Campaign High Concept
Hōrō Shōjo no Kōshinkyoku is a character-driven military fantasy campaign about what happens after the war. Set in an anime inspired world of fantastical magic and gritty machines, the campaign follows a group of young military women deployed as peacekeepers into occupied territory. While they are soldiers, this is not a story about triumphal victories and combat prowess. It is a campaign about healing, navigating a world that has fundamentally changed, and the uneasy question of whether people acting with good intentions can still become instruments of systems doing harm.
It is a story about people, the events that shaped their lives, and the compromised choices they make. The campaign explores themes of post-war trauma, imperialism, belonging, and identity against a backdrop of institutional power.
Gameplay Overview
The campaign utilizes the completely free Lite version of the Generic Universal Role Play System (GURPS) for the purpose of driving the story forward and introducing uncertainty. It is not a power fantasy campaign of min-maxing stats, gaining levels, and defeating monsters. Rather, gameplay centers on emotionally intense roleplay, using the setting as a space for players to explore parts of themselves through characters living in a fantastical, yet grounded world.
The first arch of the campaign has focused on the team coming together, establishing themselves within the team as they travel by sea and rail towards their ultimate destination. During this time, the relationships between each player character has evolved, some towards romance, others towards suspicion. The second arc will take place in the town as they navigate their own secrets and struggles, as well as the complex and messy political landscape of this occupied border town. Local prejudice, distrust, and the intersection of corporate, criminal, and organized labor will be the catalyst for the characters’ own conflicts.
Although combat remains a possibility, it exists as the worst of all possible solutions. Violence has lasting consequences, decisions are final, and even unnamed opponents are treated as people rather than obstacles. Despite the bleak setting, the ultimate goal of the campaign is to bring these characters’ stories to a close in a way that gives them a hopeful future – one which war and this world has tried to deny them.
Campaign Themes
- Post-War Healing
- Characters navigating the trauma, loss, and their future in a postbellum world. The campaign explores the questions: What is a soldier when there's no more fighting to be done? How do they move on?
- Colonialism
- Players are part of an occupying army on foreign shores. Even with the best intentions, what good can come of this? Do an individual's actions matter in the shadow of their ruler's machinations?
- Found Family
- The bonds which form among the team members offer respite from the horrors of the past, yet risk becoming liabilities to be exploited. When you've survived hell, what possibly could be worth risking everything?
- Yuri (Girls' Love)
- While the setting itself is queernormative, Sapphic romance within the story is still opposed by structural forces of the military and politics. Will the characters be able to overcome these institutional barriers to their love?
Inspiration & Genre
- Sound of the Sky
- The primary inspiration for the campaign. A 2010 post-apocalyptic anime following the daily lives of an all-female military unit stationed at the edge of no-man's-land in the wake of a major conflict. Also known as Sora no Woto, the series is slice-of-life with flashbacks to the traumas of the war.
- CGDCT
- Cute Girls Do Cute Things. Slice-of-life stories focused on the lives of young women, usually as they explore a hobby or occupation together. Specifically the martial subgenre, which places its characters in military-themed situations, such as Girls und Panzer, The Magnificent Kotobuki, and Girls' Last Tour.
- Dieselpunk
- A retrofuturist setting where speculative early-to-mid 20th century technologies blend with fantastical elements; often drawing on an alternate interwar period. Anime such as Pumpkin Scissors, Full Metal Alchemist, and Yōjo Senki embody this genre.
- Mechsploitation
- A subgenre of ero-horror which examines gender, sexuality, and identity under coercion and fascism, through the lens of war machines and body horror. The genre emerged from online transfeminine creative circles, exemplified by works such as WARHOUND and GIRL FRAME.
The Story So Far
The party first met in the ruined port city of Anstoil before embarking on a freighter traveling north. While at sea, Iris's wagers over a fencing match devolved into fisticuffs with the ship's crew in the first test of loyalty and discipline. Disembarking at the port of Misquoth, they took a train to the city of Bel Lasaid, where they would take possession of their ZINNATINE-class walker. The vehicle itself was in a state of disrepair, and they would spend several days performing maintenance.
During this period, AP01.10 would begin to exhibit a developing personality and curiosity following its interfacing with the walker's magical core. The blossoming romance between the XO and medic would attract the attention of the former's corporate handler, Ms. Lucroy, who makes a show of physically accosting Tresl, leaving Amelia wracked with guilt for being unable to intervene. Crucially, however, Tresl is able to discern the trigger phrase used by Lucroy to compel Amelia's compliance.
The following day, Bellaluna is summoned away without explanation, leaving the walker crew without an experienced gunner. The live-fire drills go disastrously, as the main walker crew clashes with Amelia's aggressiveness on the range. Already behind schedule, they do not have a chance for further practice as they are shipped by rail toward their assigned post in the mountain village of Tunstead. Forced to move their vehicles over a mountain pass when the walkers prove too large to pass through a tunnel, the party becomes stranded overnight on a ridge during a flash flood. While extracting the XO from her secretive prototype scout walker, the others begin to observe the physical toll piloting the machine inflicts on her body and the strange magical mechanisms used to pilot it.
Arriving in Tunstead, the party takes possession of a dilapidated abbey outside town to use as their base of operations. Amelia begs Gabrëlle to keep her corporate overlords out of the abbey to provide her some respite. Meanwhile, Tresl, Iris, and Ivy enter a secret pact to protect Amelia from Lucroy and uncover the truth about the STRIDER program— by any means necessary. The situation is further complicated by the arrival of a Korvasti political officer with his own clandestine tasking for Ivy.
As the team begins to settle into Tunstead, additional threats emerge from the shadows, and Amelia's psychological wounds begin to physically manifest. Secrets are discovered and kept hidden, as a risky web of compartmentalization begins to form and threatens to tear apart the fragile team. As the intrigue deepens, so too does the fear that the greatest threat may come from within.