Is there a PbtA game or hack that emulates JRPG (as in Final Fantasy and Chrono Trigger) tropes?

Is there a PbtA game or hack that emulates JRPG (as in Final Fantasy and Chrono Trigger) tropes?

Is there a PbtA game or hack that emulates JRPG (as in Final Fantasy and Chrono Trigger) tropes? I’m trying to think of one and drawing a blank. Seems odd, since the system does genre emulation really well and most JRPG characters are archetypal to a fault (and thus perfect for playbooks).

If there isn’t, why not? So much is there to explore, especially if the game text encouraged groups to think of the campaign as a JRPG they’re designing at the same time they’re playing it. You could come up with ridiculous Engrish-y names for the totes-not-a-Final-Fantasy-ripoff battle system during chargen, for example, or choose a console era you want the GM to emulate in their descriptions. Maybe you could even define your character’s combat barks and cheesy motto? The sky’s the limit!

Sorry if I’m posting in the wrong tab or whatever, but I can’t tell where this goes.

Sorry if I’m posting in the wrong tab or whatever, but I can’t tell where this goes.

Sorry if I’m posting in the wrong tab or whatever, but I can’t tell where this goes.

So I was thinking about a favorite movie trope of mine, and I realized it would probably make for an interesting campaign. Problem is, I can’t quite figure out what game would be the best one to use for this idea.

The trope is ubiquitous and transcends genre, but it’s most often seen in crime fiction, especially noir fiction: some down-on-their-luck sap finds and takes a bag full of money that’ll set them up for life. Two problems complicate things: 1) it’s not their money, and 2) there are lots and lots of poor schlubs out there who would also like a big bag of money. Trouble ensues.

The PCs are obviously the down-on-their-luck saps in this case, which opens the door for conflict between them. I’m thinking I would start the campaign just after the PCs take the money, but before they spend it.

I think I could sell a group of players on this premise pretty easily, but I would obviously need to use a system which doesn’t short-circuit the premise through inappropriate mechanics. A game with a reward cycle primarily based on money is out, as is a game where the players are incentivized to make tactically sound but dramatically inert decisions. Finally, I don’t want something GMless.

Any ideas?