references/system_does_matter.txt
author fabien
Thu, 02 Mar 2006 15:01:41 -0500
branchecjdr
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parent 68 be57f0035c67
permissions -rw-r--r--
[svn] r14591@freebird: fabien | 2006-02-28 23:26:48 -0500 Ajout des liens entre les différents aspects.
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The Forge </> 	The Internet Home for Independent Role-Playing Games
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About the Forge </about/> | Support The Forge </donate.php> | Articles
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</articles/> | Reviews </reviews/> | Resource Library </resources/> |
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Forums </>
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  System Does Matter
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by Ron Edwards <sorcerer@sorcerer-rpg.com
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<mailto:sorcerer@sorcerer-rpg.com>>
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Copyright Adept Press
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I have heard a certain notion about role-playing games repeated for
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almost 20 years. Here it is: "It doesn't really matter what system is
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used. A game is only as good as the people who play it, and any system
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can work given the right GM and players." My point? I flatly, entirely
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disagree.
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"Whoa," you might say, "my GM Herbie can run anything. The game can
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suck, but he can toss out what he doesn't like and then it rocks." OK,
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fine. Herbie is talented. However, imagine how good he'd be if he didn't
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have to spend all that time culling the mechanics. (Recall here I'm
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talking about system, not source or story content material.) I'm
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suggesting a system is better insofar as, among other things, it doesn't
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waste Herbie's time.
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"Oh, okay," one might then say. "But it's still just a matter of opinion
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what games are good. No one can say for sure which RPG is better than
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another, that's just a matter of taste." Again, I flatly, entirely
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disagree.
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Some definitions would be good. First, I'm talking about traditional
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roleplaying games, in which the GM is a human, and the players are
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physically present with one another during play. Second, by "system" I
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mean a method to resolve what happens during play. It has to "work" in
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two ways: in terms of real people playing the game and of the characters
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experiencing fictional events.
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    System Design: Part One
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(The following is based on the ideas presented at
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http://www.darkshire.net/~jhkim/rpg/theory/threefold/, but I'm expanding
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their application pretty widely.) Three player aims or outlooks have
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been suggested, in that a given player approaches a role-playing
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situation pretty much from one of them, with some, but not much,
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crossover possible.
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    *
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      Gamist. This player is satisfied if the system includes a contest
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      which he or she has a chance to win. Usually this means the
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      character vs. NPC opponents, but Gamists also include the System
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      Breaker and the dominator-type roleplayer. RPGs well suited to
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      Gamists include Rifts and Shadowrun.
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    *
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      Narrativist. This player is satisfied if a roleplaying session
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      results in a good story. RPGs for Narrativists include Over the
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      Edge, Prince Valiant, The Whispering Vault, and Everway.
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    *
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      Simulationist. This player is satisfied if the system "creates" a
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      little pocket universe without fudging. Simulationists include the
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      well-known subtype of the Realist. Good games for Simulationists
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      include GURPS and Pendragon.
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Here I suggest that RPG system design cannot meet all three outlooks at
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once. For example, how long does it take to resolve a game action in
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real time? The simulationist accepts delay as long as it enhances
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accuracy; the narrativist hates delay; the gamist only accepts delay or
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complex methods if they can be exploited. Or, what constitutes success?
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The narrativist demands a resolution be dramatic, but the gamist wants
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to know who came out better off than the next guy. Or, how should
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player-character effectiveness be "balanced"? The narrativist doesn't
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care, the simulationist wants it to reflect the game-world's social
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system, and the gamist simply demands a fair playing field.
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One of the biggest problems I observe in RPG systems is that they often
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try to satisfy all three outlooks at once. The result, sadly, is a
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guarantee that almost any player will be irritated by some aspect of the
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system during play. GMs' time is then devoted, as in the Herbie example,
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to throwing out the aspects that don't accord for a particular group. A
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"good" GM becomes defined as someone who can do this well - but why not
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eliminate this laborious step and permit a (for example) Gamist GM to
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use a Gamist game, getting straight to the point? I suggest that
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building the system specifically to accord with one of these outlooks is
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the first priority of RPG design.
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(Note, therefore, that I might praise a given system because it matches
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beautifully with one of these outlooks - even if I don't share that
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outlook and might hate playing that game. This is an important point,
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because I now have some criteria to judge, instead of just yapping about
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"what I like.")
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    System Design: Part Two
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Now that a system has an outlook or aim to use as a yardstick, it's time
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to dissect that resolution method in some detail. Here I follow Jonathan
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Tweet's suggestion (found in the rulebook of the excellent RPG Everway)
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that there are three modes of resolution in role-playing.
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    *
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      Fortune, meaning a range of results is possible for each instance
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      (I rolled a 10 on 3 dice, under my skill of 12; I hit!). Most RPG
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      systems are primarily Fortune-based for historical reasons;
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      methods include dice, cards, and all sorts of other things.
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    *
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      Karma, which compares two fixed values (I have a 7 in fencing, you
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      have a 4, I win). Amber is one of the few mainly-Karma games.
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    *
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      Drama, in which the GM (or rarely, the player) resolves the
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      outcome by saying what happens ("You skewer him!" says the GM,
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      without rolling or consulting numbers of any kind).
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A given system may certainly mix and match these methods, and in fact
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Everway actually permits the GM to concoct his or her own smooth blend.
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Amber, for example, modifies its Karma system with Drama; Extreme
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Vengeance modifies its Drama method with Fortune; and Sorcerer modifies
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its Fortune method with Drama. Some systems use different methods for
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different sets of activities; e.g. AD&D uses Karma for magic and Fortune
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for combat.
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Let's consider Fortune methods as the example because that's what most
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of us are used to. So the question becomes, given that a system is
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(e.g.) mostly Fortune-based, how well does it actually work during play?
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I suggest two things to check carefully (these terms are stolen from
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ecology, of all things).
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    *
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      Search time, meaning, how long does it take to know what you got?
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      This includes knowing how many dice to roll, calculating
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      modifiers, counting up the result, and so on.
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    *
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      Handling time, meaning, so what happens? This includes comparing
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      the outcome to another roll or to a chart, moving on to the next
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      step if any, ticking off hit points, checking for stunning, and so
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      on.
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I certainly can't dictate how much is too little or too much - but I do
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claim that if they are not appropriate for the player outlook of the
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game (Gamist, Narrativist, Simulationist), players will complain,
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rightly, that the system "bogs down" (Narrativist), is "unfair"
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(Gamist), or isn't "realistic" or "accurate" (Simulationist). A good
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system's resolution should get the job done in appropriate amount of
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real time. Which job, and how long is appropriate, depend on the
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outlook. A new RPG system has no excuse simply to rely on the old
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paradigm of (1) roll initiative, (2) roll to hit, (3) roll defense, (4)
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roll damage, (5) check for stunning, etc, etc. This is a leftover from
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wargaming and is strictly Simulationist + Gamist. The RPG for you might
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be very, very different. In Zero, for instance, the order of actions,
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the success of each action, the degree of success for each action
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(including damage), and every other aspect of resolution are determined
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by ONE roll per player and ONE roll by the GM, in all cases, even in
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large-group combat. This game's system is truly an eye-opener for those
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used to the older methods.
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(Again: it so happens that I'm a hard-core Narrativist who enjoys
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Karma-based systems most, with a little Fortune mixed in. But according
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to the principles above, I can now judge a system according to its
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priorities, rather than just going by "what I like.")
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Another interesting question about resolution methods is, what is
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actually being resolved in terms of numerical game mechanics? Consider
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three things: the actual event ("do I hit?"), the energy it takes to do
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it ("deduct 4 Endurance"), and the reward ("You did 18 damage, that's 18
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EP's, mark'em down"). Food for thought: maybe an RPG needs only one of
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these, two at most, and can let the third just vanish - and it doesn't
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matter which. I'm still thinking about this issue, though; at the moment
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it's just a notion, not a conclusion.
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    In Conclusion
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To sum up, I suggest a good system is one which knows its outlook and
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doesn't waste any mechanics on the other two outlooks. Its resolution
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method(s) are appropriate for the outlook: they have search and handling
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time that works for that outlook, in terms of both what the players have
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to do and what happens to the characters. (One might even suggest that
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the method be thematically suitable as well, as in marbles for Asylum
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and playing cards for Castle Falkenstein; I like this idea too, but it's
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not absolutely necessary.)
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Perhaps the ongoing debate about "system-light" vs. "system-heavy" is a
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waste of time. A system is not automatically good if it is more or less
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complex than another. The degree of acceptable complexity comes from the
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game's outlook, and should be judged in that context only. A
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Simulationist, Fortune-based game almost has to be complex, but a
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Narrativist, Karma-based game is most satisfying with a simpler system.
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Please consider comparing a few systems yourself before reacting too
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strongly to this essay. I do respect your opinion, but it's fair to
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consider how many role-playing games you have actually, truly played.
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That is, real stories and sessions with characters the players created
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and cared about, not demos at a tournament or running a quick combat. I
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suspect that those of us who've played more than five or ten RPGs in a
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committed fashion will agree that "system doesn't matter" is a myth.
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------------------------------------------------------------------------
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Last updated 28-Jan-2004 15:28:37 CDT
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/The Forge/ created and administrated by Clinton R. Nixon
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<mailto:webmaster@indie-rpgs.com> and Ron Edwards
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<mailto:sorcerer@sorcerer-rpg.com>.
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All articles, reviews, and posts on this site are copyright their
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designated author.
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