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Review of Big Eyes Small Mouth (BESM) Third Edition


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In Short

Big Eyes Small Mouth Third Edition (hereinafter “BESM”) presents a detailed points based, effects based game system meant to run anime games of all types. With a very simple 2d6 + modifier resolution system and robust character creation, this game is an excellent choice for people who want a lot of character options and abilities but relatively few rules in play. Many rules are highly customizable, resulting in even more streamlined or detailed play for those that want it. Templates, clear descriptions of abilities, and a cheerful easy to read presentation make this a user friendly and pleasantly involving game.

There are problems here, however. BESM requires a lot of GM supervision, as players can make highly varied and dissimilar characters which could easily cause balance problems in play. Some powers are extraordinarily effective at disabling one or more adversaries, and this is a very gameable (easily exploited) game system. Medium to high point characters can be very time consuming to build, and the burden of having many special rules for different powers and situations could easily bog a game down. A complete lack of GM tools, such as pre-statted badguys of various power levels and example NPCs, makes this a time intensive game to prepare to run.

If you’re a big fan of BESM, or just a fan of Tri-Stat dX, then you’re going to enjoy this game. It corrects many problems of various editions, runs faster, and is a real treat to read. If you’re looking for a generic anime game, BESM will probably serve you well. The system is comprehensive, the anime discussion of good quality, and every bit of the product communicates an anime feel.

The Physical Thing

This 240 page full cover hardcover showcases the very highest production values. The binding is good, the paper quality slightly glossy and nice, and the book is very easy to navigate. A detailed Index, different borders for different chapters, and an excellent table of contents all make finding information here a snap. The formatting is particularly wonderful, using brightly colored headers and side panels to clearly communicate with the reader. The editing is a bit above average for an RPG, and while there are occasional mistakes (plant instead of planet, for instance) they don’t interfere with the product’s clarity.

The art ranges from average quality to incredible, and there are many full page (and even a few multi-page) spreads depicting various anime scenes and characters. Every single template has an expertly illustrated character associated with it, and these many characters are dispersed through the book to constantly give the reader ideas. Many of the pieces are cell shaded, giving them a distinctly anime feel, but there are still plenty that are anime in tone but showcase varying art styles.

Those familiar with previous versions of BESM may be disappointed, however, as a great many images from previous editions and supplements are found here. Even the cover of Big Eyes Small Mouth Second Edition is used as a piece. On the plus side, there is still plenty of new art and most of the reused pieces are reused because they’re just wonderful works of art.

The Ideas

BESM is an anime roleplaying game that makes use of a detailed power creation system in order to allow players to build exactly the sort of anime character they want. One of the main ideas BESM drives home is that the construction of mechanically powerful characters, to the detriment of a roleplaying campaign, is a flaw of the people involved and not of the game system. Because of this, BESM allows players to build exactly what they want with less of an eye towards game balance. One character may be the world’s deadliest assassin while the other falls unconscious at the mere sight of blood. This works well for immersionists and groups that can resolve balance concerns early on, but is likely to be problematic for groups with players who enjoy maximizing the power of their character.

Powers in BESM are effects based. That is, the player thinks up an effect (I want to fly with giant wings) and then the power that represents that effect is purchased (Flight, with a modifier for the wings). This is common to many RPGs today, but may be difficult to grasp for players who are used to working with long lists of similar powers.

Under the Cover

BESM begins with a Forward which is a brief list of the author’s opinions and a good discussion of the evolution of BESM from a rules lighter anime game to something more robust over time. Both here, and at later points in the product, the author takes the stance that being able to min/max a system isn’t a problem with the system but is a problem with the player. Perhaps that’s true for some folk, but I wish the author hadn’t identified a potential complaint about his game from the very first page.

Chapter 1 Introduction 2 pages.

This brief chapter presents discussions on the history of anime, the nature of roleplaying games, and the changes made to the Third Edition of BESM. Those changes include: switching to a roll high system (2d6 + modifier), integrating Skills and Attributes, making Attribute options easier and more intuitive to buy, changing the damage system (default is one single value for all attacks), radically changing how Items and Weapons work, adding Templates to speed up character creation, and providing a default setting.

Chapter 2 Character Creation 4 pages.

Character creation begins with the GM. Every BESM game involves a set power level which determines the number of points players may spend. Typical action movie characters may be built on 150 – 299 points. Superhuman characters such as elder vampires, the world’s greatest swordswoman, and other big movers and shakers are built on 500-699 points. Godlike characters may be built on 1,000 or more points, and will likely take a considerable time to construct.

An excellent addition to the character creation process is the use of Benchmarks. Benchmarks, provide minimums and maximums for characters of different power levels. While entirely optional, these serve as a guide for character creation and show a GM how to create benchmarks for her game. With proper Benchmarks established many of the balance concerns will fly out the window, as all characters are assured to have a minimum – and maximum – level of competence. On the downside, the Benchmarks presented aren’t very good. Average human characters can’t even have average human Stats at their maximum, for example.

Once the GM has set the point value for characters, established the genre, and provided any applicable Benchmarks, then it’s time for the player to get busy. BESM strongly encourages players to think up a character before diving into the system, which makes good sense as the design goal of BESM seems to be to simulate whatever character a person thinks up instead of guiding players through making a specific type of character.

Throughout my review I’m going to build a character and illustrate mechanics in example boxes, let’s get started!

Example: My GM is going to run a space opera game with magic, weird aliens, and super advanced technology. The GM decides that 500 points – just barely in the Superpowered range – is an appropriate limit for this game. The GM decides against using Benchmarks and will instead just eyeball every character and suggest changes if the character seems under or over competent.

I decide to create Rasputin, a cat-man mystic currently investigating some sort of Great Mystery.

Chapter 3 Stats 3 pages.

BESM uses three broad Stats: Body, Mind, and Soul. While Body and Mind are easy to understand, know that Soul involves Charisma, Appearance, Luck, Spirituality, and other similar concepts. Stats are extremely important in BESM. First, they determine a host of derived values such as Attack Rating and Energy Points. Second, they influence most die rolls the player will make (which are often 2d6 + Stat or 2d6 + Stat + Attribute/Skill). Second, they say a lot about your character’s general capabilities and where her strengths lie. Note that while Stats are very broad players may decrease certain aspects of their Stats with Defects, found in Chapter 7, in order to make clumsy but strong warriors and smart but forgetful mystics.

Stats cost 10 points per level and begin at zero. Stats range from 1 (minimum, totally inept) to 12 (maximum human potential), though the description of different levels is poor and doesn’t provide a clear idea of what the numbers are supposed to mean. Everything in the game can go above the recommended level, but the product doesn’t recommend it except in special cases (perhaps if I were playing the smartest person in the galaxy, for instance, I could take Mind – and only Mind – above the suggested limit).

Example: I want Rasputin to be generally competent as a default matter, so I go ahead and buy 6 in all three Stats (18 x 10 = 180 points). I also want him to be better at Soul and Mind activities than Body, but just by a bit. I buy Soul up to 7 and Mind up to 8, spending 30 more points for a total of 210 points spent. I have 290 points left to work with.

Chapter 4 Attributes 56 pages.

Attributes are the real core of the system. They’re your character’s special powers, from teleportation to mecha to controlling life itself. All of these powers are purchased in Levels, typically from 1 to 6 but in some cases from 1 to 20 or even more. Each Level adds to the cost of a power so purchasing Armour, which costs 2 per Level, at Level 3 costs a total of 6 points. Having a higher Level improves a power in different ways, one of which is to advance it along the Attribute Progression chart. This simple chart provides Fast, Medium, Slow, and Temporal Progression per Level. This means that Level 5 Flight is faster than Level 3 Flight by two increments on the Medium Progression column (by 900 kph as it happens). This is very intuitive once you look it over, and results in Fast progression powers increasing by multiples of 10 while Slow powers double for every Level taken in them. A single Level in many Attributes results in a significant increase.

Most Attributes have a Stat attached to them. Mind Control is connected to the Mind Stat, for example. In some games characters will have to roll this Stat in order to activate the Attribute. In all games, where the power is being used as an attack or defence, the player rolls the Stat + Attribute as part of their action. In fact, this is all combat tends to be as players roll a Combat Value (a derived Stat, more on it later) plus an Attribute (usually Weapon) for both their attacks and defences.

Finally, all Attributes can be tweaked in many, many ways. Many are modified simply by choosing a higher cost version of the power. Block, for instance, normally costs 2 per Level and allows your character to stop non-continuous enemy Attributes from a certain source (such as Block: Magic which is effectively a Counterspell). For 12 per Level, however, Block will stop everything (so instead of a Counterspell for Magic it would be more of a magical barrier that even stopped Magic Swords and held Magic-powered Mecha at bay).

Others have a variety of special abilities that can be added to increase or decrease the cost of the power. Weapon, the broadest of all powers which represents attacks generally, is the perfect example. Want an attack that drains away a victim’s Soul? Buy Drain: Soul 2. This just adds 2 points to the final cost of the Weapon Attribute, it does NOT add to the Level cost of Weapon. Weapon, which normally costs 2/Level, at Level 5 costs 10 points. A Weapon with Drain: Soul 2, which will drain 2 points of Soul from its victim on a hit, costs 12 points (Level 5 Weapon, 10 points, Drain Soul 2 adds 2 points dedicated to that power, so a total of 12. The Weapon deals damage at Level 5, but also has the other power tacked on.). If that Weapon was also a Psychic weapon (and ignores most Armor) we would add the Psychic ability which costs 6 more points. A level 5 Weapon might represent a sword, so a Level 5 Drain: Soul 2 Psychic weapon (perhaps an evil lightsaber) weighs in at (5 x 2) = 6 + 2 + 6 = 14 points. The Weapon power alone has over thirty different customization options, many of which can be combined to create hundreds of different abilities.

Three Attributes deserve special attention. First, Dynamic Powers costs 20, 30, or 40 per Level and represents control over fundamental forces of creation. At the low end it may represent an element (Fire), a part of nature (Friction), or something else moderately specific (Cats). At the high end it can be really big concepts (Death, Time). It’s a neat, very broad power that would do an excellent job handling the abilities of mages who alter the universe or gods who rule over specific parts of creation. Unfortunately, there are no rules to go with it. No suggestions as to how Level 3 is better than Level 2, how the power can be used in play, or anything else. The only suggestion is that the player should make a roll, using the Dynamic Powers linked Stat (which varies) against a Target Number specified by the GM in order to Do Something. While it’s nice to give the GM options, this power is so unspecific a GM or player will have to build it entirely on their own.

Second, Power Flux does what Dynamic Powers is trying to do in a more structured manner. Characters choose a realm of influence, much like under Dynamic Powers, ranging from something focused (Wind) to something broad (Magic). This sets the cost of the power at 5, 10, or 15 per Level. Every Level of Dynamic Powers allows the player to redistribute 4 points to any relevant Attributes on the fly (once per minute). Ultimately, the player is giving up raw static power for strong flexibility. Many spellcasters are probably best built with Power Flux, and it can even be used to handle other unusual cases such as an Artificial Intelligence being able to retrieve almost any information (Skill Flux). A character may change their point allocations once per minute.

Example: I want to quickly build an evil Fire Mage to throw against the characters. I buy Power Flux: Fire, Level 10, for 50 points. This allows me to distribute 40 character points (4 x 10) to whatever Attributes I want. I might start out with a fire sword (Weapon), fire shield (Shield), Flight (flames coming from my feet), and other similar Fire-themed abilities.

Finally, Item allows a player to purchase some sort of mechanical device for their character. This can be anything from a powerful gun or weapon to a giant robot or spaceship. Items have special rules that apply to them, such as using their Armor rating as Health (if they’re a mecha or other attackable thing) and requiring special attention in order to heal (unless they have the Regeneration Attribute, such as bio-ship would). Items have a cost equal to their total Character Points divided by 2, round down. Thus a 121 point mecha would cost 60 points to buy. Items are assumed to be things that can be lost or otherwise taken away from the character. For equipment that has plot immunity the powers should be purchased normally.

Time to do some more character creation!

Example: I have 290 points left. Since my character is a magic user and I enjoy coming up with powers on the fly I’d buy Power Flux (Magic) at Level 10 which costs 150 points. For the sake of demonstrating the system, however, let’s assume my GM doesn’t want to allow Power Flux and similar powers because he’s uncomfortable with them.

First off, I choose to buy a Level in both Extra Actions and Extra Defences. These will allow me to attack, or perform actions generally, twice in a round and to Defend twice before I start incurring a penalty (see more below). Extra Actions costs 15 / Level, while Defences costs 5/Level, so there goes 20 points. In addition to be extremely useful powers, these reflect my cat-man’s fast reflexes and quick wits.

I buy Illusion next, and I imagine it as being Rasputin’s primary magical power. Each Level translates to Area of Effect, and since I want to be able to hit a really big area with it I go ahead and buy it at Level 5. My Illusions can cover a 1km radius, that’s huge! The Illusion power also has several “Custom Variable” options.. I want my Illusions to affect all five senses, so that costs 4 more points. I also want to be able to maintain many different illusions at once. I buy 10 extra Illusions for 10 points. I want Illusions that last a while too, as they’re normally just 1 minute in duration, so I buy Duration up 5 points. They now last for one day. I put 3 points into Range to allow me to hit targets up to 1 km away instead of the touch range default. Finally, I buy Targets up 6 points allowing him to hit up to 1,000 people. Keep in mind that this is meant to be a powerful character, a master of illusion and trickery. Total Cost: 43 points.

Mind Control would also work well, but I want a limited sort of mind control. By gazing into the eyes of another Rasputin can briefly control their mind. I buy Mind Control (sapient humanoids) which costs 7 per Level. I only buy one level, as I imagine it being fairly weak mind control (higher Level Attributes are more difficult to resist). I purchase the Duration Custom Variable for one point, extending my mind control from 1 minute to 10 minutes. I also buy Range at 1 so the power works up to 10 meters away. Total Cost: 9 points.

I want simple blasts of magical energy, so I buy Weapon at Level 10 (2 per Level) and buy Range at 2 points so I can hit targets at a respectable distance. While I’m at it, I go ahead and buy Force Field so my character will have a respectable defense. Force Field is a bit better than armor, but it’s not always down and is normally weakened from attacks. I don’t want any special modifiers, so I just buy it at Level 10 giving my character 30 points of Armor when it’s up. Every time damage breaks through the Force Field it loses a Level of effectiveness until it’s reduced to zero and fails. Force Fields regenerate one level of effectiveness every round they’re down, so it’s really just a short term problem. Total cost for both: 52 points.

Invisibility is another great choice for this character. At 6 points per Level I’m going to need to buy 11 Levels to get everything I want. Sight and Hearing cost double, due to the usefulness of those abilities, but being invisible to other senses, infrared, ultraviolet, radar, and radiation all cost a Level as well. Even with all of those bought my character is still detectable by many methods, such as by using telepathy. I decide to take the power just like this, figuring it’s more of an infiltration and escape power just for Rasputin. Total Cost = 66 points.

That leaves me with 100 points. I’ll wait until I’ve taken care of Skills and the like to revisit these points.

Chapter 5 Customisation 12 pages.

These are general customization options that can be applied to the vast majority of powers. Area, Duration, Range, and Targets can expand a power in a variety of ways and turn one power into hundreds of different variations. You can see some of these in use in my character example above. Additionally, there are a variety of Restrictions that reduce a power’s cost. Some examples are: Concentration (requires focus or completely dedicated concentration), Equipment (requires specific items in order to use), and Unpredictable (the ability doesn’t always work). These Defects usually give back 2 to 10 points.

Chapter 6 Skills 11 pages.

Skills all have a Stat attached to them, or a combination of Stats such as (Mind + Soul) / 2. Skill uses are simple, just Stat + Skill + 2d6 vs. a Target Number. The Skill list is lengthy, with many specific Skills that are unlikely to see use in a given campaign. Domestic Arts, for example, is likely to see use in a comedy or soap opera inspired game but probably wont appear in a medieval fantasy game. The trick, as is the case with many RPGs that are broad in scope, is to pick out the skills you want to use in your game ahead of time. BESM goes an extra step and gives specific costs for every Skill based on the genre of the game. Riding, for instance, is more useful in a medieval fantasy game than in a science fiction game. Whenever a Skill is purchased a free Specialty is rewarded with that Skill which gives a +1 bonus whenever it comes into play.

Skills typically range from 1 Level to 6 Levels, though some Skills may go even higher with the GM’s permission. 1 represents someone skilled in the given art, while 6 represents someone at the very top of their field.

Example: Of the 30 different columns giving Skill Point costs by campaign I think the Space Opera column fits this game best. I take Climbing (Wooden Surfaces) at Level 4 for 4 points, Occult (Mental Effects) at Level 5 for 5 points, Stealth (Quiet Steps) at Level 3 for 6 points, Poisons (Mind Influencing) at Level 3 for 3 points, Etiquette (Middle Class) at Level 3 for 3 points, Disguise (Human) at Level 2 for 6 points, Piloting (Starfighters) at Level 1 for 3 points, Driving (Speeders) at Level 1 for 2 points, Intimidation (Mystical Fear) at Level 2 for 4 points, and Interrogation (Insinuation) at Level 2 for 4 points.

Total Cost: 40 points. Rasputin will have to rely on his Stats for everything else!

Chapter 7 Defects 12 pages.

These are classic flaws that give the player extra character build points in return for taking on a negative. Most of them apply to the character directly, such as Phobia and Skeleton in the Closet, but a few apply directly to a power. Conditional Ownership, for instance, might represent a power or device that can only be used with special permission from a superior.

Example: I choose to take Wanted for -4 points. Rasputin has gotten into more than a little bit of trouble, and his powers of misdirection make the authorities nervous.

Chapter 8 Finishing Touches 3 pages.

This step shows us how to calculate the derived values BESM uses. Attack Combat Value and Defence Combat Value both begin at (Body + Mind + Soul) / 3 and are modified by specific Attributes. Damage Multiplier is 5 for all characters and also may be modified by specific Attributes. Health Points are (Body + Soul) x 5 while Energy Points are (Mind + Soul) x 5. Energy Points may, in addition to powering some Attributes, be spent to influence die rolls at the rate of +1 for every 10 points spent. Finally, Shock Value (Health / 5) is an optional value which results in a character being stunned whenever that character receives damage in excess of the Shock Value.

Example: Rasputin has Body 6, Mind 8, and Soul 7. He has an Attack and Defence Combat Value of 7. His Damage Multiplier is 5, which means that in combat he’ll be using his Weapon Attribute to do (Weapon Level x Damage Multiplier) + Attack Combat Value in damage whenever he hits, or 42 in the case of Rasputin. Rasputin has 65 Health Points, 75 Energy Points, and a Shock Value of 13.

Chapter 9 Templates 26 pages.

Templates are collections of powers provided to ease character creation. Some are very general and extremely useful, such as templates for different sized entities (1mm in size to 500 metres). Even the more specific templates fit classic anime character types so well I can easily imagine all of them being used in a game at some point. Well, maybe not the template for playing an intelligent Slime, but it’s fun to read anyway. Templates are broken up into Race and Occupation templates, and a few examples are Androids, Elves, Vampires, Magical Girls, Mecha Pilot, and Tech Genius.

Example: Normally I’d want to start with buying a Template and then work from there, but a Template is easy to add at any step of character creation. The Nekojin Template is specifically for cat people, so I pick it up. For 20 points I get Combat Technique (Leap Attack, Lightning Reflexes), Divine Relationship (Luck), Features (Cute, Low-Light Vision, Retractable Claws), Heightened Senses (Hearing), Skill: Stealth, Special Movement (Cat-Like, Wall-Bouncing), Weapon Level 1 (Claws), and Easily Distracted (Things That Distract Cats) which is a Defect worth -1 points.

I decide to customize the Template a bit, as it’s a little on the silly side for the character I imagine. I remove Easily Distracted and Features (Cute).

Also note that I still have 44 points left to spend. At this stage I would go back and probably shore up a few of my character’s weaknesses, possibly even buying a new Attribute such as powerful Telepathy.

Chapter 10 Game Mechanics 16 pages.

BESM makes use of a simple roll high system, typically involving Stat + Skill or Attribute + 2d6 vs. a Target Number set by the GM ranging from 6 (easy) to 24 (improbable). In some cases an opposing roll will replace the Target Number, such as in combat where a Defence Roll opposes an Attack Roll. In addition to this, GMs may assign modifiers to actions as they see fit. A wizard fighting in his place of power, for example, might receive a +2 bonus to his actions while his assailant receives a -2.

Combat can be simple or robust, depending on the wishes of the player and GM. At a minimum the attacker makes an Attack Roll (2d6 + Attack Combat Value) against his adversary’s Defence Roll. If he succeeds, he then applies fixed damage determined by his Weapon Level, Damage Modifier, and Attack Combat Value. His opponents armor, whether it’s from Armor, Force Field, or something else, subtracts from that damage. The remainder gets through, subtracting Health Points, applying special effects, and possibly stunning the opponent if it beats the Stun Value and that rule is being used. Note that Defence only applies in full against the first attack, and every subsequent attack becomes more difficult to dodge.

Aiming, total defence, and a variety of other actions are available to spice up combat even more. Simple rules for using Energy Points to edit a story are provided as well.

Chapter 11 Expanded Game Mechanics 12 pages.

Throughout BESM there are side boxes called “Keeping It Simple” which explain how to remove a significant amount of crunch from the game for those that want a simple anime game. Many chapters have significant parts that wont be used if you’re Keeping It Simple, and Chapter 11 is separated from Chapter 10 because the whole thing is excluded under Keeping It Simple.

The options begin with Called Shots, which may be used to bypass partial armour, and continue through Grappling, Vehicle Chases, miscellaneous combat bonuses and penalties (such as penalties due to movement), special rules for defending with a shield, varied damage, and other rules. In some instances an Attribute, such as a Weapon (Energy Blast), could be readied to oppose an incoming attack.

On the whole I find these options to be logical, easy to implement, and easy to use or exclude as a group desires.

Chapter 12 Items 18 pages.

This chapter presents a large variety of pre-built Items. Katana, Tear Gas Grenades, Heavy Pistols, Chainmail, Wagons, Jet Fighters, Assault Mecha, and more. These are extremely well done. The values are logical and every entry shows exactly how the Item was built. Whether you want gear on the fly or want examples of how to build your own mecha and guns, this is a welcome series of examples.

Rules for breaking Items (including damaging Mecha, Tanks, and other vehicles) are provided, even covering a brief discussion of blowing up planets. Very generally, for items the Armor also serves as the Health and when Armor is reduced to zero the Item stops functioning.

Chapter 13 Playing An Anime Game 13 pages.

This excellent chapter begins with a discussion of “fan service” and visual themes common to anime. Dying Speeches, Face Cuts, Dimensional hammers, Mecha Children, Public Baths, Terrible Cooks, and other themes receive one to two paragraphs of discussion each. The chapter moves on to provide a detailed discussion of Japan, including a geographic breakdown, the history of Japan, major political institutions, and other information.

Chapter 14 Game Mastering An Anime Game 20 pages.

How to structure different types of campaigns, common anime genre (such as gun bunnies, mecha, and space opera), how to build a game setting, how to build NPCs, how to design adventures, and other similar information is presented. This chapter is robust, providing a lot of well thought out discussion and maintaining a strong focus on anime conventions specifically.

Chapter 15 Anime Multiverse 18 pages.

This genre spanning setting is the new official setting for BESM. The idea is that every world has dimensional gates that connect to it and certain rare people, called Keys, can open these gates. Earth is the center of the multiverse, with more gates than any other place. The setting in general is discussed over about three pages, with the rest of the chapter presenting six Prime Worlds that connect to Earth. Arcadia is an angelic realm, Bazaroth is hell, Cathedral is a space opera setting, Enid is a post apocalypse setting with mecha and psionics, Ikaris is a classic high fantasy setting, and Imago is a cyberpunk setting.

These mini-settings are quite serviable and provide an easy springboard for any GM who just wants to pick a setting and start playing. They also provide a lot of interesting adventure ideas and show how to incorporate anime themes into traditional settings. I could easily see myself using any one of these settings, which is what I consider important for a standard setting.

My Take

I have two big problems with this game. First, it needs better Benchmarks. Any sort of guideline on power level and balance considerations would be extremely welcome. This game requires an active GM with a head for mechanics to keep an eye on things, and some folk will have trouble with that. Second, the game really needs more pre-created NPCs. I want several different standard mecha, ninja footsoldiers, zombies, terrorists, bounty hunters, and a host of other stat blocks. Even abbreviated stat blocks would be fine, as long as there’s something to make running BESM easier. Unfortunately, only one example character is provided and that character only exists to show how character creation works on a very basic level.

Despite these problems I consider Big Eyes Small Mouth 3rd Edition to be an excellent product. The whole book is very flavorful, the system is easy to learn and quick in play, and the Stat/Attribute system has allowed my group to build a half dozen extremely different characters with no trouble. This game provides a moderate amount of mechanical crunch in character creation which fades away in play, so if you like detailed character creation but quick resolution mechanics BESM will work well for you.

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Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)Strange VisitorApril 8, 2007 [ 10:33 pm ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)C.W.RichesonApril 8, 2007 [ 06:50 pm ]
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Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)C.W.RichesonFebruary 12, 2007 [ 10:16 am ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)Strange VisitorFebruary 12, 2007 [ 10:08 am ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)xenongamesFebruary 12, 2007 [ 09:48 am ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)C.W.RichesonFebruary 10, 2007 [ 05:16 am ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)Marius BFebruary 10, 2007 [ 03:00 am ]
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Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)C.W.RichesonJanuary 25, 2007 [ 06:11 pm ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)JayrithJanuary 25, 2007 [ 06:09 pm ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)C.W.RichesonJanuary 25, 2007 [ 05:22 pm ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)Strange VisitorJanuary 25, 2007 [ 04:54 pm ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)C.W.RichesonJanuary 25, 2007 [ 04:39 pm ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)Lord MinxJanuary 25, 2007 [ 04:27 pm ]
Re: [RPG]: Big Eyes Small Mouth (BESM) Third Edition, reviewed by C.W.Richeson (5/4)C.W.RichesonJanuary 25, 2007 [ 04:27 am ]
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