[OSSR]Secrets of Japan

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Ancient History
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[OSSR]Secrets of Japan

Post by Ancient History »

Secrets of Japan: Surviving the Mythos in Present-Day Japan
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Call of Cthulhu is a very weird game, and the company that makes it is fucking clownshoes. They are the coelacanths of the gaming industry, existing essentially unchanged from their primordial start to the present day. Sure, there's been a few mutations with each edition, but the game itself is an unfinished creation with a fanbase so devoted to the primeval ooze that they can, and have, and will buy anything they put out. The very popularity of the game thus ensures it is never going to evolve, because there is practically no selection pressure - Chaosium could (and has) simply reprinted old books and fans have gladly thrown money at them. There's a kickstarter from a 3rd-party game company producing a companion to a beloved thirty-year-old campaign which arguably wasn't terribly good to begin with, and Chaosium just released two fiction collections to celebrate other gaming products produced decades ago. The whole fucking company is a nostalgia mill, and it prints money.

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Can we take a minute to step back and consider what the fuck a "Luxury" rpg even is? Do we really need to see Paris Hilton getting in on this action, slipping Vin Deisel a couple hundo and rolling her diamond-spectacled solid-iridium dice in a jeweled cup designed by Tiffany's and lined with the fur of something exotic and preferably on the endangered species list? But I digress.

When it comes to RPGs, the lack of any real pressure to do a good job, archaic development process, and complete lack of a cohesive vision of the game mean that Call of Cthulhu supplements tend to be...special.

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I'm not even talking about a third party supplement cobbled together from fans that don't know any better, or some ancient POS taped and glued together and run off on a Xerox. Secrets of Japan[/oi] was a professionally-printed product of Chaosium, Inc. that came out in 2005. And even by the generous standard of a game that celebrates your brains leaking out of your ears, it is insane. By which I mean that it is legally unable to distinguish right from wrong.
This is a work of entertainment fiction and in now way are its contents intended to discriminate or slander against gender, race, color, religion, age, national origin, disability, marital status, or sexual orientation. Similarities between characters in this book and persons living or dead are entirely coincidental. Goddess help us if they aren't. The Mappo no Ryujin, real? No thanks. Pass the wasabi.


Case in point: Call of Cthulhu Sixth edition, which SoJ nominally is a setting supplement to, is 320 pages. That counts all the charts, the character sheets, the index, the front page art, everything. Secrets of Japan is 360 pages. For a company that struggles to produce an 80-page location book that doesn't accomplish the athletic feat of sucking and blowing at the same time, the scale of this book just boggles the fucking mind...and it was written by one guy. Michael Dziesinski. They had two guys editing him, Lynn Willis and David Mitchell, and Mitchell and Michael Scott are also credited as copyediting, but the text itself was written by one guy. Although the cover also includes a random assortment of other names, some of which appear to be the interior artists, but not all of them. For that matter, the copyright information claims the official titles of this book is Secrets of Japan: Keeper's Companion, which suggests two things: 1) this was probably intended to originally be two books, and 2) this book can't even decide on it's fucking name.

The terms B.C.E. and C.E. (before common era/common era) are used instead of B.C. and A.D. for all dates.

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I can go on rants like this throughout the book. I will, in fact, probably be doing exactly that, because beyond these few little quibbles I've posted so far, this is an amazingly insane book. There's treatments of race in this book on par with World of Darkness: Gypsies or worse. The lack of editorial and line development supervision is appalling and stresses my highly developed continuity porn gland. The willful ignorance of the actual native-born Cthulhu Mythos additions is weird, and the wholesale "borrowing" of properties like Guyver and Godzilla is just really funky, even in a CoC supplement for a modern setting.

Going back to the "CoC books don't evolve" statement I made earlier...when you look at CoC books, they tend to fall into a few well-known types. There are location books, which initially focused heavily on Lovecraft country (Arkham, Miskatonic University, Dunwich, etc.) but are otherwise random (New York, London, Morocco, Cairo, Japan, etc.). There are collections of adventures, sometimes organized by theme and sometimes organized into campaigns. There are alternate settings, which is to say instead of playing in the 1920s America (Classic) you might play in the 1890s England (Gaslight) or 1950s America (Atomic Age Cthulhu) or 1980s (Cthulhu Now). And there are complete fucking hodge-podges of rules, artifacts, spells, tomes, monsters, and other assorted flotsam, much of it culled from the previous types of books. Those are the major supplements, and for the most part they don't interact. Which brings us to the next major issue I have with this book.

See, with Shadowrun, you have a highly cohesive setting. The text in one book will refer to material from previous books, and the characters in that book are expected to be living in the same world as in the previous books, and even if they don't mention it directly they carry forward idea that all the books describe the same setting and so should agree on at least the major points of the setting. And indeed, it is the basic assumption that underlines all shared settings and sharecropper universes, from Greyhawk and the Forgotten Realms to the old World of Darkness, where vampires and ghosts rubbed shoulders with vampires and mages in the Umbra.

Call of Cthulhu doesn't do that.

That is to say, there is a book (The Cairo Sourcebook) which describes the Cthulhu Mythos in Egypt. But there is no guarantee that any other book or supplement for CoC will ever refer to that book. It is, indeed, quite likely that you will be reading a completely different book like Miskatonic University and find that they mention some ancient Egyptian Mythos tome or doodad which should probably have cropped up in the Cairo chronology, but didn't. Maybe a few years later some fan will pick up the thread and try to issue a correction or try to earn a no-prize by providing a gloss so that both books can be correct, but at the end of the day you just have one author that could not be arsed to find, read, and comprehend another book so that the shit he wrote would fit with the shit already written. This is something a line developer would normally be on the lookout for, but of course CoC has never had a consistent vision toward line development - so this shit happens all the time; it is the rule more than the exception. The material on the Mythos in ancient Egypt in CoC is strung out over at least half a dozen supplements, any or all of which may contradict the rest, and there's zero attempt at getting any of it to jive.

Because at the end of the day, it's all headcanon. There is no "canon" to the Call of Cthulhu setting because calling it a setting is to miss the fact that the vast majority of the books exist on their own, floating in their own little universes that don't refer to or interact with any of the rest. All any Mister Cavern can do is take the parts they like and ignore the rest. It's mind caulk all the way down.

For Secrets of Japan, this annoyed me especially with regards to two products.

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Mysteries of the Raj is a slim print-on-demand fanwank that Chaosium produced under a program when they basically agreed to let fans write, edit, illustrate, and layout their own fan-supplements in exchange for Chaosium publishing them and keeping most of the money. It was basically an early draft of the Onyx Path business plan, and the supplements they produced tend to be very marginal, both in terms of quality and areas of interest. Yet, they were supposed to be official Chaosium products.

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Secrets of Tibet is a BRAND NEW supplement released for Call of Cthulhu 7th edition, although nominally compatible with 6th edition as well. It is basically your average CoC locations sourcebook. Except...

Secrets of Japan doesn't mention or refer to Mysteries of the Raj. I can understand why; MotR is a rag. But Secrets of Tibet doesn't mention or refer to either Secrets of Japan OR Mysteries of the Raj. And quite substantial portions of all three books talk about Buddhism, Tibet, and the Mythos connections between Buddhism, Tibet, and the Buddhist diaspora. That amazes me. Even if you wanted to ignore MotR as fanwank, why the fuck would you write a Mythos sourcebook for Tibet and just conveniently forget all the material on Tibet that has already been written? What if some asshole picks up Secrets of Japan, wants to learn more about this weird connection with Tibet mentioned in the book, and picks up Secrets of Tibet? Well, said asshole will have wasted their money twice. Even the few Mythos elements that they two books have in common, like the Emerald Lama, are treated differently. None of the fucking Buddhist Mythos tomes in any three of the books actually match.

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The Emerald Llama disapproves.

And this is, in a rather roundabout way, the reason why you can't have a book about Deep Ones or Ghouls or Yithians in Call of Cthulhu. You can have campaigns and things built around those critters as a theme, but you can't have an actual supplement because that would involve digging through the reams of background crap and finding out oh shit, we have like six varieties of Deep Ones and some of them overlap and others just contradict each other. Chaosium's inability to actually plan the development of their setting in any way has effectively stifled their production, and forces more work on the Keepers. You might ask yourself why you're buying the sourcebooks at all, since the stats are horrible and the fiction doesn't matter, and there is no good answer for that.

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When faced with Chaosium development decisions, I liked to meditate on cats. They're fluffy.

So, the book is organized into a piece of fiction called "The Yonaguni Monuments," an Introduction, and five Scrolls, each of which is broken down into one or more sections, and then some Appendices. I'm going to do a Scroll a post, if I can. There's a lot to cover.
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Post by Koumei »

I bought this one in dead tree format, and it mustn't have been that long after its release. I didn't even have the CoC core rules, but I thought it was amazing with how much setting detail they aimed for. And just by not making everyone ninja samurai demon cyborgs, it was a step up compared to most RPGs when it comes to covering "______ IN JAPAN". ("Africa, yes all of it" and Egypt tend to get similarly shitty deals, though with more negative stereotypes. Australia gets a baffling treatment when it gets treatment at all. DOESN'T IT, KEVIN?)

I did run a one-off. I can't really remember the details, I think it involved a cult trying to gather recruits via a sushi bar and the general gullability of students. There was no sexual content, which I feel the need to specify as "Cthulhu. Japan".
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Post by RelentlessImp »

Oh man, it's time for another Chaosium romp already? This should be full of hilarity.
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Post by Longes »

Secrets of Tibet are... weird. You get a stat boost for being a sheep herder or a shaolin monk, which is great, because no other career does that. There's a skill for creating tulpas/thought forms, but it takes weeks, so no one cares. There are also non-evil spells that don't drive you insane, which shits on the entire magic system.
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Post by Username17 »

Longes wrote:Secrets of Tibet are... weird. You get a stat boost for being a sheep herder or a shaolin monk, which is great, because no other career does that. There's a skill for creating tulpas/thought forms, but it takes weeks, so no one cares. There are also non-evil spells that don't drive you insane, which shits on the entire magic system.
Well... Call of Cthulhu doesn't really have a magic system. There are a bunch of spells that do... stuff. But there are no common mechanics, no magic categories, no expectation of what a magical effect would require to be performed nor any possibility of knowing how one could be undone or replicated.

For fuck's sake, the core book has a spell that enchants a specially prepared set of owl bone pipes such that they can then be used as the focus for another spell that uses magical owlbone whistles to cause people to go crazy. I mean, what the actual fuck?

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Post by Longes »

FrankTrollman wrote:
Longes wrote:Secrets of Tibet are... weird. You get a stat boost for being a sheep herder or a shaolin monk, which is great, because no other career does that. There's a skill for creating tulpas/thought forms, but it takes weeks, so no one cares. There are also non-evil spells that don't drive you insane, which shits on the entire magic system.
Well... Call of Cthulhu doesn't really have a magic system. There are a bunch of spells that do... stuff. But there are no common mechanics, no magic categories, no expectation of what a magical effect would require to be performed nor any possibility of knowing how one could be undone or replicated.

For fuck's sake, the core book has a spell that enchants a specially prepared set of owl bone pipes such that they can then be used as the focus for another spell that uses magical owlbone whistles to cause people to go crazy. I mean, what the actual fuck?

-Username17
Yeaah... What I meant is, CoC normally posits that all spells are mythos-related and slowly drive you insane (unless you are a NPC because fuck you). But apparently you can also be a monk and achieve arcane power just fine without going nuts.
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Post by Username17 »

Even that isn't consistent. Attract Fish costs Magic Points but not Sanity Points. Apportion of Ka costs Sanity and Power (but no Magic Points) for the beneficiary, and nothing for the caster. Alter Weather costs Sanity for every participant, and somebody has to pony up Magic Points. And that is the first page of spells in the CoC main book. Whether a spell costs Sanity Points, Magic Points, Power Points, or physical materials is entirely up to the whim of the author of the spell. There is no system or meaning anywhere. Everything is made entirely of Steve.

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Post by Ancient History »

Yonaguni Monuments
The opening fiction should technically be Yonaguni Monument, singular, but that's really the least of the issues we have to deal with here.

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Introduction fiction is either incredibly simple or massively difficult, depending on what you want it to do. Shadowrun 4e decided multi-page stories in italics were a bad idea, and capped it at about 500 words. That was a good move. Call of Cthulhu in its various editions has liked to lead out the main book with Lovecraft's story "The Call of Cthulhu," which is also a rather smooth move, because while it is longer it does neatly encapsulate pretty much the entire point of the game.

This story is 14 pages. It's not a classical Cthulhu Mythos work that mentions Japan, because there aren't many of those. It is not even an actual Japanese Cthulhu Mythos story which has been translated into English, even though there's like a five-book set of those available now.
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Partially, that's because Dziesinski (hereafter to be addressed only as Dz) has decided to introduce his unique take on the Japanese Mythos starting here, and partially it's because he has decided to introduce the players to how Japan looks to jaded Western eyes here. Which is not at all helped by the fact that Dz's style is choppy, jumps around in time and place, eschews a lot of personal pronouns, shifts in and out of italics for paragraphs at a time, and squeezes in a fair amount of romanji and Janglish. But mostly, it's about an asshole professor from Stanford that flies to Japan to look at some underwater structures that probably aren't man-made, ends up experiencing something bizarre and unspeakable involving the Japanese recension of the Cthulhu Mythos, and ends up in a Japanese madhouse sanitarium Wellness Center.

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Seriously, this movie came out in 2003, can we just assume people know the basics about Japan at this point, or can google it? Maybe just link them to J-List and see how long it takes for them to commit seppuku or become an otaku?

It's not great fiction. Don't get me wrong: I get it. I know exactly what Dz is trying to do, acclimate new players to this totally different setting and give them the first hint that the Japanese mythos is going to be different. I can appreciate that; I struggled with the same urge when we were writing Neo-Tokyo for Corporate Enclaves. The difference is I largely conquered that urge. This fiction is shit. It should not have been written, and having written it should not have been included. Any editor worth their fucking blood and piss should have axed this RIGHT OFF THE BAT, which pretty much sets the tone for the rest of this book: irate and irritable.

A word on the art: the year is 2004, and Chaosium has discovered layers on Photoshop. This is a bad thing, because they're trying to make it look like an early-aughties White Wolf book with background kanji and crap on every other page, which really only makes it look like they got a cut rate on whoever was doing the Exalted books. The art varies from "not acceptable" to "decent," and looks a lot like they went for the DeviantArtist middle-ground - and, of course, some of the art was done by Dz himself. Notable are some Cthulhu Sushi strips by Jason Chan.

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Not an actual depiction.

Introduction
I'm not entirely sure where the Introduction begins. Page 25 has a full-page image of the Emerald Lama, with a header that says "Introduction" across the top. Page 26 is a rambling diatribe in boxed text of different sizes. Page 27 has an even larger header that also says "Introduction," and starts with the actual text of the chapter. So, somewhere in there.

A Word on the Emerald Lama
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The Emerald Lama is an avatar of Hastur, first mentioned in some older Chaosium product which I don't remember and the book doesn't refer to. Chaosium was really taken by the idea that major mythos entities would have avatars of themselves with different attributes; at first this only applied to Nyarlathotep, but eventually it appears to apply to damn near everybody. Now, normally, Hastur is associated with the King in Yellow. But the Buddhist monks of Tibet are divided into various sects, loosely historically divided into Red Hats and Yellow Hats; to avoid stepping on any historical toes, the guy that created the Emerald Lama chose to go with green, and all was well. Or close enough that no one really gave a fuck. Now, Japan is not Tibet, but Japanese Buddhism was heavily influenced by Tibetan Buddhism, so there's a sort of continuity of Mythos-stuff there - it makes sense that a Buddhist interpretation of a Mythos entity in Tibet would migrate along with Buddhist teachings to Japan. Indeed, the Emerald Lama shows up again in Secrets of Tibet, with no reference to any of his appearances in this book. Which is probably just as well, because in Secrets of Tibet they add a Grey Lama that's an avatar of Nyarlathotep, just to fuck with people even more.

So what you have, with the Emerald Lama, are two separate authors that both decided to include a common element from a previous sourcebook that seemed relevant to theirs, and then completely miss actually taking the next critical step of making their goddamned books compatible. End of rant. FOR NOW.

I'm going to quote the page 26 text in its entirety:
JAPAN, JEWEL OF ASIA, LAND OF THE RISING SUN, ISLAND NATION, ECONOMIC POWERHOUSE, HOME OF ANCIENT TRADITION.

JAPAN, DARK MIRROR OF THE WORLD, DISAFFECTED CHILD OF THE SETTING SUN REDOUBT OF EXTREME ULTRA-NATIONALISM AND ZAIBATSU TRADE WARS, FINAL DWELLING PLACE FOR THE DEEPEST ESOTERIC SECRETS OF THE CTHULHU MYTHOS.

TWO JAPANS.

ONE, A BRIGHT MODERN TECHNICAL WONDER OF GLASS AND STEEL; THE OTHER, A SHADOWY LABYRINTH OF CORRUPT FEUDAL CUSTOMS. BOTH CO-EXIST UNEASILY ON A STRING OF VOLCANIC ISLANDS IN THE PACIFIC OCEAN OFF THE COST OF CHINA.

YET OVERLOOKED IN THE YIN-YANG DICHOTOMY IS THAT THE COVETED ARCHIPELAGO OF JAPAN IS ALSO A BATTLEGROUND OF PRIMORDIAL ENTITIES WHO ONCE RULED THE EMPIRE OF THE SUN. ONES WHO REMEMBER A GOLDEN AGE. BEINGS WHO WILL THEMSELVES NOT TO BE FORGOTTEN.

AZATHOTH. HASTUR. YIG. NYRALATHOTEP. CTHULHU.

JAPAN, COLD GLITTERING STAR OF ENLIGHTENMENT IN THE BLACK VOID OF ULTIMATE COSMIC TRUTH.

THE MILLENNIUM IS HERE.

THE THIRD AND FINAL AGE OF MAN IS OVER.

MAPPO HAS COME.

BUDDHA WILL NOT SAVE YOU.
What I want you to take away is that Dz is stuck in the popular image of Japan. You know the one I mean. Creepy gameshows, used-panty vending machines, Japanese megacorps set to take over the world, Marty McFly wearing two neckties, William Gibson's ninjas in business suits. Which all of us, even the most weeaboo among us, know is bullshit.

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If it looks like a carrot, and smells like a carrot...

Japan is a foreign country. It has its quirks. But the people that live there mostly eat and shit and fuck like everyone else. It's not a technological paradise, outside of parts of Tokyo. It's not an earthly heaven for otaku, again, outside of parts of Tokyo. It has ancient traditions, but they're really not that much more ancient or strange than the traditions in any other country. They just get really good PR, and have for a couple centuries. Dz is trying to sell Japan as a setting to players, which is good, but let's be honest here: he's mainlining Black Rain and Godzilla movies. We'll get back to that whole "Buddha will not save you" bit in a later chapter, when we discuss Buddhism and the way Dz jammed that carrot up the Sanity mechanic's ass.

But for now, I think this is important: you want to impress players with lots of reasons they can go to <your location>, and the stuff they can do there. That's the sell. It's an important part of the location book. Hell, it's the important part of any game option or sourcebook. If I see fucking new feat or skill, I want it to be something so awesome or essential that I have to sit and really think about whether or not my character should take it. Little beads of sweat should break out. People should be excited at the prospect.

The rest of the introduction goes on for five pages, talking - and not badly - about how to use this book and the pitfalls of playing in an unfamiliar environment. Some of this is solid, some...less so. Two examples.
Bad wrote:This earthly place is but a half day distant from the United States, yet yet in its prevailing thought and consciousness it might as well by on another planet or in another dimension. Japan can be a place as alien to the Westerner as the surface of the moon. And, like the moon, it is best not approached without the proper preparation and gear. In this book, we approach the Cthulhu Mythos from a different perspective, one not ridden by Judeo-Christian or Greco-Roman concepts. Perhaps a new way of looking at Cthulhu and his pals results after sharing some plates of raw squid and sashimi with your newfound Japanese friends....
I really think the supposition that you will have friends, much less Japanese ones, is a bit of a stretch after you compare Japan to an alien dimension.
Good wrote:There are many stereotypical perceptions of Japan: In the United States, retirees remember Japan in the context of a horrible conflict a half a century ago, in which family and friends were lost. Those wounds may have healed but the memories did not. Middle-age America envisions Japan in terms of images -- geisha girls, samurai, sushi, and good consumer products. The younger generation sees Japan for its animation, karaoke, and video games -- all cultural exports of recent years. All these are surface features that the average tourist picks up, but they do not add up to a portrait of a complex living culture. Stereotypes exist when, lacking knowledge, people fall back upon oversimplified and inaccurate examples found in the media. All stereotypes contain a grain of truth, and all stereotypes are oversimplifications.
This is good. This is accurate. Dz probably should have led with this. It doesn't help that the next page has a really shitty drawing of a Samurai with a plateful of sashimi on a deformed hand, singing karaoke, with an Elder Sign emblazoned on his kimono.

Still, the point is made - Dz acknowledges he's going to try hard but won't be able to satisfy every Japan-o-Phile. Which is fair. You try to stay as accurate as you can while still being an interesting gamebook. But things get a little weird really fast.
Take a step back from the details to consider this book for what it is, the first in the Cthulhu Japan series.
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To understand why this is insane, we have to turn to the very next page, where...well...it tries to merge Japanese folklore, native religious practices, and the Mythos. They expand on this a lot later, but the big takeaways are:
  • * Monsters from Japanese folklore exist. Kindof.
    * Supernatural events happen.
    * Japanese gods really exist. Kindof.
    * The Japanese people are the descendants of a pre-human race, the survivors of a cataclysm that occurred in prehistory.
    * All of this is tied in to various ancient astronaut/cryptozoology/woo-woo bullshit, and not a small amount of unintended racism.
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Yes, the author did just imply on page 29 that all Japanese people are partially inhuman. Don't worry, that pesky implication will be gone a couple scrolls from now.

I could go on. AND I WILL. In its proper chapter.

The rest of the chapter is a relatively short two-pages-and-a-half on how to pronounce Japanese names rendered in English, the three forms of Japanese script, politeness levels, personal titles, relationships...seriously, just go watch some fucking anime until you start mumbling about "onee-chan" in your sleep.

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The introduction ends with "Why This Book?", where Dz reveals:
U was introduced to Lovecraft quite late, first reading his work in what turned out to be an excellent course, a "Literature and the Occult" class at university. (Oh, how I love liberal education!) [...] Imagine my surprise upon discovering that my active passion, Japan, hid an excellent horror tradition in the name of Lafcadio Hearn, also a turn-of-the-century writer, also intrigued by the mysterious and supernatural in his new home of Japan. From then on, I sought to fuse two of my greatest passions into one, and to write as a modern analog to Mr. Hearn about the supernatural in Japan at the turn of yet another century.
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So this is...really weird. It's a guy that doesn't really have a strong interest in the Mythos as such, but he loves Japan and he loves Lafcadio Hearn, a writer and journalist who was born in Greece to British parents, emigrated to Ireland, then to the United States where he spent a decade one evening in New Orleans, and ended up in Japan, writing down the native ghost stories to great acclaim back West, marrying, having a kid, and ultimately dying in Tokyo. Now, don't get me wrong: Lafcadio Hearn, his life and writings are fascinating. I can see how you would maybe do a Gaslight era book on Hearn's Japan, maybe for GURPS. I have no fucking clue how Dz took the leap that he should do a Mythos book on a modern Japan with his main inspiration from over a century ago.
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Post by Lago PARANOIA »

As an aside, I have no idea why a CoC game in Japan decided to use Buddhism as its creepiness vector when they already had Shintoism. I mean, I sort of understand how they didn't want to use the obvious folk religion because shit like crazy, Grimmified youkai are done to death even in that country... but why Buddhism? It'd be like trying to do a Reconstruction-era Call of Cthulhu setting in South Carolina and using pre-unified Lutheranism as the base of its mythology rather than pentecostalism or voodoo or even Spanish Catholicism. It's like... other than the fact that a lot of people are that religion, what thematic gravitas do you actually gain?
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Post by RelentlessImp »

I'm sure the book will tell us at some point. Even if it's something silly like "Reincarnating elder evils that come back to bite you in the ass ten or fifteen years down the line".
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Post by TiaC »

Buddhist koans that drive you mad? It's probably the religion most associated with philosophy that's counterintuitive to a christian audience.
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Post by Ancient History »

Don't worry, Shinto gets its time in the crazy light too.
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Post by nockermensch »

Most Japanese have the same reaction to buddhist chanting that we have to ominous latim chanting. It sounds eerie, unintelligible and a bit macabre for them, with most Japanese associating buddhism primarily with funeral practices.

But still, shinto should be where most of Japanese primeval evil is, with inscrutable kami that must be kept hidden and unseen in small shrines, remote mountain villages still practicing sacrifices, possession of mediums, etc.
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Post by vagrant »

A Cthulhu Mythos Japan book and no one has mentioned Deus Ex Demonbane?!

I am disappoint.
Then, once you have absorbed the lesson, that your so-called "friends" are nothing but meat sacks flopping around in the fashion of an outgassing corpse, pile all of your dice and pencils and graph-paper in the corner and SET THEM ON FIRE. Weep meaningless tears.

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Post by Ancient History »

Scroll One: Atmosphere
Section One: Roleplaying

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Okay, so the book is broken up into five scrolls which is then further divided up into an irregular number of sections, which is then further broken down into a number of headings. Which means the Table of Contents can totally list a scrolls, section, and two subheaders all happening on the same page, and it does.

Scroll one, section one talks about Japan, giving a survey of the island nation and its people, and is illustrated by Exalted/Kindred of the East-style anime-esque artwork. This is partially explained by the presence of E. J. Su,
Sigmund Torre, Melissa Uran, and Jason Chan, who provided considerable art for Exalted, various other White Wolf products, BESM, etc. Which isn't a terrible choice - Chaosium is not known for their vast stable of talented artists - but it does give it a really weird feel for a Chaosium book. Maybe that was on purpose, I dunno.

Because this book is written by and directly marketed to budding young otaku, there's an entire subsection called Call of Cthulhu, Anime-Style.

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This was really weird. I mentioned it in my book!

Which gives us such wonderful paragraphs as these:
Slithering Anime Tentacles and Cthulhu wrote: Mention of Japanese anime and Call of Cthulhu in the same sentence cannot help but evoke in some minds images of helpless young flesh and the attack of grotesque prehensile multi-tentacled abominations.

Importation of anime to North America has included many anime sub-genres. Most of it is acceptable to for family viewing, some is not. The sub-genre called tentacle sex has found its way to Western shores. Unprepared people who happen upon it are sometimes shocked or shaken, and wonder if this is mainstream in Japan. The answer is "no," but that bears a qualification: It is not what a housewife might sit down to watch in Japan, but tentacle sex is probably a glaring example of how different Japanese popular culture can be.

Not all of the world is based on Greco-Christian props. Asia is a Confucian-Buddhist model. That is not to say that just because tentacle anime exists, Asia is depraved. It could be argued that in the West, the mighty Zeus of the Greek pantheon was overly frisky with women in all sorts of strange bestial forms, and that most Greeks just stoically accepted it as the way the god is.

There is much speculation of where the whole tentacle phenomenon comes from. Partially it can be traced to ancient fertility festivals in the native Shinto religion where massive fifteen-foot-long wooden phalluses are carried down the streets by dozens of men to promote fertility in the rice fields.
NSFW:
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...and so on and so forth in that vein. Aside form being, well, incorrect, this gives a large part of the flavor of the whole fucking section: Dz is using his out-of-character voice. I mean, really out-of-character. Most CoC books don't pretend they're an in-world document, so this isn't exactly strange, but the extensive commentary on how to play the game and approach the material sort of...is. Most CoC products assume the player or Keeper has a handle on the atmosphere in Dunwich or the Severn Valley; this one could damn well be a Year of the Lotus release.
Optional Rule: keepers may inflict a 0/1D2 SAN loss for each week a person is regularly exposed to tentacle manga and/or anime.
Keep in mind that according to the Call of Cthulhu rules, this means basically every dedicated otaku has a Cthulhu Mythos skill rating of at least 05%.

Unfortunately, Dz can't keep it in his pants; he does shit like this all the time in this book. In CoC Japan, tentacle anime and manga isn't just a pornographic subgenre, it's the direct influence of the Great Old Ones brought on by:
close proximity of the Yonaguni Monuments off Okinawa, the Plateau of Leng in China, Shamballah in Tibet, and submerged R'lyeh where the Great Old One Cthulhu slumbers has left an impression upon the collective consciousness of the Japanese mind. The confluence of all these Mythos energies filters from the subconscious into the daily world with distorted images of creatures like the Great Dragon of Mappo and Cthulhu. They find their way into unstable creative minds and extend into works of fiction and fantasy. When seen by other Japanese, such tentacle-infested works spark a deep-rooted recognition that forever lurks at the edge of their awareness.
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I could have replaced this with rageface. WTF, Dz?

I'm leaving out the reference to the Buddha's Tears cult and shit like that, but the thing is that we haven't been told anything about cults or Great Old Ones or whatever in Japan yet, we're on page 44 and talking about Y'Golonac feeds on the flesh and souls of tentacle anime animators. Not even fucking kidding.

Part of the talk of being a Japanese investigator (as opposed to a foreign investigator in Japan) is talk of Japanese social norms like giri. This is a complicated concept and I generally approve of trying to get across how Japanese culture is different in a playable way. But then there's shit like this:
The racial unity of the Japanese is a hendrance as well as a benefit.
We've talked about this before, and maybe I'm more sensitive about it because I'm writing another book, but you do not talk about real life people like you would fantasy races. It's bad enough to call Elves and Drow different races; using the term "race" with the Japanese in the modern context is both incorrect and offensive. It's the sort of shit that you could maybe get to pass in-character in a Gaslight setting, but is bullshit and racist in any sort of out-of-character setting.

The rules for Japanese character creation is a sidebar with 17 steps. This includes good things, like pointing to tables with Japanese names and maps where you can choose where you were born in Japan, and commonsense things like "Note that Japanese is your 'Own Language,' not English. You must take English as 'Other Language.'" Also, this includes strange things like "All Japanese have a basic 15% in the Martial Arts skill due to curricula at public schools" and "Firearms are illegal in Japan."

A note: later on, screwy things happen with regards to Sanity mechanics in Secrets of Japan, but this isn't addressed at character creation, so I guess we'll get to it later.

Japanese occupations include: Bosozuku, Buddhist Priest, Corporate Researcher, Corporate Salryman, Fu Sui Sensei, Hereditary Yokai Hunter, High School Student, Itako, Japanese Professor, Kotodama Master, National Police Force (NPF) & Self Defence Forces (SDF), Radical Ultra Nationalist, Shinto Priest, Taoist Alchemist, Yakuza, and Yamabushi.

Seriously, that's not a joke, it just fucking reads like one. You really want a group of investigators that includes two High School Students, a Radical Ultra Nationalist, and a Hereditary Yokai Hunter? Fucking hell. You don't have to try and be anime all the time, Dz.

Some of the equipment that goes along with these occupations is generously nuts. The Hereditary Yokai Hunter comes with:
Custom titanium katana 9hidden in Buddhist shaku-jo staff), Kevlar body armor, occult reference book, mayoke, gohei (Shinto prayer wand), incense, sutras, paper o-fuda to put on the forehead of o-bake and bind them, long leather trench coat and boots.
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Sure, have an occult library while you're at it.

Meanwhile, High School Students get a pair of baggy socks (girls only). The NPF and SDF guys probably aren't supposed to be PCs, because they come loaded with guns (up to an including an M64 assault rifle - and this in a game where they remind you guns are illegal in Japan) and fucking riot gear. Although now I sort of really want to drop a couple tear gas grenades on some Deep Ones.

Page 52 has a half-page illustration of a fake Japanese Immigration Bureau visa registration form (in English). Presumably this is to scan and print and hand out to players, as it immediately precedes the complicated section on foreign investigators visiting Japan, and types of visas and accommodations. This is probably fairly accurate for anyone wanting to visit Japan, but it's not the type of shit you normally want to deal with in game. Shadowrun used to make a fuss about visas too, but if you're spending whole minutes at the game table filling out forms and arguing with Mister Keeper impersonating a low-level Japanese bureaucrat, things have gone wrong in your life.

Also, Dz makes it clear that you do not want to actually run afoul of the Japanese legal system:
Prison in Japan can be very harsh. Prisoners are guilty until proven innocent and have NO RIGHTS.
Foreigners in Japan have their own list of occupations: Bartender/Hostess, College Student, Corporate Transplant, English Teacher, Foreign Correspondent, Illegal Alien, and Military Personnel. If you select "Military Personnel" you get issued:
Military ID card (access to commissary and non-sensitive base areas), camo pants, drab olive shirt, flat top and an attitude.
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Ready to go!

Fucked-up additions to the Sanity rules begin on page 56, where we are introduced to the idea of Culture Shock. Basically, being a foreigner in Japan is stressful, and so if you are a foreigner in Japan the Keeper has the option to increase your SAN loss from a failed Sanity Check. By itself, that's bullshit but not in itself insane. No, where it goes nuts is that Culture Shock occurs in cycles, which is broken into eight stages; at stage 5 (which first happens within a matter of hours after arriving in Japan, apparently), you make a Sanity Check and if it fails you may win one of the suggested associated disorders (addiction, anxiety, depression, phobias, etc.).

It's not quite Unknown Armies, but Wait! There's more! They spend a couple pages talking about Japanese mental health. This is Not Good.
Japanese Composure wrote:To their merit, most Japanese can face a great deal of adversity and show no outward effects, at least no immediately. Surprisingly, this can be a problem: as their culture expects them to keep emotions pent up so as not to display anything inappropriate, feelings begin to fester under the surface. Eventually, a limit is reached where the facade cracks and emotions burst out in an uncontrollable torrent. It is then the Japanese investigator will run screaming in terror. (Ever watch Godzilla?) [...] When a Japanese person does crack, the response is usually worse than a Westerner's loss of control. This can be a scary thing about a Japanese character on the edge of sanity. Even his best friends might think everything is okay after that brush with an oni. It's not until late that night, when Taro jumps on the table bellowing and gesticulating with a knife in his hand, that his friends realize their mistake.
This, of course, is accompanied by an optional rule whereby stoic Japanese characters can roll to "delay the effects of mentally debilitating Sanity checks" until later.

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Two whole pages are given to Japanese-specific mental illnesses, which includes Karoshi (not actually an illness, but the result of one), hikikomori, and xenophobia, which isn't culturally specific to the Japanese but which causes Sanity Checks when meeting foreigners.
Japan hosts so few foreigners that most Japanese have no previous exposure to foreigners. When a Japanese takes a chance and gets beyond al the strange fairy tales built up in their minds over the years, he or she adapts fairly quickly to the presence of the stranger.
There's a list of modified skills for Japan. I don't really know why, since most of these aren't really modifications. It notes, for example, that your Occult knowledge is based on Buddhist, Taoist, and Shinto lore rather than Western, but there's no actual mechanical difference and presumably Western-style Occult skill still works fine. They also note under "Machine Gun (01%), Shotgun (30%), Submachine Gun (05%)" that "Weapon possession of any type is illegal in Japan, ballistic weapons doubly so." On the other hand, under "Rifle (25%)" it just notes that you need a permit, to be used only for hunting purposes, and that "Only bolt-action rifles and shotguns are legally available for sale in Japan." That's on the same page!

New skills...ugh. New skills in a Call of Cthulhu supplement are a hate crime. It's not like you can just invest a few points next level and be caught up. Most of these are fairly weird - I don't see the point with culture-specific variants of Etiquette and art skills - but the prize probably goes to the vast grouping of weirder skills.

Bushido (10%) is sort of an anti-Bluff skill to see through deception, with an optional rule to negate a temporary insanity result once per scenario.

Channel Spirit (05%) allows the user to go into a trance and channel a kami. There is, coincidentally, a 5% chance of catastrophic failure, and as a sort of bonus you get to roll to recognize astral serpents. They haven't told us about those yet, but trust me, it's worth the wait.

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You have rolled...poorly.

Geomancy (15%) is pretty much what it says on the tin - less one part feng shui, one part tapping ley lines, with a bonus that at certain skill percentages you can auto-detect disembodied, invisible, or extraterrestrial beings. I will rant about this further on.

Lore (10%) - I need to quote this one, at least in part.
This skill, similar to the Occult skill, applies to a specific school of Asian thought. An investigator first must choose a particular type of Lore they are knowledgeable in: Buddhist, Shinto, Taoist, or ancestor worship. A person with Lore is familiar with the general precepts and dogmas, ritual practices, and the associated accouterments of that belief system. They are also aware of various related mythos, old wives' tales and legendary artifacts. In addition, a particularly successful check allows them to extract a bit of esoteric knowledge possibly connected obliquely in some way to the Cthulhu Mythos.
Lore skills don't work. World of Darkness and Shadowrun tried them as well; they're too specific and yet too vague and situational to be any fucking use. That's why in the main CoC book you have generic skills like "History" and "Anthropology" and "Archaeology." And if it's like the Occult skill, why not just use the fucking Occult skill? Outer Gods-damned skills in CoC are too expensive to begin with to fuck about with this nonsense!

Meditation-Meiso (05%) - tl;dr version, you can meditate to re-roll some tests, reduce SAN loss, recover SAN, and "read karma" - We'll get into all that a little later, but it's basically a gamebreaker. Worse, it stacks with other gamebreakers.

Oriental Medicine (05%) - Fiddling around with acupuncture and herbs to restore ki balance. (This has to be understood as the generic term for life force, which can be confusing as in Secrets of Japan magic points are also called "ki.") Can be used to heal hit points or help restore SAN.

Shodo-Calligraphy (05%) - Give you a 1/10 rating bonus to your Japanese Language skill, gives you a 10% chance to guess the meaning of an unknown kanji, and at 60% or better you can craft paper charms and wards. We'll talk about that later. Man, look at all the rants you have to look forwards to!

Martial Arts...this is kind of complicated. I know of no less than four different books in Call of Cthulhu with martial arts rules, and they are all different and none of them refer to each other. The short version is martial arts aren't explained very well in CoC, and that goes especially for Secrets of Japan. Combat still requires skills like Block, Fist/Punch, Dodge, Grapple, and Kick (those are a lot of skills!) But you can also have various Martial Arts Skills, which you buy separately and require some of the others for prerequisites.

So for example, you could have Fist/Punch 10%, Dodge 10%, Kick 15%, and Martial Arts (Aikido) 25% - the former three skills are prerequisites to the latter skill. I think you would then roll against Martial Arts to hit or block or kick, but I'm not entirely clear on that. Some of the martial arts described include weapons like katanas and kamas - are those weapons you're supposed to be trained in? Because that's normally an entirely different skillset. I have no idea. All I can say is that they seem to have hit most of the major Japanese martial arts, including sumo wrestling and rather lengthy section on Ninjutsu which appears to absolutely worthless unless you can convince the Keeper to let you roll it whenever you do ninja-things.

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Jesus wept, there's another 46 pages in this scroll, and we're just on Section Two.

Okay, so Section Two: A Brief Primer is the actual introduction to Japan, with maps, discussion of major cities and regions, transportation, communication, etiquette, currency - basically all your normal CoC stuff, minus any Mythos references (that's the next scroll), aside from some really stupid cartoons involving bowing to Cthulhu and exchanging business cards over an Elder Sign. Also includes a relatively extensive list of equipment list, with a special section on legal weapons (referring to the Firearms and Swords Control Law of 1958), which seems highly based on D&D style weapon lists, right down to the illustration. Given the general CoC way of handling this kind of material, that is not an inherently bad thing. It gives you the basic stats for swinging a katana at a ghoul, and that's all most of us came for, really.

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Well, almost all.

Okay, Section Three is called "A Dark Perspective" and involves headings like "Degenerate Buddhism," where the crazy really racks up, so I'm going to save that one for tomorrow. We're only on page 88. There's 200+ pages of this shit left. Dz is just getting started.
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Post by Longes »

So, what I'm getting from this is that Japanese superstition works, but all western magicians are dishonorabru gaijins who know nothing of value?
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Post by Ancient History »

If you delve into the crazier CoC supplements, you get plenty of batshit crazy rules for Hermetic magic in the Western tradition too. But Secrets of Japan goes into rare territory, as we'll see tomorrow.
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Post by Koumei »

The collection of character occupations is indeed hilarious. But also not very "CoC as you know it" and instead very "Ghost Busters: the anime". The creator should probably commit sudoku.

For what it's worth, firearms are indeed illegal in Japan, which is actually the weirdest part of High School of the Dead*, zombies only coming in at second weirdest. Third if you want to make an argument about the size of the tits on the schoolgirls.

The exception being the police and the National Defence Force ("we don't have an army, honest!"), who are armed for bear. IIRC, the Tokyo Riot Police** have bigger numbers than some actual militias, and even have what translates to "Artillery Division". This is probably just a translation thing, and refers to armoured vehicles/water cannons. Or possibly they actually do have Howitzers.

*I don't recommend it. The fan service and the gore horror don't really go well together, and the creator has such a massive hard-on for ultra-right wing nationalists, you'd mistake it for Tokyo Tower. Also the characters are just a collection of people you don't like.

**Tokyo does not actually have riots. I think I know why.
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Post by kzt »

Firearms are not actually "illegal" in Japan. They are extremely difficult and complex to own legally and involve the surrender of some rights. They are very rare. So for game purposes, illegal is a reasonable approximation.

However, unlike some European countries where legal firearms are similarly restricted, there do not appear to be huge supplies of illegal firearms possessed by criminals. Or at least they don't get brought out very often.
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Post by TiaC »

Koumei wrote:The creator should probably commit sudoku.
Was this intentional, or just hilarious autocorrect?
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Post by Username17 »

TiaC wrote:
Koumei wrote:The creator should probably commit sudoku.
Was this intentional, or just hilarious autocorrect?
It's a meme.

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Post by TiaC »

Ah.
virgil wrote:Lovecraft didn't later add a love triangle between Dagon, Chtulhu, & the Colour-Out-of-Space; only to have it broken up through cyber-bullying by the King in Yellow.
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Post by JigokuBosatsu »

Japanese Composure wrote:When a Japanese person does crack
I know what they meant, but I had to reread this a few times for it to stop being hilarious.

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Last edited by JigokuBosatsu on Fri May 08, 2015 9:40 pm, edited 1 time in total.
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Post by RelentlessImp »

Japanese composure/Westerner culture shock
This is kind of hilarious, especially because there is a specific and debilitating form of culture shock known as Paris syndrome that is especially common amongst Japanese individuals visiting Paris.
Last edited by RelentlessImp on Fri May 08, 2015 9:27 pm, edited 1 time in total.
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Post by hyzmarca »

Koumei wrote:The collection of character occupations is indeed hilarious. But also not very "CoC as you know it" and instead very "Ghost Busters: the anime". The creator should probably commit sudoku.

For what it's worth, firearms are indeed illegal in Japan, which is actually the weirdest part of High School of the Dead*, zombies only coming in at second weirdest. Third if you want to make an argument about the size of the tits on the schoolgirls.

The exception being the police and the National Defence Force ("we don't have an army, honest!"), who are armed for bear. IIRC, the Tokyo Riot Police** have bigger numbers than some actual militias, and even have what translates to "Artillery Division". This is probably just a translation thing, and refers to armoured vehicles/water cannons. Or possibly they actually do have Howitzers.

*I don't recommend it. The fan service and the gore horror don't really go well together, and the creator has such a massive hard-on for ultra-right wing nationalists, you'd mistake it for Tokyo Tower. Also the characters are just a collection of people you don't like.

**Tokyo does not actually have riots. I think I know why.
My father once related to me the time, when he was in the Marine Corps stationed in Japan, that he got drunk off his ass at a Japanese bar (several, actually, as when one bar closed for the night he'd go to another that was open later, and repeat). Anyway, when this bar closed and he was leaving, he was so drunk that he couldn't walk straight and accidentally tripped over and broke this small lighted sign that identified the bar.

So somebody called the cops.

And the cops, were apparently, very excited. Because a drunk white guy is apparently the biggest thing they had to deal with and they don't actually get to break the riot gear out often, I suspect.

Anyway, in a few minutes, before he was able regain his bearings and leave, there was a full riot squad there. Like, 20 guys in full body armor, helmets, ballistic shields, batons. He wisely chose to go with them without making a fuss, and spent the night in a Japanese drunk tank.

That was in the 70s.

He also told me that one of his drinking buddies had armed bodyguards. He had no clue who the guy was, but he was always accompanied by two men in nice expensive suits with guns concealed under their jackets.

RelentlessImp wrote:
Japanese composure/Westerner culture shock
This is kind of hilarious, especially because there is a specific and debilitating form of culture shock known as Paris syndrome that is especially common amongst Japanese individuals visiting Paris.
I'd assume that Paris Syndrome is a result of foreigners lacking Parisians' build-up resistance to the malevolent spirits that occasionally escape the catacombs.
Last edited by hyzmarca on Fri May 08, 2015 11:12 pm, edited 1 time in total.
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