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The Sailor Moon RPG

Well, apparently, this is the answer to the guy-dominated role-playing field. Nearly everyone has a stereotype of roleplayers...nerdy guys who sit in a half-dark basement room, drinking sodas, eating junk food, with a bunch of thick roleplaying books and weird-sided dice, and arguing about whether their characters can take down a horde of orcish zombies. Well, some of this isn't true. True, roleplayers tend to be mainly guys (though I know a bunch of female roleplayers) and could easily be called nerds or geeks, and the stuff about the sodas and snacks is pretty much true, but thousands of books and dice with 20 sides (known as d20s), are not a prerequisite unless you make them one.

The Sailor Moon RPG was designed to appeal to the female audience, probably pre-teens and early teens. It's based off of the BESM (Big Eyes, Small Mouth, a game system optimized for playing anime-style games) system, like the Tenchi RPG system. I like the system because it is easy to learn, but gives a lot of freedom in character creation (I've roleplayed under 4 different systems, so I should know). All that's required is some regualr six-sided dice, pencils and paper, one book (the sourcebook with all the information), and a bunch of people with large imaginations.

How to Play

First one person (known as the Game Master or GM), makes up a story for the other players' characters (PCs) to participate in. Two adventure outlines are provided: the uncreative GM could use them as-is (and ask the players not to read them), modify them, or just reveiw them as an example. Then the players make up their characters. They could either play one of the established Sailor Moon characters (character sheets and personal information was listed) or try thier hand at creating a new character within the series. Character sheets were provided for Sailor Scouts, Knights (like Tuxedo Mask), and Negaverse characters (trust me, there are people out there who want to play Negaverse villains and kick Sailor Scout (particularly a certain Socut's) butt).

Anyways the GM decides how strong the PCs should be, and gives their players a point limit. They then can buy the abilities they want.

A reference guide to points (as taken from theSailor Moon RPG and Resource book)
Stat PointsCharacter Points
12 points10 pointsSailor-Scouts-in-Training, average people
15 points20 pointsNovice Sailor Scouts, beginning of Season 1
18 points25 pointsModeratly-experienced Sailor Scouts, Season 2 (Sailor Moon R)
21 points30 pointsVery Experienced Sailor Scouts
24 points35+ pointsVeteran Sailor Scouts

The first number they are given buys stats. There are three stats: body, mind and soul. Body is physical strength and dexterity, mind is intellegence and common sense, and soul is will and 'force of personality'. So someone like Sailor Jupiter would have a strong body stat, someone like Sailor Mercury would have a strong mind stat and someone like Sailor Moon would have a strong soul stat. The stats range from 1(completly inept) to 12(best in the universe). 4 is adult human average.

The second number lets you buy Character Attibutes. These range from the set of 'magical girl' powers, to increased points for stats, to 'mundane' abilities like acrobatics. You also could get points from taking Character Defects, like Easily Distracted (a general purpose disadvatage discribing characters like Serena, who tend to be fixated on certain subjects (deserts, cute guys, etc.)), Phobias, reduced stat points, or even having to shout out your attack name.

Once youve got some players with characters, and once the GM has come up with a story, you can get started. The good thing about this system is most of the mechanics is done during character creation. Except during combat, you are unlikely to ever need any dice. It's just like an interactive story. It's really a lot of fun.