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 Taking a look at- BESM Sailor Moon RPG and Resource Book

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KuroKari
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KuroKari

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Title : It is a Cold-Hearted and Merciless Caesar who will take you out to Crown Fruit Parlor!
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Join date : 2014-06-06
Age : 41

Taking a look at- BESM Sailor Moon RPG and Resource Book Empty
PostSubject: Taking a look at- BESM Sailor Moon RPG and Resource Book   Taking a look at- BESM Sailor Moon RPG and Resource Book I_icon_minitime10th June 2014, 3:41 pm

Because I haven't found a topic for it elsewhere on this forum, it this looks like a job for... Someone.

So, let's start this thing from the top. Context, people! It helps . Basically, Tabletop Roleplaying Gaming has been around for even longer than I have, starting in around 1974 with the Fantasy adventure game, Dungeons and Dragons. This game became somewhat popular first in wargaming circles, and then throughout the general populace. While id did spawn many mechanical or thematic imitators, offshoots that explored other genres soon followed, such as superhero RPGs, like HERO and Champions- Modern or near-future RPGs like Top Secret and Cyberpunk 2013, urban fantasy RPGs like Vampire: The  Masquerade, and so on. It was probably inevitable that designers would explore the various spaces offered by anime.

There were two RPG companies that covered these bases. First was R. Talsorian games which published a passel of Anime genre-focused RPGs, such as the Mekton family of games (giant robot-focused) Teenagers From Outer Space (madcap comedy), as well as RPGs based on properties like Bubblegum Crisis, Dragonball Z, Armored Trooper VOTOMS, and so on. The second company to tackle the idea was the now-defunct Guardians Of Order, which took a broader approach with Big Eyes, Small Mouth, the first edition of which came out in 1997.

Considering that anime basically exploded in the US during the mid-late '90s and onwards, GoO managed to secure the license to create a Sailor Moon RPG book built on the system that powered Big Eyes, Small Mouth and release it in the March of 2000, while the show was still airing in Cartoon Network's Toonami block- but the historical interest in this book lies in other parts beyond being an RPG. However, I'm just going to do the whole hog here.

The book is a bit broader in scope than just providing a Tabletop Roleplay system, hence why it refers to itself as a reference book as well- the first thing that the book provides is actually a rather hefty introduction to the Magical Girl Genre, starting from Mahou Tsukai Sally and going on up from there, followed then by specifics dealing with how Sailor Moon came about in the first place, as well as synopses of the series backstory and both Sailor Moon and Sailor Moon R, the only series which had aired on English television at that point.

I won't bore you with the deeper technical details of the roleplay system itself, so here's the quick n' dirty shakedown. Characters are comprised of two bits- Attributes, which are the stats that govern their most basic capabilities (or lack thereof- Usagi's scholastic ineptitude would be reflected in her attributes). The character's basic combat ability is taken from an average of these. The second parts are abilities, which covers things like special items, transformations, special attacks, and other special qualities of that character. Original characters are built from a pool of Character points to ensure that new characters are roughly equal in ability. Senshi have their own abilities, and Negaverse beings (which encompasses both the Dark Kingdom and the Black Moon Clan) have some unique abilities of their own to choose from when being built by the game's storyteller.

In the fringe case people come to the game not wanting to create their own senshi, the book does include game writeups for the five Inner Senshi, (complete with English and Japanese names). Tuxedo Mask, and My-name-is-Rini-rhymes-with-teeny, ready to play out of the proverbial box. For the storyteller, it also includes the same for the heavyweight villains of Sailor Moon and Sailor Moon R, including Queen Beryl and the Shitennou, the Makaiju aliens, and Death Phantom and the Black Moon Clan, as well as tools for creating and even randomly generating Monsters-of-the-Week. While the MotW's aren't likely to be an enormous challenge, the heavies typically have very powerful defenses that practically require the combined efforts of two or more senshi to overcome.

At the end of this section is a curious one. While there are no game statistics attached, the game also provides character profiles for all of the outer senshi as well, providing a sneak peek at a few of the characters and plot elements of Sailor Moon S. This is notable, as Sailor Moon S would not air until three months after this book had even been released. Even beyond that, the book does the same treatment for the Starlights, making this book possibly one of the earliest official English-language to even mention characters from Sailor Stars.

Beyond that is a textual package of basically everything one needs to know when running a Sailor Moon game. First is the universe information, which includes things like the general layout of Tokyo and small summaries of its various districts, notable places in Tokyo that appeared in Sailor Moon/R (no Mugen Academy for you!). Beyond the knowns of Tokyo, the book does offer what it can about the Moon Kingdom, the Negaverse, and even suggests the possibility of playing in the future of Crystal Tokyo, displaying the known and outright encouraging the storyteller to play around with the unknowns, such as the possibilities of other planetary kingdoms and whatnot. Also included is an in-series timeline which places all of the events of the backstory, the episodes, and even the movies where they should occur in the overall Sailorverse.

Beyond that is the section for the storyteller, who runs the game, and the various lengths of games that can be run, from one-session wonders to rather lengthy multi-session campaigns. As is the usual for these sorts of sections in RPG books, there's a fair bit of emphasis on what the storyteller both should and shouldn't do (Hint: Don't be a jerk).

After that is another big pile of reference material, including synopses of all of the individual episodes, including the episodes that were cut from the American broadcast of the show- these also include both the Japanese and English titles of the episodes. There's also a full publication history of everything that had been done by Naoko Takeuchi up until 1997, a list of the various mythological references used in Sailor Moon, as well as a brief guide to Japanese pronunciation. this is also followed by a listing of all of the Japanese names of the characters and their various meanings, as well as other miscellaneous information, like a listing of the properties and appearance of all of the minerals referenced in Takeuchi's particular brand of naming scheme.

Right at the end are a bunch of websites for further information of the series, which I have not checked on to see how many, if any, still exist, as well as all of the credits one could possibly ask for- the production and voice acting credits for both the Japanese series as well as the DIC production and dub, and the book is finished off with both the Japanese and the English versions of the then-opening theme.

The book doesn't really contain any original art, instead using stills from the series itself an generally appropriate ways and places. It also uses stills of some scenes that were cut from the American broadcast, wheter the individual scene was removed or the episode that the scene was from was cut entirely- these include things like Umino's skirt-flipping, or Makoto's overpowered backslap in SMR.

The game itself is actually fairly simple to run, as BESM was not a mechanical Godzilla. On the other features, the book doesn't really present any new information nowadays, but it does remain something of an interesting curiosity, because it does not only give some more preview to the at the time unaired Sailor Moon S (it would air in the US three months after this book was released), but it presents a fair bit of information that was not necessarily common knowledge to Sailor Moon fans at the time. I wouldn't obsessively hunt for it, necessarily (as it is long out of print), but it might be worth a flip-through at least if you come across it by happenstance.
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Taking a look at- BESM Sailor Moon RPG and Resource Book

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