draft/7rules.html
author fabien
Sat, 05 May 2007 14:29:36 -0400
branchecjdr
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[svn] r2449@freebird: fabien | 2007-04-24 15:19:05 -0400 Ajout de recompense.xml.
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RPGnet <http://www.rpg.net> 	
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.drivethrurpg.com/catalog/index.php&imageURL=http://graphics.drivethrurpg.com/images/dtrpgbanner728x90.gif>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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BUILDING BETTER CHARACTERS #1: THE SEVEN RULES OF CHARACTER CREATION
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/A couple sessions have gone by. You got the rulebook, you built a
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character, you played. But it hasn't been what you were after. Your
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character seems flat, you haven't gotten into it. Except to argue with
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the elf. You ask yourself ? did I do something wrong?/
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------------------------------------------------------------------------
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/Your party built their characters, you played, but they are always
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going their separate ways or arguing. The thief doesn't even associate
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with the party except to drool over their equipment. Something has to
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change if everyone is going to have fun./
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------------------------------------------------------------------------
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The art of building characters is not as simple as one might think.
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Every rulebook has the steps. Many of those rulebooks even talk about
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meta-gaming issues, background, personality, or whatever other pet
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theories the authors happen to have about what makes good characters.
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But let me simplify it just a little bit. Good characters are those
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characters that are fun to play. Not just for the player, but for the
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whole group (including the GM). This may sound like just a trademark of
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a good player, but really, what great player does not always come up
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with good characters? Even things that seem simple or sketchy just seem
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to come to life in these players. They know how to make good characters.
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And I am here to try and help /you/ make better characters.
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We are going to start with the basics: the seven rules of character
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creation. At least, the seven rules for creating characters in a
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campaign setting. (That is, where there is a group of more then one
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person, and there are going to be multiple adventures with the characters.)
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Rule 1: The character must work in a group
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Rule 2: The character must be fun for the player and the rest of the party
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Rule 3: The character must be good at heart
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Rule 4: The character must have a reason to go adventuring
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Rule 5: The character must fit the campaign style
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Rule 6: The character must have long term goals
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Rule 7: The player must be able to actually play the character
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The seven rules represent the most common (and most disastrous) mistakes
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that players make when designing characters. Sometimes these are just
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overlooked, or missed in the heat of character creation, but if the GM
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and the player can apply these rules to a character (and agree that they
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are in fact applicable to the character) then any subsequent problems
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lie on the shoulders of the player and the GM, not on the character.
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"But that's what my character would do..." is no longer an excuse for
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destroying party chemistry or backstabbing a fellow party member. The
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rules have been set.
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The seven rules are broken out into three sections: Getting along with
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people (rules 1,2,3), character composition (rules (4,5,6) and "the
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final gut check" (rule 7).
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    Section 1: Getting along with other people
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The first three rules apply to just making sure the /character/ (not the
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player) isn't disruptive to the group as a whole. Essentially, these
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rules exist to avoid the Neutral Evil Ninja Assasin Drow (NENAD), and
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all sub-species. (Not that I am singling out Neutral evil ninja assasin
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drow as poor characters, but well, I am.) So let's go through them.
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      Rule 1: The character must work in a group
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This is a logical aspect of the meta-game. You are planning a campaign.
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That campaign has multiple players. More then likely you plan on them
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being a group. So why let characters that dislike people or only work
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alone into such a group? In the most logical sense, they wouldn't go
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adventuring in a group and would hate it if they did. Watch out for
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characters that hate people, or are overly secretive and mysterious. Or
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classic thief types that never trust any party members and, in fact,
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remove trust from other party members.
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Not to say these sorts of characters can't be played. But make sure that
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when the NENAD attempts to join your campaign, that there is a good
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reason that they would stay with a group, work with a group, and might
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even be trusted by that group. Obviously, this is a GM judgement call in
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the end, just remember the concept. If they can't work in a group, the
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character isn't going to work in a (traditional) campaign.
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      Rule 2: The character must be fun for the player and the rest of
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      the party
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One assumes that people play characters that they find fun. NENAD are
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usually considered very fun /by the people playing them./ But usually it
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is best to think of the other players as well. Are they going to enjoy
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this character? This is really the flip side of rule 1; rule 1 makes it
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sound like characters should be dull and boring and fit it. But we don't
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want characters ending up with desk jobs in cubicle world. We want the
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mohawk wearing, leather jacketed rebel. Sure, while they have to "be
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able to be part of group" they also need to add a different dimension, a
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different personality, and a different /character/ to the group as a
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whole, so that the players have variety and spice in their role-playing.
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Some players find this very easy. The rest of us struggle to make sure
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that our character is adding to the combined story, has good lines, or
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is just a fun personality that people enjoy and remember. And don't take
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this as meaning that it is a character's duty to always entertain the
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other players. No, occasionally entertaining them is good enough. In
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fact, it is much better, as people have the most fun by /playing their
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own characters./ If you want to ruin someone's fun, play their character
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for them (or prevent their character from playing ? a closely related
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offense). This can be the fault of the GM or the player, but it is the
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quickest way to dissatisfied players and a point to pay specific
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attention to when designing your character. Now it is not always
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possible to avoid these conflicts, especially when you are unaware of
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other player's character choices, but keep it in mind even after play
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has begun.
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      Rule 3: The character must be good at heart
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Now I don't want to be preachy or anything, but just what were you
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expecting when you created that evil character that truly didn't care
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about other people? Were you expecting him to be smoothly integrated
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into the party? Did you expect him to be trusted? Were you surprised
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when he caused party turmoil? When your NENAD decided not to open the
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secret door and try and save the party from the rampaging barbarian <#>
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horde, did they accept the excuse that it was too risky?
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D&D takes care of this by making sure characters are good or neutral.
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But I don't think that is truly enough. This is not a question of
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overlying beliefs. This is a question of /will the character risk their
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life and livelihood to help another?/ This is about not being
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self-centered. This is about being someone that the party can trust when
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the ork dung hits the wind mill. This isn't something that you say
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during character description, it is something that you do and
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(hopefully) you do early on. If your character makes some sort of self
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sacrifice, even a small one, in the first session, the party is already
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on your side.
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A lot of players don't like this rule, but it is the very last rule that
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I bend. We are roleplaying to be heroes, so design a hero or don't play.
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Every single hero in books and movies was intrinsically good at heart,
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no matter how otherwise messed up, or they weren't a hero. It is the
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definition.
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    Conclusion
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In the next column I will continue the analysis of the seven rules with
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the remaining four. If you were intrigued by this column, you can check
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out my blog and role-playing resources at www.blackshieldgaming.com
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<http://www.blackshieldgaming.com>.
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Until next time.
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ARTICLE INFO 	<building.xml>
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*Building Better Characters #1*
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/The Seven Rules of Character Creation/
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2006-02-21
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by Greg Schneider
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/The first rules of campaign characters: getting along with others./
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RECENT ARTICLES
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#1: The Seven Rules of Character Creation
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<http://www.rpg.net/columns/building/building1.phtml>
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Gencon:
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GenCon <http://www.gencon.com/>
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Downloadable RPGs:
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DTRPG <http://www.dtrpg.com>
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*/Visit our Sponsors!/*
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RECENT DISCUSSIONS
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*Thread Title* 	*Last Poster* 	*Last Post* 	*Replies*
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Does ANYONE agree?
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<http://forum.rpg.net/showthread.php?threadid=248154&goto=newpost>
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Strange Visitor
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<http://forum.rpg.net/member.php?action=getinfo&userid=9385> 	03-07-2006
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09:27 AM 	20
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There're only two rules...
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<http://forum.rpg.net/showthread.php?threadid=248028&goto=newpost>
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Bartmoss <http://forum.rpg.net/member.php?action=getinfo&userid=8578>
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03-02-2006 10:32 AM 	10
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Disagree with Rule 3
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<http://forum.rpg.net/showthread.php?threadid=247415&goto=newpost>
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Maarzan <http://forum.rpg.net/member.php?action=getinfo&userid=1472>
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02-27-2006 08:42 AM 	26
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#1: The Seven Rules of Character Creation
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<http://forum.rpg.net/showthread.php?threadid=247361&goto=newpost>
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RPGnet Columns
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<http://forum.rpg.net/member.php?action=getinfo&userid=24795>
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02-21-2006 12:00 AM 	0
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( goto forum <http://forum.rpg.net/forumdisplay.php?f=66> | post new
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thread <http://forum.rpg.net/newthread.php?do=newthread&f=66> )
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[ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
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<http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
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Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
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Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
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RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
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