Ever have one of those “lightning strike” ideas? Last week, we delved into Isekai, DIE the RPG, and VR anime. Then, wham! Just half an hour after wrapping up the episode, I messaged some friends with a game concept that would bring it all to life. Screenshots, story ideas, and a flurry of excited chatter later, the seed was sown for V/R Variable Realm.
Now, the name? Let’s just say it reflects the late-night enthusiasm of its creation. “V/R” might evoke VR headsets, but it’s the catchy, slightly silly title that stuck. The same goes for some of the game’s core mechanics – a commitment to capturing the essence of VR anime like Shangri La Frontier, Bofuri, and Sword Art Online, with a twist.
Here’s the beauty: V/R Variable Realm is a “pick-up-and-play” RPG. Little prep time, and minimal commitment, just grab the (roughly 50-page) rulebook and get gaming! It’s a sweet spot between ultra-light systems (think one-page games) and campaign-heavy behemoths like Godflesh. You’ll use the same core rules throughout, allowing for easy drop-in, and drop-out sessions.
The Meta-Knowledge Twist
But what truly sets Variable Realm apart? Meta-knowledge. We’re not just playing characters within a VR game world; we’re the gamers entering that world. You can choose to be yourself or create a whole new gamer persona. Then, within the game itself, you get to build another character. Think of it as a layered roleplaying experience, where you acknowledge the existence of both the real world and the game world.
This twist on perspective has some interesting consequences. Death in the game becomes expected – it’s not about protecting your character like it is in most RPGs. It’s a game, after all! Die, learn, adapt, and conquer that boss through trial and error. It’s all part of the experience.
The second pillar of V/R is skill acquisition through action. Remember, we’re not limited by the programming of a real computer game. In this world, players can decide what they want to do, and their actions have consequences. This translates to rolling dice to determine success. A successful roll might reward you with a flashy “SKILL UP” message on screen, granting you a new skill like “SCREW PIERCER” or “HEAL TOUCH.”
Breaking the Level Ceiling
Here’s where V/R Variable Realm breaks the mold of traditional tabletop RPGs. Many RPGs limit advancement to a specific range of levels. Dungeons & Dragons offers 20 levels, while Powered by the Apocalypse might only give you 10. V/R throws this notion out the window.
Think JRPGs! Fabula Ultima, for example, allows you to reach level 50 with 10 levels in each class. Variable Realm takes inspiration from this approach. You’ll constantly be acquiring “LVL” (levels) through various actions, mirroring the experience points (XP) system seen in many games.
But you won’t constantly see an XP bar filling up. Instead, the focus is on the rewarding “level up” moments, just like you see in shows like Sword Art Online. Completing a battle, discovering a new area, or even encountering a formidable foe – all these actions grant you LVL.
So, you’re accumulating LVLs, what does it mean? These levels are used to upgrade your skills to their maximum potential (12 LVL) and enhance your attributes (8 LVL per point increase). The goal is to provide players with a constant stream of rank advancement, allowing them to unlock new abilities and refine their characters throughout the entire game. LVLs will also contribute to your character’s HP, magic, and other vital stats.
Building on the pick-up-and-play philosophy, V/R embraces session-based gameplay. Imagine logging into your favorite VR MMORPG. You connect, have an adventure, and then disconnect. That’s exactly how V/R Variable Realm functions. Sessions begin and end in a town, your “spawn point.” There’s no need to worry about meticulously tracking progress mid-adventure. If you finish your session in a dungeon, you’ll simply pick up from the city next time. This focus on independent sessions ensures each adventure feels fresh and avoids the commitment required by traditional, story-driven RPGs.
Emulating the Source Material Through Language
Staying true to its VR anime inspirations, Variable Realm goes beyond mechanics and delves into the language itself. Instead of meticulously crafting in-world terminology, the game embraces the jargon familiar to MMO players. Monsters become “mobs,” special abilities are triggered by “procs,” and materials are simply “mats.” This deliberate use of MMO terminology creates an immersive experience for players familiar with the genre, further blurring the lines between reality and the virtual world.
This language choice highlights a fascinating aspect of Variable Realm – its intentional disconnect from realism. Unlike games like Godflesh, where everything exists within a self-contained world, V/R revels in the absurdities of video games. Why does a dragon have a “luck” trait? Who knows!
These inconsistencies, often present in video games, become part of the charm in the game. As gamers, we accept these quirks without a second thought. It embraces this reality, creating a world that feels familiar yet strangely nonsensical – a perfect reflection of the VR experiences it seeks to emulate.
Almost Ready to Play
The core mechanics are nearly complete, with about half of the writing finished! One of the final hurdles lie in crafting the Game Master’s tools. To maintain the pick-up-and-play nature, the focus is on randomization. Tables will be provided for generating zones, encounters, and more, ensuring that each session offers a fresh adventure. This minimizes prep time for the Game Master, allowing them to jump right into the fun alongside the players.
Expect to hear more about playtesting and, hopefully, joining you on some wacky VR adventures soon! In the meantime, feel free to share your thoughts on V/R Variable Realm with us.