, and bad karma if they’re only helping themselves. If that bad karma outweighs the good karma at the end of the game, the character can’t go home. The players are free to role-play that out however they like, because being unable to go home can work out in different ways.