Touhou Is A Traditional Game - /tg/ (#96153479) [Archived: 62 hours ago]

Anonymous
7/22/2025, 4:34:11 PM No.96153479
sakurame - Jealousy Bomber
sakurame - Jealousy Bomber
md5: e2d55d2cf18cced4e3f05a19493a228f🔍
I'm planning on running a Touhou Project game shortly, since I and my players are all big fans and I've had a bunch of brainworms winding around in my head for a while that I need to excise. I have the plot beats and such all worked out, and ideas for how to handle the different races (Humans, Magicians, Youkai, Fairies, etc), but I've run into a big issue.

Namely, how do I handle Danmaku in a turn-based tabletop format? I don't want to just handwave it since it's pretty foundational to both the games and the setting itself, but with danmaku being based so much on reaction and real-time movement, how do i emulate it in an analog turn-based game?

I've looked at a couple of the existing Touhou fan RPGs like Danmaku Yuugi, but they weren't very satisfying answers (like abstracting it to a Danmaku stat vs a Dodge stat, for instance), so I'm hoping to come up with something better, but any advice or ideas would be appreciated!
sage
7/22/2025, 5:12:00 PM No.96153681
an idea could be team turns and reaction chains.
Team turns: All members of a Team can do there stuff at the same time. They themself deside the order the action happen. No initiative list just pure "I have an idea, i attack first followed up you your flank action" or something.
reaction chains: If someone is attacked he can do an action too to reacte but that can be countered by a reaction to the reaction. That goes on until one side fails/dies or is unable to reacte to line of sight problems. This of couse needs a lot of work. What actions are alowed when and what counteres what based on what dice roll. Idealy it goes quickly and shows both side are in combat and not going down a shpping list.