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Summary
Mana Project Studio has the pure biz forCowboy Bebopfans with their new RPG , which let players to step into the creation of their favorite anime . Set in the yr 2071,Cowboy Bebopfollows bounty Orion Spike Spiegel and his pardner Jet Black as they move on their ship , the Bebop , through the solar system , hunt down bounty while trying to elude wickedness in their own past times . TheCowboy BebopRPG brings this world to life through the players ' imaginations as they engross themselves in this expansive globe .
Players are led through missions by Big Shot , the GM for theCowboy BebopRPG , with each session bringing the secrets of their past closer to the control surface . Players can play ascharacters fromCowboy Bebopor make their own H.M.S. Bounty hunters as they hunt down antagonist from the serial and original bounties make by Big Shot . TheCowboy BebopRPG is an original d6 dice - based system that uses medicine as a central theme with choice made by player to utilise Jazz , Rock , Tango , Blues , or Dance as their musical approach affect the issue of their story .
Cowboy Bebop is notorious for its ending , which leaves the state of amour at the end of the serial publication rather murky . Here ’s what we know happened .

While at Gen Con , Screen Rantspoke with Silvia De Stefanis about Mana Project Studios’Cowboy BebopRPG . She explicate why this undertaking was so close to her heart and shared the care that Mana Project Studio put into every whole step of developing . De Stefanis also bring out how important the input from the community was and the fun that comes from not only playing dear characters from theCowboy Bebopanime seriesbut creating one ’s own .
Cowboy Bebop Was A Passion Project For Mana Project Studios
De Stefanis discussed how her childhood love ofCowboy Bebopproved to be the perfect spousal relationship with her passion for role - play games when Mana Projet Studio began crop ontheCowboy BebopRPG . She also shared the long procedure just to launch the Kickstarter .
Silvia De Stefanis : Well , Cowboy Bebop was a body of work from the heart for me . I work on the vivid design and the illustration of the last cover and also illustration of the map , and playtesting , and development . I ’m not the developer . I was a devotee of the anime . I was very petty when I saw it , and it give me such a thrill .
And then I blank out about it , and then I started working on role - playing games because I like oneness through play , through playing . I was in the company for like one or two months and my boss said to me , " We are going to do Cowboy Bebop . " I was like , " Sorry , what ? " Cowboy Bebop the Roleplaying Game !

It was five age of work for Cowboy Bebop in reality . The people have seen the Kickstarter . It was amazing , but before that , we had to do a lot of work with Bandai Namco Animation . We really take to go through a long trial of approval . It was really difficult because we are the first people outside Japan , at least in Europe , to make tabletop RPGs about official Japanese licensing . So it was a huge duty , and it was quite hard also in the moment .
The Cowboy Bebop Community Was Instrumental In The Development Of The RPG
“When you work with some license you love and respect, you don’t want to ruin it.”
De Stefanis break away down the ontogenesis process and the importance of feedback from theCowboy Bebopfans . Although it was a grueling process this feedback and the commitment of the team led to a stronger secret plan every footmark of the way .
Silvia De Stefanis : After that , we had a playtesting document , and one of the things I get it on most about Cowboy Bebop is that we go a lot with the community . We have done an original organisation for Cowboy Bebop , a very narrative system of rules establish on music musical style . We put out the playtesting document and we get a destiny of mixed feedback . Some citizenry were activated , some people were a bit mad at us , some people were really unrestrained at us . We scan everything . It was hour and minute and hour of reading material , talking to those citizenry . A sight of hours of playtesting .
After work , we will all meet online and playtest the game for months every night . Every single night we were working on it , and after all the feedback from the community and talk about it , we were ready to do the quick - start . And birth the quick - start , we were ready for the Kickstarter . We were kind of frightened because it was our first permission , and when you work on with some licence you love and respect , you do n’t need to smash it . You really want to do a good job .

And then the Kickstarter was explosive . It was a really nifty success for us . The community was really , really supportive because they really saw our effort in talking to them , taking time , remodel things , rethink , explain , trying to volunteer the best caliber of game and also an veritable Cowboy Bebop experience . What we wanted to do , why an original system , why not just slap the licensing on a organisation ?
Silvia De Stefanis Reveals Why They Needed To Create A New System For The Cowboy Bebop RPG
“No system can fit Cowboy Bebop as well as the one we developed.”
De Stefanis discussed why they wanted to create a newfangled plot organization for theCowboy BebopRPG and share insight into the types of sessions players can experience base on the story they and the Big Shot want to tell .
Silvia De Stefanis : Because there is , in our legal opinion , no organization can fit Cowboy Bebop as well as the one we developed . It ’s based on musical writing style , you will have keywords representing your character and then you toy with six - sided dices . The biz is really , really tight . When play your character drive it like a steal car . It ’s crazy . It ’s all about electronic jamming , it ’s all about take the rhythm . It does n’t weigh what pass off , crazy things , everything , you may not really die unless you decide to , as in the original Zanzibar copal . It ’s really difficult for the characters expire at the moment .
But the nice thing also in my feeling was working on memory mechanics . The fact that it ’s Cowboy Bebop , so your past will come and ghost you . you’re able to have a personal academic term , which is like when Faye finds the videotape and key secrets about her past .

you may have the Greco-Roman seance , classic instalment , get your bounty , do your things , decide at the end . you’re able to have the personal session about the conflict between Vicious and Spike for the love account , for example . you could also have a film session , have a muckle of sport , like in the serial . At the last , you have time of year disruption tip and also you have , obviously , the end , the final academic session for your character .
Players Can Play Characters Directly From Cowboy Bebop Or Create Their Own
De Stefanis give away that participant can embody their favourite lineament from the serial , let in Ein . This include every detail from their ship to the storylines that they are involved in . She also teased how the biz is more collaborative , with player require to rely and oppose on each other in the moment instead of relying on mechanics like go-ahead .
Silvia De Stefanis : In the Cowboy Bebop RPG you may play your beloved amplitude hunters from the anime . It ’s totally coolheaded . At the end of the book , you have all the material to toy them , quick to go . You compile your fibre tack , you go and play . You also have the original episodes as an case of manoeuvre , so you may utilise them as an inspiration . you may have the Bebop , you may have the Swordfish , everything for the serial .
But the most amazing thing , in my opinion , you may make your own bounty hunters , your own sheep , your own mothership like the Bebop . We have entire chapter about realize your character , make your original bounty hunter after the pattern . you may be also an animal , like Ein . I play in a hot campaign in Italy on a Discord channel , I act as a cat . Real intelligent and crazy qat , and I had a lot of fun . It ’s really the Ein experience for all the instrumentalist .

The rule are all base on musical genre and also cooperation with participant . There is a sentiency of jam with players . You have to go all together . It ’s not like [ enterprise with ] , " Oh , it ’s his bend . The Big Shot is talking with them . I ’m not paying attention . " No , no , you have to be all together , being like , " Okay , do that . Okay , I do that . I take my gun , I do this . " You have the riff , which are like your superpowers in the game , the amazing strong things you may do . You have to do that at the right moment , but after the rules , and after the rule , you get in the session evidently .
Cowboy Bebop Fans Can Playout The Story Beyond The Original Series
However , De Stefanis explained why creating your own characters and storylines is even more exciting as a player . It allow fan to put their own Gospel According to Mark on the story while still in full bury themselves in the world that they bed .
Silvia De Stefanis : you could do a preexisting sequence , but you could also make up your own . You make your quality , you have everything you need with traits , object lesson , everything you’re able to do , explained with the example , your computer storage mechanic , which is about bullets and weight , your channel , and everything . fter that you have also the initiation of your mothership , the conception of your models . You have a lot of tables for fast creation , and then you have the most of import things , your bountifulness .
We have a plenty of pre - made bounties that you could combine in dissimilar ways , but you could also make your own . In the Bible , you will find everything to make your own bounty and also your own scenario . You have everything that explains all the satellite from the solar arrangement , and you have also tables if you need to make something tight , but you may also take your time and make your own following the examples .

you could really utilize your imagination . If you are a grown fan of the series , it can be nice because you start from what you know and make love and you’re able to really make it your own . So for me it was amazing because in the beginning , we were dally character from the serial durign the playtesting . When we started to make our own , I was so happy because it was like when I was a child looking at the tv set , but now it ’s me doing it . It was so fun for me . The nice affair is for masses that love the serial publication is to put their personal touch on it .
More About The Cowboy Bebop RPG
happen upon the captivating world ofCowboy Bebop , a critically acclaimed Nipponese animated television serial crafted by the visionary Shinichiro Watanabe . Set in the year 2071 , this transport tale orbits around a gang of bounty hunters in space , delve late into unresolved military issue from the past , and exploring concepts such as existentialism , boredom , and loneliness . Embark on an over-the-top journeying into the Cowboy Bebop universe , where unforgettable characters and transport narrative await your uncovering . The Cowboy Bebop Roleplaying Game - Corebook bring home the bacon an expansive toolkit to fully plunge yourself in this iconic world , forge your own path in the Solar System .
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TheCowboy BebopRPG isavailable now .


