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Demon City Shinjuku: Roleplaying Game and Resource Book (Guardians of Order)

Originally Published in Pyramid Magazine – September 15th, 2000

In 1988 the anime feature film Makai Toshi Shinjuku was released in Japan. Based on a novel by Hideyuki Kikuchi (the Japanese SF/Horror author), Shinjuku told the story of Kyoya, a young student of the mystic combat art of Nempo.

Ten years before the film begins, Kyoya’s father (a Nempo master himself) attempted to prevent Levih Rah (a Nempo master who had turned to evil) from summoning demonic powers to conquer the Earth. He died in the attempt, but not before he disrupted Levih Rah’s spell. Instead of conquering all of humanity in a single blow, Rah is only able to summon his demonic horde to a localized area: the Shinjuku district of downtown Tokyo. A massive earthquake wreaks devastation across dozens of city blocks, and Rah begins to prepare for the day when his dreams of conquest will reach true fruition. Now, a decade later, Kyoya must venture into this modern city of the damned, and finish what his father started…

Several years after the film’s original release, Central Park Media translated it into English as Demon City Shinjuku. In America, as in Japan before it, Shinjuku quickly became a classic of both its medium and genre. And now, twelve years later, Guardians of Order has presented us with the Demon City Shinjuku Roleplaying Game and Resource Book.

Demon City Shinjuku is not the first, nor will it be the last, of GoO’s licensed anime games (it was preceded by Sailor Moon and Dominion: Tank Police, and has been followed by Tenchi Muyo!). Like these other games, Demon City Shinjuku uses the Tri-Stat System which first appeared in the critically acclaimed Big Eyes, Small Mouth.

Action resolution is handled in a fairly standard and straight-forward manner: A roll of 2d6 is modified by a difficulty and compared to the appropriate Stat or Skill. Combat uses the same basic mechanic to determine the relative effectiveness of attack and defense. Damage is determined through the combination of a secondary attribute and the weapon’s damage rating. One nice touch throughout the game are two simple flowcharts (one for combat and one for character creation) which clearly and concisely summarize the rules for easy reference during gameplay.

Character creation is based primarily on three things: Three character Stats (Body, Mind, and Soul – hence the name “Tri-Stat”), Character Attributes, and Skills. Each of these systems is point-based, with fairly broad and open-ended definitions. For example, your character might have a Level 3 in Massive Damage – allowing you increase your damage in combat by 15 points because you know precisely where to land a blow to cause the maximum possible amount of damage. However, precisely how your character knows how to land such a blow is left open-ended – they might have trained in the martial arts; or perhaps they receive mystic insight into where to place each strike.

This system is mechanically very precise while, simultaneously, modeling a wide variety of phenomena in the Demon City Shinjuku universe in a simple and easy-to-use manner. In addition, a great amount of care has been taken so that the elements of the game system will interact in exactly the manner shown in the movie – if doing X and Y in the movie allowed a character to achieve Z, then doing X and Y with the game system will also result in Z.

As impressive as the system is, though, the Demon City Shinjuku Roleplaying Game really begins to shine when we reach the second part of its title: Resource Book.

In addition to simply presenting a roleplaying game for their licensed products, Guardians of Order also present their books as generic resources for fans of the source material. In addition to creating a higher potential for the development of a crossover market of anime fans interested in purchasing the book, this also lends to the book a true depth of source material which is often lacking in licensed products. Instead of simply covering the material found in the movie, GoO has taken the next logical step of supporting the movie with a wide variety of supporting details – exactly the type of details which a GM craves when running an adventure.

While doing this, however, they have very carefully not imposed a vision of Demon City Shinjuku beyond the confines of the movie. Instead they have presented a wide-open toolbox with which a GM can create their own version of the Demon City Shinjuku universe. By doing so they don’t lock the property into their own vision of “how things are supposed to be,” instead opening it up to a multitude of visions limited only by the extent of your own imagination and desire. Want a campaign where Shinjuku was only one of many cities struck by Levih Rah’s spell? You’ll find support for it here. Want a campaign set in the years between Levih Rah’s spell and Kyoya’s success? You’ll find support for it here. Want a campaign where Kyoya failed? You’ll find support for it here. And so forth.

Moving beyond this toolbox, they have provided a wealth of real world information on Japan and Tokyo. This is, essentially, the foundation on which the movie is built – and by stripping away the surface of the movie, and revealing the pylons on which it was constructed, GoO is giving you the same firm base with which to build your own campaign.

By doing this, GoO has proven – once again – that they are capable of looking at things with the eye of a master game designer: Finding the basic elements which make up an experience, and laying them bare for you to use in the easiest fashion possible. The result is a high quality product which is, above all else, useful as a gaming resource.

So, at the end of the day, what is Demon City Shinjuku? It’s a tried and proven rule system which has been expertly adapted into a near perfect adaptation of a licensed property. It’s a property which is, in turn, rich with gaming opportunities — demons on the loose in a mystic post-Armageddon setting with gothic horror themes. It’s presented in a dynamic and open-ended fashion – remaining true to the source material, while simultaneously facilitating a diverse set of visions.

It is, in one hundred and fifty pages, a rich and worthy addition to your library of gaming experiences.

Style: 5
Substance: 5

Writers: David L. Pulver (with Mark C. MacKinnon, Jeff Mackintosh, Karen A. McLarney)
Publisher: Guardians of Order
Price: $19.95
Page Count: 150
ISBN: 0-9682431-9-3
Product Code: 05-001

This review, at long last, concludes the archiving of my older reviews from Pyramid Magazine, Games Unplugged, RPGNet, and others. (One final review, of Gary Gygax’s Lejendary Adventure: Lejend Master’s Lore, unfortunately seems to have been lost to the mists of time. I know it appeared in the June 1st, 2000 Games Unplugged webzine, but I’ve somehow lost the original digital file and the published version wasn’t archived.)

It’s been interesting looking back at where both I and the RPG hobby were at the turn of the millennium. I’ve been reminded of a few old favorites and been inspired in new ways by old “friends.” But I’m also glad this particular project has reached its conclusion. It’s surprisingly time-consuming to do the archival work of reclaiming, reediting, and commenting. (Which is, of course, why it’s taken more than a decade to finish archiving all 200+ reviews.)

Big Eyes, Small Mouth - Hot Rods & Gun Bunnies

Originally Published June 20th, 2000

This is how you write a supplement.

Why? Well, for starters, what makes a good supplement? First off, the book should be good enough that you want to buy it – but the underlying system should have been designed well enough that you don’t need to buy it. In other words, the supplement should live up to it’s name: It should supplement the gaming process, and not be an integrally necessary piece of it.

Second, the book should contain a wealth of background information and source material. By the time I finish reading a supplement on, for example, a “guys-with-cars and girls-with-guns in a cops and robbers game”, I should know everything I ever wanted to know about cars, guns, and the men and women who use them to catch crooks and rob things.

Finally, the supplement should work by itself, but also work in synthesis with the other supplements for a game. In other words, I should be able to pick up Hot Rods and Gun Bunnies™ and be able to use the book without suddenly discovering that I also need to pick up The Complete Book of Cars and The Totally Insane Guide to Guns. At the same time, though, if I decide to pick up The Totally Insane Guide to Guns it should add to my experience using Hot Rods and Gun Bunnies™, and vice versa.

Needless to say, Hot Rods and Gun Bunnies™ (HRGB) succeeds at all of this with the fine polish of a new ‘vette and the lightning impact of Colt .457. Even though its twice as long as the core Big Eyes, Small Mouth™ (BESM) manual, at no point in time do you feel as if you actually needed to buy this book. At the same time, though, every single page is chock full of material so good that you will never regret, even for an instant, the hard earned cash you laid on the line to pick it up.

Basically the content of HRGB can be broken down into three categories: New Rules, Equipment, and Campaign Info.

NEW RULES

Character creation in the basic Tri-Stat System (on which BESM is based) is a process of seven steps. HRGB not only elaborates on how each of these seven steps can be tailored towards a campaign of high-octane action, but strategically expands the rules for maximum impact. An example of this is found in Step 4: Character Attributes – in which not only are all of the attributes in the core manual assessed as to their appropriateness in an HRGB campaign, but several attributes are specifically modified for easier use in such a campaign, and a set of brand new attributes are introduced.

But HRGB doesn’t stop there, it also goes on to insert new steps and sub-steps into the character creation process – expanding and adapting the character creation process. The most notable example of this is the presentation of a skill system for BESM (which first made its debut in the stand-alone Tri-Stat game Dominion Tank Police). This skill system is not only dynamic, it also fits almost perfectly into the overall feel and nature of the system as a whole. One would expect this type of thing to either feel like a completely tacked on addition or, alternatively, something which should have been included in the basic BESM manual to begin with. The truth is that you feel cheated neither in the skill system itself nor its lack in the core rulebook — an accomplishment that speaks highly not only of HRGB, but the Tri-Stat system as a whole.

Beyond the rules for skill resolution, the only other noteworthy addition to the basic Tri-Stat rules takes the form of a brief section describing genre combat, including a surprisingly wide array of optional rules and tweaks.

EQUIPMENT

A supplement about hot rods and gun bunnies which lacked a description of cars and firearms would, of course, be remiss. It should come as no surprise that HRGB lives up to the task admirably in Chapter 3: Boom and Vroom, tossing in bombs along with the titular autos and guns.

Not only is this section a sizable and well-researched portion of the book, it also excels at maximizing the value of everything it gives to you. By implementing a template system (so that, for example, the same set of stats covers not only an H&K MP5, but also an Ingram M10) they maximize their coverage. And all of this is backed up by rock solid research which is presented in a clear, easy-to-understand, and easy-to-use format for the GM.

This section is also a good example of the modular design to the BESM product line I was discussing earlier: In the Big Robots, Cool Starships™ supplement for BESM a complete vehicle construction system is presented for the game. Now, HRGB could have required the purchase of this separate book or – worse yet – simply reprinted the material. Instead, Guardians of Order have presented us with this entirely new template system, which is not only a better fit for the material covered by HRGB, but is also completely compatible with BRCS for those who want the added flexibility the complete VCS gives.

CAMPAIGN INFO

Between the new rules and equipment guide, HRGB has already justified its existence as a supplement – but it doesn’t stop there. Jim Crocker goes on to provide a wealth of campaign detail. This material ranges from an overview of pertinent anime titles in the genre (such as Gunsmith Cats and Riding Bean); to a breakdown of campaign styles, themes, categories and ratings (and how the rules can be tailored to each of them); to a set of character archetypes; to a stand-alone module; to (finally) an overview of firearm laws, motor vehicle laws, and bounty hunting and bail in America, Canada, and Japan (accompanied by a general description of “Law and Order in Japan” and America’s Miranda Warning).

All of this material is immediately useful and pertinently selected – there’s no deadweight to be found here, and its organized and presented in an easily referenced and accessible manner.

Of course, nothing is truly perfect – and HRGB is no exception to this truism. The book has a minor typo problem, particularly in the first few chapters. The new attributes added to HRGB have six levels (instead of the standard five of the core BESM rules) – this works, but it lends an unbalanced feel to the system. Although the new skill system is excellent (as noted above), this particular presentation of it is definitely slanted towards an HRGB campaign. Clearly this isn’t a flaw, but if you’re picking this book up solely for the skill system you should go in with the knowledge that you’re going to have to adapt it to other types of BESM campaigns.

But at the end of the day there is only one conclusion which can be reached: Guardians of Order was good to begin with, and with each new supplement they get better and better. Hot Rods and Gun Bunnies is a textbook case of “how to do it right” – and it’s well worth your time and money.

Writers: Jim Crocker, David L. Pulver
Publisher: Guardians of Order
Price: $15.95
Page Count: 124
ISBN: 1-894225-07-8

Big Eyes, Small Mouth - GM Screen (2nd Edition)

High quality artwork on a GM screen packaged with an excellent starter adventure for Big Eyes, Small Mouth. This one gets two thumbs up from me.

Review Originally Published May 21st, 2001

GM screens invariably follow the same pattern: You’ve got a trifold or quadfold piece of cardboard with art on one side and relevant statistics on the other. This is almost certainly packaged with some sort of pamphlet, which is usually included in a vain attempt to convince people that the piece of cardboard is actually worth the exorbitant price which is being charged for it.

(You know, I can’t figure out why they don’t just package the GM screen with the character sheets.)

The Big Eyes, Small Mouth GM Screen certainly fits this pattern: Quadfold cardboard (with each fold having the same dimensions as the rest of the BESM product line), with an accompanying cross-genre adventure module: So, We Have… An Obelisk?

THE SCREEN

The screen itself focuses primarily on combat – at points seeming to go out of its way trying to find relevant charts (for example, half a page is spent detailing the differences between the six skill levels – which come down to the fact that skill level 6 has a -6 bonus and a skill level 5 has a -5 bonus). As a result, I feel that it overlooks other charts and information which would have been more useful. This is a fairly typical failure of GM screens, and one of the reasons I don’t generally like them – although the BESM screen at least avoids the silliness of including character creation rules (which you’re almost never going to have to reference during actual gameplay).

The art on the opposite side is a stunning piece of full-color fantasy art by Julie Dillon, an artist who should already be familiar to any BESM fan. Dillon’s art continues to impress me in its ability to conjure forth epic and awe-inspiring vistas with dynamic and varied characters. The quality of the art alone has probably earned this screen a place at my game table. (Oddly, I’ll probably end up using it for my upcoming D&D campaign, actually).

When I first saw the screen I was initially concerned about the decision to have it mirror the dimensions of the BESM books. The shorter height, at some game tables, will reduce the usefulness of the screen as a screen. But in actual practice I didn’t find this to be a problem except in the rare circumstance where the table being used was abnormally low compared to the players sitting around it.

THE ADVENTURE

Opening Scene: The PCs’ homeworlds are utterly destroyed and they die.

If nothing else, that’s certainly a catchy way of starting an adventure – and gives the players a great deal of flexibility in creating their characters (since it allows them to draw from any genre or setting they can conceive of and the GM is willing to approve).

Of course, shortly after they die they find themselves summoned by a disembodied voice, whereupon they appear upon a dusty, ruined road which runs along the edge of a tent village which has been raised in the shadow of a giant obelisk… just like the obelisks which led to the destruction of their own worlds.

Here’s what’s going on: In one of the many dimensions of the multiverse, a corrupt America has discovered the secret of draining other dimensions of their energy – granting themselves eternity and immortality, but robbing trillions of their lives. They accomplish this through the use of the obelisks. The PCs are faced with the difficult task of saving this world from destruction.

The tent village in which they have appeared has been formed at the command of the Teacher, a seeming messiah who preaches that the obelisk is a tool of the gods – sent to test their followers for their strength and faith. In truth, the Teacher is an agent of the dimension which controls the obelisks – and is using his position to complete the draining process on this world.

Assuming that the PCs can pierce through the Teacher’s facade and prevent him from bringing about armageddon on this world, they will find themselves teleported to the homeworld of the obelisks. There they have an opportunity to end this horrific interdimensional genocide forever – but not without a twist: They can end the genocide, but only by wreaking havoc on multiple worlds themselves. On the other hand, they can make a deal with a devil and see their homeworlds restored as new frontiers for the Empire.

The concept is bold and daring, and Jesse Scoble, the author, succeeds at investing it with memorable characters and powerful scenes. Every so often you get an adventure which makes you want to jump up and start gaming right away: In my opinion, this is one of them.

CONCLUSION

The screen’s content is of average quality. The screen’s artwork is stunning. The adventure included with the screen is excellent, and can easily serve as either an exciting one-shot or as the foundation for a highly memorable and entertaining campaign.

This one gets two thumbs up from me.

Style: 4
Substance: 4

Authors: Jesse Scoble
Company: Guardians of Order
Line: Big Eyes, Small Mouth
Price: $12.95
ISBN: 1-894525-12-4
Production Code: 02-102
Pages: 50

I never actually got a chance to run So, We Have… an Obelisk? I wasn’t well-positioned to run one-shots back in 2001, and my group ended up playing that D&D campaign I mentioned until half the group moved away a couple years later and the rest of the group broke up.

This review, though, definitely makes me want to double back and run the adventure now. If nothing else, Past Me was successful in selling Present Me on its virtues.

You may have noticed that the last several reviews were all originally posted on May 21st, 2001, and there’s a bunch more to come. This was Justin Bacon Review Week, a special celebration in which every review posted that week (20+ in total) were written by me. The instigation, if I recall correctly, was that the site had a bit of a backlog and so a number of reviews I’d written were sitting in the queue. Then, on top of this, I had a week or so with a lot of free time where I was reading and reviewing another huge swath of books.

Sandy Antunes, the founder of the site (and who was still running it at the time), reached out and thought it would be fun to celebrate my contributions to the site. I was incredibly honored by the gesture. It was the first time I’d received an official accolade like this, and it still means a lot to me even today.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Big Eyes, Small Mouth - Fast Play Rules (2nd Edition)

Big Eyes, Small Mouth is possibly the best roleplaying system on the market today, and the new Fast Play Rules provide the perfect introduction for you and your players.

Review Originally Published May 21st, 2001

Big Eyes, Small Mouth is possibly the best roleplaying game on the market today. It succeeds at being a clean, simple system which leads to fast-paced, fun gaming sessions without sacrificing the level of detail necessary to accomplish everything you need it to. At the same time, Big Eyes, Small Mouth is the easiest generic game I’ve encountered. By that I mean that the task of adapting it to a new genre or campaign world is a quick and easy process – unlike other generic systems (such as GURPS or FUZION) which need to be thoroughly tweaked and customized to fit each iteration of your gaming needs.

And, on top of that, Guardians of Order has supported BESM with a remarkable line of high quality support products, including a plethora of licensed anime games: Big Robots, Cool Starships; Hot Rods & Gun Bunnies, Sailor Moon, Dominion Tank Police, Demon City Shinjuku, Tenchi Muyo, and many others.

In other words, this is a game you should be playing.

In fact, the only difficulty I’ve had with BESM is – as with many high quality systems – convincing people to give it a try. Guardians of Order is not the first company to attempt to rectify this with some sort of introductory package, but I have to admit that I am particularly impressed with their Fast Play Rules: Between the low price (only $1.95) and the high production values (glossy full-color), it will not only impress my gaming buddies – I can cheaply pick up multiple copies to hand out.

So, what has Guardians of Order crammed into this slim little pamphlet?

First, you have some standard introductory material (“What is a roleplaying game?”, “What is anime?”, “What is Big Eyes, Small Mouth?”, etc.). This, coincidentally, also makes this an attractive package to pick up if you’re looking to “convert” someone to RPGs – cheap, yet highly alluring (particularly to existing anime fans).

Next, an abbreviated version of the BESM rules are provided – including character creation (with the exception of the optional skill rules from second edition), action resolution, and combat.

The package is then rounded out with four brief samples of potential game ideas and themes (Journey to the East, Magical Bug Hunter Keko!, Legend of the Galactic Empire, and Voyagers of the New Dawn).

CONCLUSION

Big Eyes, Small Mouth is an excellent game. The Fast Play Rules are an excellent introduction to an excellent game.

Style: 5
Substance: 5

Authors: Mark C. MacKinnon and David L. Pulver
Company: Guardians of Order
Line: Big Eyes, Small Mouth
Price: $1.95
ISBN: 1-894525-28-0
Production Code: 02-100
Pages: 22

Surprisingly, however, I never wrote a full review of the second edition of Big Eyes, Small Mouth. I actually have a half-finished draft of one which I apparently started in September 2000, but it became one of those reviews that sat for too long after I read the book until it reached a point where, to do a meaningful review, I would have needed to go back and do a fresh cover-to-cover read of the book. And it just never happened.

I had written a review of the 1st Edition of Big Eyes, Small Mouth back in 1999. As I noted back then, it quickly became one of my go-to RPG systems. It’s been a long time since I played it, but I still have fond memories of its 2nd Edition and wouldn’t hesitate to grab it again if the need arose.

I’ve never picked up the 3rd Edition or the 4th Edition of the game. I actually know very little about them, having remained quite content with my copies of 2nd Edition.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Tagline: A resource almost any GM of Sailor Moon should make every effort to get their hands on.

Sailor Moon: The Complete Book of Yoma, Volume 1 - Guardians of OrderThe Complete Book of Yoma: Volume 1 is the seventh Guardians of Order book I’ve reviewed for RPGNet (Big Eyes, Small Mouth; Big Robots, Cool Starships; The Sailor Moon Roleplaying Game and Resource Book; and the three Sailor Moon Character Diaries being the others). I continue to be impressed with their efforts, as the company steadily makes it way closer and closer to a hallowed inclusion on my “buy everything these guys do” list. The Complete Book of Yoma is a resource almost any GM of the Sailor Moon roleplaying game should make an effort to get their hands on.

WHAT’S IN THIS BOOK?

The Complete Book of Yoma basically has four primary features (in my mind, anyway):

COLOR SECTION: Let’s start with the glitz and the flash: In the center of the book you’ll find an eight page, full-color section printed on glossy paper. This section, like the plentiful use of art throughout the rest of the book, illustrates (yet again) the huge advantage which Guardians of Order has here: After all, if you’ve got a couple hundred animation stills to choose from, you can (and they do) provide four or five pictures of every single monster in the book without a second thought … because you’re not stuck having to pay the artists.

YOMA: The core of the book, of course, are the yoma themselves. I discuss these in a bit more detail below. (For those of you wondering, at this point, what the hell a “yoma” is, the answer can be found there.)

HOW TO USE YOMA: The first section of the book deals with how to handle the yoma in your campaign. A solid resource, it succinctly sums up the basic foundation on which these creatures exist – summarizing the standard formulas of the television show (and how to break them to make a better roleplaying campaign); who controls yoma and how; where yoma come from; general cosmology… the whole nine yards. The best part of this section, in my opinion, are the charts which statistically break down the yoma – by who controls them, what attacks destroyed them on the TV series, their type, and their gender.

RANDOM YOMA: This is actually a part of the first section of the book, but I’m spinning it off into its own section because I really liked it. Basically, Lindsey Ginou realizes that the yoma can be broadly classified in various ways (for example, there are the yoma who “charm people”). Thus you can, effectively, chart these – and once you’ve got the charts you might as well throw in some probability tables and get yourself some randomized yoma. The resulting charts can be used to actually randomly generate a yoma – or you can use the charts as a quick reference for designing your own basic yoma packages.

THE YOMA

Anyone with even a minimal amount of exposure to Sailor Moon will know that the basic structure of any given episode is simple: Sailor Moon and the Sailor Scouts face down a nasty magical creature. They are nearly defeated, but in the end they find the yoma’s weakness and defeat it. There’s also an arc structure to each season of the show (for example, during the entire course of the first season the Sailor Scouts are facing off against Queen Beryl.

So what’s a yoma? “Yoma” translates, roughly, in to English as “monster”. The Complete Book of Yoma: Volume 1 assembles and presents every single monster which the Sailor Scouts face down during the first two seasons of the show. (This includes the Cardians and the Droids, who are not, strictly speaking, yoma. But that’s just a technical distinction, and not all that important.)

Each yoma is given a full page description, and are arranged in the order they appear in the television series (thus the yoma from episode one appears first; the yoma from episode two appears second; and so forth).

Each yoma is described with: Their English and Japanese names, the name of the episode(s) they appeared in (English, Japanese, and translated Japanese), their type (defined in the introductory material), their master (who sent them), who defeated them in the show, and their final fate on the show.

Additionally, more lengthy passages are given describing their physical appearance, the significant events of their appearance(s), various points of interest, and (of course) their actual stats.

In case you missed it: With this information you (of course) get a standard monster manual entry for every yoma, but you also get a strategy section on how they can be defeated, and also adventure hooks on how to design a story around them.

A great deal of care has gone into constructing the yoma so that they behave exactly as they do in the television series. Using the rules of the Sailor Moon roleplaying game and the stats as they are provided, you can recreate the events of the television series exactly as they appeared on the screen. Guaranteed. Nothing is more frustrating than picking up a licensed RPG only to discover that you can’t create characters who can do the same things the characters the license is based on. No such problem here.

CONCLUSION

Having read this book, I really can’t imagine running a Sailor Moon campaign without it. At the end of the day it does precisely what every supplement should do: It helps you run the game, without being absolutely necessary.

In other words: Sure, you can run Sailor Moon without owning this book. There is absolutely nothing here that you cannot create yourself using the core rulebook. But The Complete Book of Yoma makes you ask a simple question:

Why would you want to?

And that’s why you should buy it.

Style: 4
Substance: 4

Author: Lindsey Ginou
Company/Publisher: Guardians of Order
Cost: $17.95
Page Count: 90
ISBN: 1-894525-00-0

Originally Posted: 2000/04/06

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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