For
many people a Role-Playing Game (RPG) is the “Mature” or
“Advanced” versions of the games we used to play as children such as “Cops
and Robbers” and “Super-Heroes”. Each player creates the character that he
or she wishes to play (appropriately called a Playing Character or PC), and
endeavors to view the unfolding events of the game through the eyes of the
character. The character’s outlook on life is separate and distinct from that
of the player; through at times they may be similar. (Rules)
RPGs are not tabletop board games – the games take place in the
imagination of the players, occasionally assisted by visual aids such as
pictures, figures, maps, and other props. Role-Playing can also be likened to
improvisational theatre where everyone involved in the game must respond to the
actions or decisions of the other players, but must do so from their characters
perspective (this is called playing “in character”). These
character-character interactions are often the primary focus of the entire game,
Capturing the heart of the Role-Playing experience.
RPG’s employ a rule system to help settle character conflicts and
resolve character actions. The system mechanic usually outlines the use of a
random generation (dice for random numbers and cards for random event, etc.) to
add unpredictable element to the game. (Game Book)
A typical role playing scenario requires a handful of players and one
person to run the game, known as the Game Master (or Game Moderator [GM]) or
referee. The players tell the GM what their characters would like to do
throughout the course of the adventure and the GM describes the results of their
actions When a GM works closely with each and every player, the game adventure
remains exciting and fun for all.
In most RPGs Players can create and assume the role of a number of
character options. For example, in the Sailor Moon RPG the options are:
The characters created will depend on the time period and setting of the
adventure the GM will be using. For example, if the GM is intending to run an
adventure focused on the black moon family from the latter part of the second
season of Sailor Moon, he or she may wish to limit the player characters to
those portrayed in the show) The Four Sisters, Rubeus, Emerald, Sapphire,
Diamond, Wicked Lady, and maybe even Wiseman.)
The
game system helps players assign some strengths and weaknesses to their
characters, using the number rankings to indicate relative ability. The
remaining elements of the character’s background, family, knowledge, hobbies
and interests are not covered by the rules but rather are described be each
player according to his or her view of the character. Players may use character
information presented in the Sailor Moon Series, but can also define
their unique outlook on the characters’ background material. (SOS)
The game time of the sailor moon RPG can also be divided into three main
categories: Sessions, episodes, and campaigns. A session is the period of time
in which the players gather to play the game. Sessions are often 2 to 8 hours in
length, and are frequently held on a weekly or biweekly schedule. The
players work their way through the immediate plot, picking up where the last
session ended and proceeding until the current session is over. Over a
period of time of usually one to four sessions, the players will have completed
a number of tasks to achieve at least partial closure of the game plot. This
closure does not answer all the questions or eliminate all of the characters’
problems, but is similar to the closure seen in a typical Sailor Moon episode
(thus, the resolved story arc is called a game episode.) An episode that only
takes a single isolated session is referred to as a “one-shot” adventure,
which are scenarios primarily used at role-playing conventions. Finally, a
number of episodes using the same characters can be linked together to form a
Sailor Moon campaign. A campaign is analogous to a single season of Sailor Moon,
or even the entire series. Campaigns require more commitment from everyone
involved, but watching the characters develop and gain new powers as the greater
plot unfolds makes the effort worthwhile. The most engaging role-playing
campaigns can last upwards of 5-10 years, but keeping a campaign running 8
months to a few years is considered tremendously successful. (Game Book)
As a player, you will control your character’s actions in the game as
he or she works through the unexpected twists and turns of the plot, with
assistance provided by the other player characters. Your character’s actions
can greatly affect the outcome of the adventure, but you must keep in mind that
every action has a consequence, which may return to haunt your character in a
future session. Role-playing is a group effort, however, and positive
interactions between your character and the characters of the other players are
vital to everyone’s enjoyment of the game. As a GM, your contribution to the
game will be much greater then that from any one player. You must
establish the setting, villains, conflicts and plot of the adventure, as well as
all the other non-player characters (NPCs) your gaming group will meet during
the game. NPCs are similar to the background characters form the
television show, ranging from the obscure and unimportant (nameless students and
store merchants, etc.) to rarely seen and mildly important (Ms. Haruna,
Serena’s mom, Grandpa Hino, etc.) to frequently seen and very important (Luna,
Molly, etc.) The enemies of the player characters are also NPCs, but because of
their recurring importance to the plot they need to be better developed before
game play begins.
If you plan to be a GM, you must also be able to project your imagination
to the other players by describing the world in which they live in vivid detail.
Use of visual aids such as maps, diagrams, or even scenes from the Sailor Moon
television show, can help make your players’ world more tangible. Finally,
your plot must remain sufficiently flexible to allow the characters’ actions
to make a definite impact on the adventure. A plot that is too rigid or
“scripted” may leave players feeling that their characters have lost the
free will to affect their own destiny. Should you assume the role of GM, you
must possess creativity, sound judgment and ability to improvise in unexpected
situations. Game mastering takes extra time and effort, but the reward of
watching the players revel in the game setting and plot that you created makes
it all worthwhile.
1. Find a
friend or family member to play with. Both of you will follow these game
rules.
2. You can
play this game with either one 2-player introductory starter deck (two 30 card
decks), or any two 60 card Character Decks. For variety, you can even play
with your own customized 30 or 60 card decks.
3. Search
through your deck and take out 4 different monster cards (for 30 card decks) or
6 different monster cards (for 60 card decks). Place them face down in
front of you in your Enemy Zone.
4. Search
through your deck and take out one Level 1 Scout/Knight card and place it face
up in front of you in your Ally Zone.
5. Shuffle
your deck and place it face down next to your Scout/Knight card.
1. You and
your opponent both flip over the top cards of your decks at the same time.
2. If the
cards are the same type, you can heal your Scouts/Knights by discarding 2 Power
Cards.
3. If the
Cards are different, perform an action: Scout/Knight- Place card into ally Zone.
a) Monster- Attack once.
b) Villain- Attack Twice.
c) Person- Jan-Ken-Pon to revive Monster.
d) Item- Draw 2 cards, Use 1 of them.
e) Event- Turn 1 opponent Monster face up.
f) Power- Attach to Scout/Knight to power-up that card.
4. Shuffle
discards pile if deck is empty.
5. Game is
over when one player's Monsters are all defeated. (SOS)
The two most
important things to keep in mind when making a Character is:
1. Choose something that you will enjoy playing.
2. Choose something that those around you will enjoy playing with.
This
is, after all, the point of the game; to play, and interact with others. The
Character you choose to play could seem very interesting to you, however might
not provide much of an opportunity for the other Players to really work with, or
might be considered "unfair" if you give it too many powers, and not
enough weaknesses. This will depend on the individual Players and the setting or
plot in which you’re the Character will be placed, and most of all, how you go
about playing it. You should also know ahead of time what kind of gaming you
intend to do with the Character. Do you want to simply act out your Character
but not try to kill or harm other Characters with it? Or will you be playing
your Character in combat? It is important to understand the difference.
If
you don't intend to use your Character to combat and force harm on the other
Players' Characters then your choices when making a Character aren't so
important. This way of RPG is done with much less friction between Players and
is more like group storytelling than a competition. Just about anything goes
when making such a Character, but still if you want to have good interaction
with the other Players you will want to have a Character that is interesting and
entertaining to them as well as you.
If
you intend to use your Character to combat against other Players and their
Characters at some point then you should take care to make a "fair"
Character. What is "fair" will greatly depend on the situation. For
example, if your character hits the villain with an energy blast, and the
villain is someone else’s character you can’t say the villain is defeated
only injured.
Not
all Players or Characters will fall strictly as either Combative or
Non-Combative Characters. If this is your case, you should make sure to use your
Character appropriately in each situation.
Before
any characters are created, you and the other players should have a discussion
with the GM about the nature of the upcoming game. The GM needs to address
several important issues, Including:
1. Duration of the Game.
a) Will it be a six hour
one-shot, mini-series that spans a half-dozen sessions, or an epic campaign
lasting a year or longer?
2. Scheduled playtime.
a) Many Players need to
know the game schedule before they can commit to a campaign since the game might
conflict with other responsibilities such as school, work, recreational
activities, or family matters. Finding a regular time slot may prove quite
difficult, however, so it may be necessary to keep the sessions flexible by
alternating the game day or time. A word of caution: the decision to play
“whenever we can all get together” will inevitably lead to a dead campaign
within a few sessions. (Game Book, SOS)
3. The setting and related timeline
a) The richness of the
Sailor Moon universe offers a wide array of potential one-shot or campaign
settings including: any of the five television series.
b) If you don't have a
planned setting, and instead prefer to wander to different rooms and settings
and plots with your Character, then it becomes more important to choose fair
abilities and weaknesses. However, if you make a powerful Character and find
yourself in a combat situation with much less powerful Characters, there are
always ways to keep it fair and fun for everyone.
Now
that you know the game’s setting, time period, theme, the campaign duration
and expected time commitment, you can begin to develop a character outline.
The outline is not a fully completed character, but a broad concept that
provides you with a focus from which you will build the character. You need not
concern yourself with the character points, specific powers, or background
details at this time. Below are some options you need to consider
when establishing your character outline:
If
so, then do you intend to play one of the five Inner Senshi, one of the
four Outer Senshi, or one of the other Senshi? Alternatively,
might you want to play the relative or descendant of one of the Scouts from the
series, such as Sailor Jupiter’s Grandson, Sailor Venus Daughter, Sailor
Mercury’s great granddaughter or Sailor Moon’s younger sister? Or maybe
you’ll want to play a completely new Sailor Scout, with original powers and
abilities such as Sailor Crystal from the Planet Corzoconia.
While
male characters should not be “normal” Sailor Scouts (who are all female),
they can still play central roles as knights like Tuxedo Mask/Prince Darien. Of
course if you would like to have a male Sailor Scout character, you can follow
the pattern established in Sailor Stars (Season 5) and have your
character change sex from male to female when transforming into his Sailor Scout
identity.
Naturally,
playing the nemesis of the Scouts is only possible if all the players are on the
same side – mixing villains and heroines in the same campaign is a recipe for
disaster. There are many dark warriors presented in the first two seasons (and
indeed all the seasons), including Queen Beryl’s henchmen from the Negaverse,
Alan and Ann from the Doom Tree, and the entire family from the Dark Moon of the
Nemesis. One interesting possibility involves paying a former enemy of the
Sailor Scouts who has since seen the error of his or her ways such as Nephrite,
Prince Diamond, one of the Four Sisters, and others.
Unless
the campaign has been designed otherwise, there is no reason why you could not
play a regular character from the show or from an original concept. Rather than
allocating Character Points to power-based Attributes (such as the Senshi/Knight
Powers Attribute), you would focus on heightened talent Attributes such as
Acrobatics, Combat Mastery, and Heightened Senses. This option would work best
in a low-powered campaign where the players are given fewer points with which to
build their characters’ powers.
In
an experimental game, the scenario may allow for the creation of some truly odd
player character choices. Consider how the plot would unfold if all the players
created Negaverse Yoma, Doom Tree cardians, guardian cats like Luna and
Artemis, or even metaphysical soul projections like The Moonlight Knight. The
flexibility of the Tri-Stat System used in The Sailor Moon RPG allows you
to create a wide array of non-traditional characters for the non-traditional
game.
Rather
than have a character's abilities controlled by a big table of stats determined
by multiple dice rolls, the BESM (Big Eye Small Mouth) system features only
three stats determined by point distribution; the rest of the character's skills
are completely point-allocated. So, whereas in Dungeons & Dragons you could
roll a wimpy 8 in Strength (one of about eight such triple-die rolls) and have
the guy next to you (trying for a Wizard character) roll a 16 by sheer luck, in
BESM you roll two dice and add 10 to them, then distribute the points amongst
the three stats (Body, Mind, and Soul) however you want them to be for your
character. Stats (statistics) are numerical assignments that reflect your
character’s base capabilities. Higher Stat numbers indicate an advanced level
of accomplishment or achievement. The Sailor Moon Role-Playing Game is
part of Guardians Of Order’s Tri-stat System game line and uses three Stats to
represent your character’s abilities – Body, Mind, and Soul.
1. Body Stat: This Stat represents the physical aspects of your character.
2. Mind Stat: This Stat represents the power of the psyche and the ability
to comprehend complex ideas.
a.
A character with a high Mind Stat is intelligent, witty, and a quick
learner.
b.
Characters with a high Mind Stat include Sailor Mercury, Queen Beryl
and Wiseman.
3.
Soul Stat: This Stat represents the essence of the inner self and of will power.
The
Sailor Moon RPG uses a customized version of the Tri-Stat System, Guardians
of Order's house system originally used in its generic form in Big Eyes, Small
Mouth. In a review of BESM (found elsewhere on RPG Net), they have gave a
comprehensive overview of the basic Tri-Stat mechanics. Therefore, for The
Sailor Moon RPG I am just going to briefly go over how those rules have been
customized. Anyone curious in any specifics that I don’t mention here can, of
course, take a look at the review of BESM.
Starting
at the top of character creation: One of the minor problems (and they were all
minor) with BESM was that stat generation defaulted to a random state (2d6{2-6
sided dice}+10 points which are distributed among the three stats), with the
non-random options isolated at the back of the book.
The
Sailor Moon RPG not only corrects this problem, but also goes one step
better. Two methods are presented by which the GM can determine stat points: In
Method A the GM gives everyone the exact same number of stat points. In Method B
every character is given a static number of stat points, which is then modified
by a random roll.
In
The Sailor Moon RPG the sub-attribute system is used to specifically
model the special powers of the Sailor Scouts (known as Sailor
"Senshi" or "Knights" in the original Japanese) as well as
the special powers of their Negaverse (or "Dark") foes. Specifically
you spend some of your Character Points to purchase either the Senshi/Knight
Powers attribute or the Negaverse/Dark Powers attribute. For each level of these
attributes you purchase, you get 10 Power Points in order to buy the
sub-attributes which you are given access to (such as "Item of Power"
or "Mind Control").
Then,
you take a number of Attribute Points predetermined by the Game Master and
allocate them to "buy" skills for your character, ranging from
"Acrobatics" (one point per level) to "Own Big Robot" (four
points per level). Not only can you select from the skills given in the book,
but you can (and are encouraged to) talk to the Game Master about getting Unique
Attributes, such as "Infinite Headbands."
For
each level you buy of a skill, its effect increases; for instance, "Own a
Big Robot" Level 1 would be like a Hard suit from Bubblegum Crisis whereas
Level 2 would be Escaflowne, Level 3 would be an Eva, etc.
What
seems to be missing are the options for unbalanced character creation – so
that some characters will have more stat points than others. This option is
given for the generation of attributes, so its oversight in the stat assignment
is odd. On the other hand, since there are attributes, which modify the basic
stats, you can get the same result through indirect means.
Character
Defects, are negative traits that give you more points to spend on good skills.
These can be just as fun as the positive attributes; for example, "Easily
Distracted" (That guy looks just like my old boyfriend! Jupiter to any
other character) or a Unique Defect like "Obligations of a Goddess."
Have
you ever wondered what makes Tux tick; now you'll have access to the numbers
that shape his world. The character's combat ability, health points, and manna
points are determined by their stats and skills, thus doing all the calculation
before the game actually starts. This is a huge benefit to game play. For
example, in Dungeons & Dragons you would have to consult a big table in the
instructions and various parts of your character and the monster's stats to see
what you have to roll on a 20-sided dice to hit it, then look on a table to see
what type of dice you have to roll to see how much damage you do.
In
BESM, you roll less than your Combat Value (which is predetermined) on two
normal dice, then the opponent gets to do the same; if you succeed and he fails,
you deal damage equal to the same Combat Value plus a set number for the weapon
you're using. this much simpler than most gaming systems, it also Not only is
saves a lot of time.
For
instance, in Palladium's Robotech RPG, say you're piloting a Raidar X Desdroid
(a light mecha with two laser cannons on each arm) and you want to attack
something. Each laser arm fires 8 times; for each shot of each arm, you roll a
d20 to hit, the opponent rolls a d20 to dodge, then rolls a d20 to roll with
impact, then you roll two 10-sided dice to determine damage. This comes to 80
die being rolled just in your turn; the other combatants still have to roll
their attacks. As you can imagine, this takes a good long time, during which
players are bound to get bored or fall asleep.
In
BESM, however, you make only one roll of two normal dice to see if you hit, and
your opponent does the same to see if they dodge. No dice are rolled for damage;
they come right from the weapon's damage on a rulebook chart, which hopefully
you've written right next to the weapon on your character sheet. Thus your
combat action takes maybe ten seconds to complete.
The loose rules
and emphasis on role-playing are really what make BESM shine in the role of an
Anime RPG. If you've ever tried to create an Anime character (and we have) in
Shadowrun or GURPS (which are two of the more open-ended RPGs out there), you
know how frustrating it can be when the rules just plain don't allow for what
you're trying to do.
In
BESM, the rules are loose enough that you can create virtually any character
that could conceivably fit into an Anime. Then, the game is focused toward
letting you play out an Anime type plotline; the outrageous comedy bits and
ridiculous stunts that make Anime so fun to watch can be carried out in this
system without hindrance and without knowing a tangled web of figures and
limitations.
The
final step in character creation also serves as your last chance to answer
important character questions before play begins. Where does he or she live?
Work? Earn money? What are your character’s skills? Knowledge? Likes?
Dislikes? Strengths? Weaknesses? What about family? Friends? Romantic Interests?
Enemies? Details add realism to your character, but you should not become
obsessed with them. Leaving room for growth can provide numerous character
development opportunities during the course of the adventures.
FOR MORE
INFORMATION: You can find more information on RPGs and other such things in the
book called: The
Sailor Moon Role-Playing Game and Resource Book.
Or at Sailor Crystals RPG page. http://www.Corzoconia_Inc.250free.com/Fan_Fics.html
A web site full of RPG stories that my friends and I have been or are working on.
(SOS) http://www.iwaynet.net/~sos/sailorrpg.html
has how to order a RPG book (Save Our Scouts)
(Rules)
http://www.geocities.com/Tokyo/Towers/5316/Games.htm
Has info pertaining to the rules of the game.