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Sailor Moon Role Playing Game and Resource Book | ||
Author: Mark C. MacKinnon
Category: game Company/Publisher: Guardians of Order Cost: $24.95 Page count: 208 pp ISBN: 0-9682431-1-8 Capsule Review by Larry D. Hols on 02/14/99. Genre tags: Anime |
The _Sailor Moon Role-Playing Game and Resource Book_ is intended to serve two purposes. First, it purports to provide information on the Sailor Moon universe for fans of the series. Second, it allows fans to play in the Sailor Moon universe using the game system appearing in _Big Eyes, Small Mouth_. The anime-inspired Tri-Stat system is shown being applied to a specific setting.
The book begins, quite suitably, with an introduction to the Magical Girl Genre of anime. The discussion covers the development of the genre since the appearance of the first magical girl in 1966 and works its way to the first appearance of Sailor Moon. Following the coverage of the Magical Girl genre as a whole, the discussion moves directly into the Sailor Moon series background. The basics of the setting are described first, with those followed by summaries of the story lines from the first two seasons. The tapestry of the Sailor Moon universe is unfurled for the reader through this. It is only then that the reader encounters the obligatory "What is Role-Playing?" material. A one-page example of play appears thereafter, with a discussion of the scope of the book. A page of illustrations shows the relative sizes of the major characters in the setting to conclude the Introduction to the game. The next chapter moves into character creation, which follows the system used in _Big Eyes, Small Mouths_. The various types of characters available are quickly highlighted, with players allowed to use Sailor Scouts from the series, villains, Knights, descendents of Scouts, or wholly original characters. The system is easy to follow through each step and examples abound. Players are led into a discussion with the Game Master about the type of game to be played and what sorts of character fit. The player must then outline the character and then the three Stats used in the game are described and assigned. The Stat Values are provided with descriptions ranging from "Completely and Utterly Useless" (a value of 0) to "Human Average" (a value of 4) to "Best in the Universe" (a value of 12.) The fourth step in the process involves Character Attributes. This is where all the neat powers that the Sailors and other characters have get described and explained. There are three types of Character Attributes: Neutral Attributes, Senshi/Knight Sub-Attributes, and Negaverse/Dark Sub-Attributes. All characters can gain Neutral Attributes, and taking the Senshi/Knight Powers Attribute allows the character to gain Senshi/Knight Sub-Attributes; likewise, the villains gain Negaverse/Dark Sub-Attributes through the Dark Powers Attribute. The powers are rated by levels, and the levels correspond to how powerful a character would be possessing that level. The actual effects of each level are detailed in the description of the individual power. Notes appear regularly stating which characters possess the power being detailed. A great deal of information about the setting is available through a reading of the powers. The characters are then assigned Defects, or weaknesses, and the derived values are figured. The GM may award a few background points for player creativity in describing the character's background. The characters are now ready to go. The last section of the second chapter details the characters from the series. Beginning with the Sailors, this section includes the Knights and other allies, and then the villains, and finally the supporting characters. This section is over fifty pages in length, and the characters and their interactions get described well. The third chapter then deals with the game mechanics. The Tri-Stat system is easy to use and fits the genre well. Most non-combat checks are stat checks. The GM chooses which stat is most relevant, and the player must roll the stat rating or less on 2d6. The larger the difference between the stat rating and the rolled number, the greater the degree of success or failure. An unmodified 2 always succeeds at least marginally and an unmodified roll of 12 always fails at least marginally. Examples abound to assist in explaining the system. The combat system follows a simple flow chart that walks players through a combat round easily. Initiative is quick to ascertain, and the rules provide for dramatic anime-style mayhem -- not realistic in the slightest. In a fight, characters act according to the initiative totals in order, with the option to delay and act later. The character can attempt a non-combat action, or attack an opponent, rolling for success. The opponent gets to attempt a defense against a successful attack, and failing in that takes a loss of Health Points. Armor reduces the damage taken, and loss of all Health Points results in unconsciousness and death. Chapter four deals entirely with role playing in the Sailor Moon universe. Maps of Japan and Tokyo appear, and brief descriptions of many places that appeared in the series follow. At timeline for the setting places many of the series episodes and helps to anchor the basic story lines as discussed in the introduction. The Moon Kingdom and Negaverse are described, as are Crystal Tokyo and the Dark Moon. Chapter five is the Game Master's section and covers the basics of GMing in the Sailor Moon setting well. Chapter Six provides adventure outlines. Chapter Seven is entitled "Resources and References" and episode summaries, a listing of Naoko Takeuchi's (the creator of Sailor Moon) works, notes on related mythology, information on Japanese pronunciation, online resource locations, and other information. Simply stated, there's a lot of information to be had. The primary target audience for the _Sailor Moon Role-Playing Game_ is girls hooked on the television series. The game provides a wealth of information about the series and setting, and provides a solid, basic rules set with which to play out adventures. The wealth of information is such that many others will find this game useful and interesting -- general anime fans, gamers interested in gaming in anime settings, gamers searching for an introductory system to use with novices, gamers just searching for a new game to provide variety. This game has the goods to please most any sort of gamer or anime fan. The production values are excellent, with many drawings of the Sailor Moon characters to be found within and full-color plates of the Sailors gracing the center of the book. The layout is easy on the eye, and all of the notes and examples cleanly differentiated from the main text and easy to read.
Style: 5 (Excellent!)
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