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Invisible Sun

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This is the full version of Invisible Sun. Check out the free preview.

A roleplaying game of surreal fantasy, secrets, and magic that is truly magical. Wield fabulous powers as you uncover the secrets of reality itself.

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Lorcan made a gun out of demon; its bullets only harm possessed people. On his quest to discover the long-forgotten (and perhaps forbidden) number between 12 and 13, the weapon is proving useful as the Enemies of Sleep appear determined to stop him. 

Duri’s face is normally a blur of swirling spiritforms, but occasionally she can make one of them manifest, and she gains its appearance and memories. If she risks keeping the new face too long, however, she can lose her identity. 

Rodir has connections all over the city, and she holds a collection of wicked keys that allow her to unlock any problem by just creating a keyhole to insert a key, turn it, and see what happens. People don’t appreciate it when she does this to them, but that’s what they get for being in her way.

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Do you think you live in the real world?

You don’t. This world you see around you is Shadow—a world illuminated only by the Grey Sun. You think it is your home, but that’s because you have forgotten your true self. Awaken, and return to the Actuality and Satyrine, the city under the Indigo Sun. You are a vislae, a wielder of fabulous powers and capabilities, a shaper of reality itself. You sought shelter in Shadow to escape the war, but the war is now over and your home has called you back.

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Invisible Sun is a roleplaying game of surreal fantasy. The player characters are vislae—wielders of magical power—recently returned to their true home: the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm you and I falsely believe is the real world. These characters face incredible challenges, visit breathtaking places, and discover secrets so astonishing that the only ones who can cope with them are those who understand the truth that powers the universe: Magic.

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Magic: A power that can be pursued, studied, and even mastered, but never completely understood or controlled. It is fluid, unpredictable, and ever nuanced in effect. Its secrets are boundless. But that does not mean it is without rules and methods. There are four orders, major schools of magical thought and training. Vances study their spells carefully, believing they are, in their own way, intelligent in and of themselves. Makers, as the name suggests, use magic to create powerful items. Weavers cast spells with a fluid and improvisational sort of sorcery. Goetics use their magical skills to summon demons, angels, and other creatures to do their bidding. Outside of the four orders, Apostates are vislae who find their own paths and methods for wielding the power of magic, rejecting the hierarchies of the orders.

It is a rare vislae who does not have a house. Your house is as integral to your being as your spells or character stats. The houses of vislae are often haunted, filled with mysterious unknown rooms, bigger on the inside, or possessed of their own intelligence. And in Satyrine, a house is defined as much by what goes on around it as by the contents of its walls (assuming, of course, that a vislae’s house even has walls). Local personalities, sites of interest (or danger), organizations or factions, and ongoing conflicts all affect a vislae’s house and life. And all of this is determined as part of the character creation process.

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Bonds, character arcs, echoes of your life in Shadow, a secret Soul, your role within your order, and your relationship to other player characters are all addressed during character creation through a fun, interactive process that engages the entire gaming group. And leads to PCs with incredibly rich backstories, inner lives, motivations, and relationships—and a vast array of adventuring hooks.

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Finally, for Invisible Sun characters, even death is not the end. For in the Actuality, death is simply the realm under the Pale Sun, another world along the Path of Suns.

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When exiled to Shadow, you probably believed there was just one sun—but there are in fact eight. Nine, actually—but even many learned people don’t know that, for the ninth is a secret. Invisible. As a vislae, that is one of many secrets you know.

The Path of Suns is a representation of the way magic works, the known levels of existence, the stages of a life, and the makeup of the mortal soul, all in one. It is a symbol. A metaphor. A diagram. A map. Each sun represents a different concept, a different “place” and a different fundamental aspect of the universe. These different concepts are signified by the color of each sun, so that color ends up representing the sun and its attendant ideals.

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The suns are also planes of existence—literal places vislae can visit. Each realm reflects the nature of the sun that illuminates it, and is guarded by wardens and peopled by creatures great and terrible, mysterious and, very often, dangerous. Magical power flows like a rushing river from the Invisible Sun through the other suns. (Although the main current follows the Path of Suns, not all do.) Powerful vislae travel the Path of Suns to master these different currents and better hone their spells, but to do so they must parlay with the wardens of the Suns and face the perils within their realms.

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The Path of Suns connects all eight suns, Silver to Green, to Blue, to Indigo, then Grey, next Pale, and Red, and finally Gold. The Invisible Sun is not a part of the path, but rather outside, above, and around it. There are some, however, who follow the Nightside Path, which is the Path of Suns in reverse. In the Nightside Path, each sun has an altered, often darker, aspect. It would be far too simple—and erroneous—to call the Path of Suns “good” and the Nightside path “evil,” but some do.

As a vislae, you might travel the path of suns, visiting these realms, parlaying with their wardens, encountering the glories and horrors within, and unlocking their secrets. Or your adventures might never take you beyond the borders of Satyrine, a surreal city rife with intrigue and conflict following the terrors of the recently concluded war.

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Conventional RPG game play, with everyone gathering for a few hours every week or two, is what makes RPGs a great experience. It’s also one of the greatest obstacles to a successful campaign, for our modern life rarely makes it convenient. Conventional play is the centerpiece of Invisible Sun, but the game also accommodates the realities of our lifestyles, rewards engagement with the game away from the table, and is deliberately made for differing player styles.

Play doesn’t have to stop when the session is over. Players can keep the game going—individually or in groups—by creating side-scenes that describe high level actions that their character want to take. They can also create flashback side-scenes that reveal actions their characters have already taken. This also means that even if they can’t make it to the regular session, they can still move their character’s story forward. A side-scene might cover what Shanna’s character does while she’s absent from the regular session.

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Players can even play if the GM isn’t available. A side-scene could involve the entire group taking an action that they discuss in person and then communicate later to the GM. The GM resolves the action(s) by giving them a turn of a Sooth Card and then responding to the players’ actions and intentions. The free Invisible Sun app, for iOS, Android, and web, facilitates these modes of play.

While Invisible Sun is aimed primarily at those of us who love deep, complex characters, there are options for when your cousin shows up from out of town and wants to join in for a session. And whether you’re an out-loud extrovert who’s happy to tell the world about your character, or a quieter player who keeps your character development mostly to yourself, the game is deliberately designed to let you get the most out of it.

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The Invisible Sun roleplaying game is an unprecedented production, filled with massive amounts of content for a unique roleplaying experience. The Invisible Sun PDF contains roughly 80 files, including (and this is not an exhaustive list):

  • Four game books totalling over 600 pages:
    • The Key: A 208-page book on character creation and options.
    • The Way: 124 pages on the many ways magic works.
    • The Gate: 152 pages on game rules and GM information.
    • The Path: 148 pages detailing Satyrine, the realms under the eight suns, and other elements of the game setting.
  • Well over 1000 cards, laid out in a printer-friendly format. These cards do not duplicate each other, or content from the books.
    • 242 Ephemera cards.
    • Plus 208 Incantation cards.
    • 201 Object of Power cards.
    • 308 Spell cards.
    • 18 Weaver Aggregate cards.
    • 50 Vance spell cards.
  • The Sooth Deck, a beautiful 60-card tarot-like deck that’s instrumental to game play.
  • The Path of Suns, used with the Sooth Deck.
  • A wide variety of tokens for tracking game info.
  • Several poster maps.
  • The Guiding Hand, GM’s notebook, in both a printer-friendly and form-fillable format.
  • Character tomes (similar in function to character sheets in other RPGs) for all four orders, plus apostates, along with grimoire sheets.
  • Five pregenerated characters.
  • Loads of in-setting handouts and props.
  • A gorgeous art book.
  • And the Invisible Sun app is free from the MCG Shop.

Invisible Sun is a game about discovery and secrets. There may be other content awaiting discovery in your PDF.

Want to take a peek inside? Download the 55-page free preview.

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See the entire Invisible Sun line, including currently available supplements and upcoming titles.

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Reviews (4)
Discussions (48)
Customer avatar
Denise H August 27, 2023 2:37 pm UTC
It's time for me to let go of the idea of finding anyone to play Invisible Sun with. I'm kind of a completionist and, as they would come out, I bought all the extra books, slip cases, props, etc. I'm looking for advice on how to get 40 pounds of materials to a good place at a fair/cheap price. But as a 65 year old grandma I'm a little technologically challenged. I live in the Midwest and wouldn't mind taking a roadtrip to bring it somewhere, in order to save postage. I'm a little afraid that once I shuffle this mortal coil, my kids will just throw it all in the trash! Do you folks have any advice? Thanks!
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Customer avatar
Denise H August 29, 2023 12:34 am UTC
A local GM has agreed to take the whole thing. Sorry, I don't know how to delete the comment!
Customer avatar
Tomasz K January 05, 2023 3:49 pm UTC
So I see the Key book is being sold as a separate PDF. Are there any plans for releasing all 4 core books as separate PDFs, so that one could buy them without the additional stuff?
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Customer avatar
James S May 02, 2023 2:13 pm UTC
PURCHASER
If you have none of it, you need all of it, or at least most of it. A player, at minimum, would want The Key (for character creation), The Way (so they know how their character actually works), The Gate (for the rules of the game), and the cards (because the descriptions/rules for many of the individual powers are there, not in the books). I'd personally recommend that a player get The Path as well, because they won't know anything about the setting otherwise. If you got each of the 5E "core books" (PHB, DMG, MM) on Amazon for $35 a piece, you would have everything you needed to play or run that game, and would have paid $6 more. Alternately, you could subscribe to DnDBeyond for $10 a month, and after ten months you would have paid just as much for this game, which you can run without an internet connection and without subscribing to for the next five years.
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Customer avatar
Nanouk H May 02, 2023 2:32 pm UTC
But by your logic, a new D&D 5e player would only need to buy the PHB, at $35.
A new Invisible Sun player, you say, should spend $99.
That's quite a hefty introduction price, and maybe not the strong argument you think it is.

I normally run games, so I'm resigned to buying more than the players, but even then I'm wary of this price tag. Even after all these years since release.
I get it's a prestige game, and that's probably the argument that should be used. It's a high quality piece of work that includes multiple stunning pieces of art, a fully developed evocative setting, and is priced to properly pay the creatives involved. I can get behind that.
Customer avatar
January 06, 2022 2:19 am UTC
PURCHASER
So apparently it was updated today, but all the files are still dated 2019. What's changed?
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Customer avatar
Charles R January 06, 2022 3:29 am UTC
PUBLISHER
We removed the coupon for a discount on the physical version of the Black Cube. (It is now completely sold out, so the coupon isn't valid any more.)
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Customer avatar
January 06, 2022 4:54 am UTC
PURCHASER
Got it. Thanks!
Customer avatar
Terra J July 02, 2021 8:18 pm UTC
Where can I get a physical copy of the game and how much does it cost?
Customer avatar
Jason K February 22, 2021 7:26 pm UTC
PURCHASER
I wish there was an art book for Invisible Sun. The pictures are utterly spellbinding.
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Customer avatar
Eamon M February 22, 2021 7:31 pm UTC
There are two art books! One is included in the Black Cube and digital Black Cube, and the second one was a stretch goal for the reprint Kickstarter (I think) and included art from a lot of the supplement books that came out after the Black Cube was released. I don't think either is available for individual purchase though.
Customer avatar
Bjorn B November 21, 2020 8:06 am UTC
This definetly has my interest, however seeing the physical price tag and the many components to keep together and in any kind of good shape (my players can be rather clumsy with tipping glasses etc.) I was considering this. I wonder though how well the PDF components work?
I mean: are they easily printed and cut out? Do you need to take a weekend for every component to be printed and cut to size etc? Or could you possibly just print a few things and hand the other parts out in PDF format towards everyone’s mobile?
Customer avatar
Shawn J August 02, 2020 2:02 am UTC
I'm really curious about a certain part of the game's description that I haven't seen mentioned here in the discussion or reviews. How does the *gaming when we're no longer in the game session* experience work? I'm thinking fondly of nights after a game, where some of the players hit up the local hangout spot and keep talking about the game & what they would do next. So it is essentially that, except the idle chatter can actually happen? Does it work well? How does it not devolve into some players going overboard in between games and other players not doing much at all (because of real life obligations rather than lack of interest) perhaps causing imbalances in experience or other benefits?

The part I'm asking from the description above start:
"Play doesn’t have to stop when the session is over. Players can keep the game going—individually or in groups—by creating side-scenes that describe high level actions that their character want to take. They can also create flashback...See more
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Customer avatar
Eamon M August 05, 2020 4:07 pm UTC
It's basically just a heavily integrated and incentivized PbP (play by post). It lets players that are dying to play more often explore what their character gets up to between sessions, fully roleplay leveling up in their order and learning new abilities, and do preemptive investigative work so they can hit the ground running with leads on things to explore in the main sessions. If a given player only really has time for the weekly sessions, that's fine. They're still getting the most important story beats and the "main attraction" as it were. Players usually summarize what their character got up to over the last week of "dev modes" at the start of each session anyway.

Currently I'm in a campaign where two players in particular are very fond of long dev modes between sessions, and I have like 300+ messages to read through if I want to find out exactly what happened in the scenes they did with the GM. Or I could just not read it, because my character doesn't necessarily need to...See more
Customer avatar
Jessica B March 04, 2020 12:31 pm UTC
Honestly this just seems like a bit much. To create a system that is so dense just seems overkill. So many settings can do this and do it simpler
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Customer avatar
Alexander S March 14, 2020 5:04 pm UTC
Actual experience of the game might change your impression.
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Andrew M June 29, 2020 7:05 pm UTC
check the current bundle of holding
Customer avatar
Rory H January 08, 2020 8:55 am UTC
I’m never quite sure why people complain about the price on this site for products. If it’s not in your price range, it’s not in your price range and that is that.

My question, however, is that the premise seems to be awfully similar to Mage: The Ascension (or possibly Mage: The Awakening). What does this game have that Mage doesn’t?
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Customer avatar
Richard S January 19, 2020 8:33 pm UTC
Because we're living in an age wherein many companies will take player feedback to heart. If enough people voice upset with the price, they might consider lowering it, or at the very least, adopting a more traditional business model the next time they release a product. (For instance, selling each product individually and making them all available as a pricier bundle.)
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Customer avatar
Rory H January 19, 2020 8:50 pm UTC
I’m pretty certain that Monte Cook games will have done their own marketing about the costs and pricing of the game. I doubt a few dissenting voices on the internet complaining about price will deviate them from their plans - they are a business not a charity.
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Customer avatar
Terry R February 24, 2020 5:02 pm UTC
Mage and IS are almost opposites. In Mage, the mundane reality is the real part and the other place is a reflection. In Invisible Sun, it's the opposite. In Mage, magick is somewhat more reliable whereas in IS the currents of magic are constantly changing. The spell systems are very different in that IS characters are continually acquiring new magic effects but with the exception of Weavers can't quite make arbitrary abilities. The setting is also quite different. Mage isn't necessarily escapism whereas IS is pure escapism.
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Customer avatar
Nanouk H February 24, 2020 5:19 pm UTC
Unless you're talking about Mage: the Awakening, where mundane reality is 'the lie' and a blinkered veil of true reality, with the Supernal Realms being far more real
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Customer avatar
Rory H February 25, 2020 5:16 am UTC
That’s not really how reality works in either version of Mage really. Mage: The Awakening is really a Platonic version of reality, where our own mundane reality isn’t really real....ahem. This seems to be pretty much how you are describing Invisible Sun.

In Mage; the Ascension, ‘reality’ is just a consensus. It’s a postmodern concept of there not being any universal truths, just a strong enough will to mold reality to your own conception....possibly in conflict with everybody else’s conception of it. Conception = Perception. Truth until Paradox. The collective outcome makes up the consensus of what reality is real....ahem (again).

So, really what you are describing to me is that Invisible Sun is a spin on the same sort of concepts driving Mage (in either edition to a degree), but you weren’t quite aware of how the magical concepts of the game were similar to what was previously written. You could also check out Over the Edge and Unknown Armies too.
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Customer avatar
Alexander S March 14, 2020 5:12 pm UTC
Beyond the more abstract thematic elements or cosmology, Mage as a game (from my understanding) takes place largely in the "real" world, with ventures into more spritiual realms; magic comes from effects produced through different spheres, with the concern of paradox encouraging subtler effects. Players interact with other mages and other magical/supernatural beings to enact their agendas on the world, and to further their organization's ideals.

In IS, the setting is a broad series of supernatural realms open to the surreal and the seemingly mundane from the get-go, where magic will always do something, and different types of magic users have different approaches (weavers being closest to the improvisational jazz approach of Mage). There's no paradox, because nothing is closer to the truth of reality than magic. Players in IS can follow organizaitonal goals, personal goals, work for or against the common good, or just travel the eight Suns looking for the best cake recipe EVER. It's an...See more
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Customer avatar
Rory H March 14, 2020 7:38 pm UTC
Well, you can travel to Umbral Realms in Mage: The Ascension too. I guess the default game is more set in the World of Darkness setting, but Mages have always been able to travel off to surreal realms in the game, and there is a lot of detail towards that type of campaign in the game.

The Paradox elements do encourage more subtle magic, but it also serves the theme of suggesting that all magical beliefs (and there are lots of approaches in Mage too, although the game system is unified) are true...until they come into conflict with each other.

The emphasis on ‘the reality of magic’ in IS sounds closer, thematically, to Mage: The Awakening with its background relating to the Supernal Realms where magic originates from. Beyond having a different system and groups to join, etc, it does seem to me that there is a lot of shared themes in the backstory of both games. Also, I’d check out Amber Diceless and it’s spinoff games too.
Customer avatar
Chris C November 30, 2019 3:27 am UTC
PURCHASER
This is such an amazing game! I'm fortunate to have gotten my Black Cube during the preorder as well as the complete PDF bundle being sold here. I can NOT express enough the amount of books, cards, maps, props, and just "stuff" that you get in this PDF bundle. It is worth the $99.00 without question. If you can get it during the Black Friday deal or any other deal? All the better. Their are a number of YouTube sources to get the gist of the game play and contents...so check them out. The YouTube game play series "The Raven Wants What You Have" was a lot of fun.

The Invisible Sun concept, settings, and art is top notch.

I'm definitely a physical product and dead tree kind of guy...so I'm quite happy with my Black Cube purchase (and all the other supplements and extras). But if you prefer PDFs, this bundle is top notch. Pricey, to be sure, but worth every cent. A lot of love went into the creation of this game.
Customer avatar
Kenneth S June 09, 2019 1:36 am UTC
People complain about the price line, which I think is justified if you don't know what you are actually getting. I own the physical black cube along with Secrets of Silent Streets, Teratology and Book M. So before I get slammed for not presenting anything substantial about the game here it is:
This game is definitely not for everyone. To work, it requires an investment by the players into who their characters actually are beyond the mechanics and, to a greater degree, it requires an investment by the gamemaster to cater to those characters along with prodding or guiding or providing them a cohesive storyline, the latter, while it might be necessary early on considering how different the setting is, being the least desireable. I knew this after my first few days of delving into the Black Box. Out of our larger group of role players there are only 5 that I would consider running this game for, and I have 4 now. All that said, I believe it is a great game.
Mechanically the game is simple, as a...See more
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Customer avatar
Kenneth S June 09, 2019 1:49 am UTC
I also would go so far to say that this game- the first time- should only be played tabletop. So if you are into the surreal and you have the desire to run it and the players to play it, buy the damn cube.
Customer avatar
michael F April 19, 2019 5:09 pm UTC
Way to sell only a very limited number of physical copies so you can excuse hiking the price WAY up for the digital release.
The marketing for this game has it going as the next generation of RPGs, but I've yet to hear anything good about it from any one who's actually played it.
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Customer avatar
Todd M May 03, 2019 11:36 pm UTC
Thirty-seven discussions, at time of writing, with ZERO reviews.

I smell hype and tripe.
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Customer avatar
Kenneth S June 09, 2019 1:56 am UTC
What I posted above, while not a review, I think is a fair assessment of my experience with the game. I love it, but it is definitely not for everyone. I don't think it is hype, I just think it is a niche market- specifically a niche that hasn't been given attention before.
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Customer avatar
Eamon M November 29, 2019 5:26 pm UTC
It’s because they all got it from the Kickstarter or preorder and already have digital copies bro. You have to purchase on DriveThru to rate here.
Customer avatar
Carl B April 17, 2019 8:14 pm UTC
So, I'm someone who is currently playing in an Invisible Sun game. It is a very refreshing take on RPGs. You craft your character in details, not numbers. For instance, my character is Niruel, a child Vislae in the weavers faction. Their quirk is that people cannot tell what gender they are. They live in a nearly abandoned neighborhood of Fartown with the other members of their cell, all of them orphaned Vislae except for their "Mother" who is their leader and teacher. In the shadow (That's what you and I call the real world) Niruel was a con artist who ran for political office and won. They still have a fancy pocket watch they keep as a momento from that shadow life. They now live in an abandoned toy shop, hawking toys that have absorbed the broken dreams of their former owners to make a living.

The process of creating your character is a big part of the game, and the other players help you come up with details about your neighborhood. Also, each player chooses a connection to at least...See more
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Customer avatar
Joseph W April 19, 2019 7:43 pm UTC
Nothing you described here is a new concept in RPGs. Narrative style RPGs driven by character goals, descriptive rather than numeric character building, personal stories are part of most Indie RPGs coming out. If $99 is a worthy price for this, there has to be something beyond what you have described to make this worth most people's time when there are free games(and low priced games) doing the same thing and probably doing it better.
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Customer avatar
Carl B April 21, 2019 1:33 am UTC
Then go play those. Why bother posting on the discussion page here at all? You've made up your mind already so what are you still doing here? I don't understand why people are upset about something they aren't forced to get. If you don't want to pay the price and you think you can get similar for free or cheaper, then do so. I think you all are spoiling for an argument because this is a high profile game and it's perceived as cool to be mad about things.
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Customer avatar
James H December 03, 2019 12:33 am UTC
PURCHASER
The upset, I think, is in the amount of hype about the game versus the price tag, which is roughly 5 times the cost of the average game. $99 is about what people typically expect of a printed game.
I'm not complaining, mind you. I'm just waiting until I have enough money to afford it.
Customer avatar
Matt W April 17, 2019 12:27 am UTC
If they fill the page with enough junk hopefully people won't scroll down far enough to see how many people are pissed off about the price of this...:)
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Product Information
Gold seller
Author(s)
Rule System(s)
Pages
1000
Publisher Stock #
MCG135P
File Size:
332.88 MB
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These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

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File Last Updated:
January 05, 2022
This title was added to our catalog on February 27, 2019.