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QUERP - 2nd Edition
by Tony K. [Verified Purchaser] Date Added: 12/06/2009 06:25:53

I have been looking for a rules-lite fantasy system to play with my kids but also real-time online play with my old gaming group. I have downloaded and have read and/or trialled BASH, Broadsword-1PG, Barbarians of Lemuria, Iron Gauntlets, Quick20, Tri-Stat, Legends RPG, Labyrinth Lord, Hack-n-Slash, Swords and Wizardry and even the Fantasy Trip; but nothing really clicked. However QUERP clicked very quickly within 3-4 pages with its simplicity, but also its hidden but programmed expandability with the Player's Companion and the Bestiary.

The Team at Greywood Publishing have done a great job providing an RPG system with simple mechanics using 2d6 that is very easy to understand for kids and newcomers. After players and the game master have mastered the basics, they then can utilise the additional supplements for deeper character creation, skills, spells and bestiary options. I am looking forward to the upcoming GM's Companion and the Hammerax campaign setting to round out this fine game system.

My suggestion is that if you are interested in this system get the bundle that includes the Prisoner of Zontar, as you will find the supplements very valuable, especially if you are porting DnD/OGL adventures into QUERP as I am.



Rating:
[5 of 5 Stars!]
QUERP - 2nd Edition
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Fright Night: WHAT WENT DOWN
by Jenette D. Date Added: 09/19/2009 00:15:29

A entertaining and excellent horror "one shot" adventure with some very well detailed & statted npc's for D&D 3.5 (but easily adapted to other rule systems)

The book also provides some useful game info for any sea/undersea based campaigns as well as some useful ocean based archetypes that could prove handy for any modern day/near future ocean adventures.

The downside was the art work, mainly the lack there of. Aside from a few small B&W pics scattered throughout the pdf art was sorely lacking (and the map of the submarine is so low quality as to not even bother with it)

I would have enjoyed seeing pics of the key npcs/ optional pc's as well as more/higher quality pics of the subs in general and pics of some of the salvage gear, but these were sadly lacking.

Artwork aside though the adventure is well worded and flows nicely, providing a good evenings entertainment for a relatively reasonable price. (although $3-$5 feels more reasonable for 66 pages)

Quality of writing: Extremely Satisfied Quality of artwork: Very Disappointed Value for money: Satisfied



Rating:
[3 of 5 Stars!]
Fright Night: WHAT WENT DOWN
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QUERP - Modern
by Vernon F. [Verified Purchaser] Date Added: 09/13/2009 12:46:48

I'm a big fan of the QUERP fantasy system so I was very happy when QUERP Modern was released. Those familiar with the QUERP mechanics will find that the rules are still very much Quick & Easy; only a few modifications have been made to accomodate modern weaponry and equipment. We have five new character classes for the modern setting, including a pychic with an interesting, but subtle range of powers. The Magic characteristic has been replaced by Psyche and Mana replaced by Chi. Ten new NPC types are also included to serve as opponents and contacts for the Modern PC, and an adventure set in Afghanistan rounds out the book. In all, a very seamless transition between the fantasy and modern systems.

While the back cover says we won't find orcs and goblins here, the crossover potential for modern horror or modern fantasy games certainly exists when one considers the wealth of easily converted information available in the QUERP Bestiary and the fantasy QUERP Player's Companion. I highly recommend QUERP Modern to anyone who enjoys fast-paced, rules-lite systems!



Rating:
[5 of 5 Stars!]
QUERP - Modern
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QUERP - Modern
by Anthony P. [Verified Purchaser] Date Added: 09/12/2009 14:51:43

At first glance, the QUERP Modern book makes you scratch your head and say "Another modern setting?" But once you open it up and take a look you find yourself sort of excited by the prospect of using it's lite rules to create characters and run scenarios. I found myself as I read, considering one of my current favorite shows: Burn Notice and how this system could be applied to it. Within minutes I had my own version of Michael Weston put together and was ready to have him help clients along with a Fiona and Sam character that each of my friends put together.

All in all the system is fun, and much like the QUERP Fantasy rules it's exactly what it was promising to deliver: Quick & Easy Role Playing.

In giving it a modern feel, this book has allowed the QUERP rules to open a whole new world of possibilities, the modern spy movie, the psychic thriller, the crime scene investigations show, all of these are now possible using a great, fun, and simple set of rules for a nice night of relaxed role playing or intense action depending on how much you want to do.

I for one, look forward to seeing what other possibilities my friends and I can cook up using the QM rule book



Rating:
[5 of 5 Stars!]
Dungeon Crawl - Treliar City
by DIMITRIOS K. [Verified Purchaser] Date Added: 09/01/2009 10:26:58

Treliar city is the second expansion for Dungeon Crawl solo fantasy boardgame. Dungeon Crawl is a boardgame that can be played from role players. If you have some time to spend alone, you can play Dungeon Crawl. There is a great role playing adventuring feeling in this game that makes it so cool to play.

In the city expansion you take a beautiful rulebook of 18 pages and 24 pages of cards. There are 3 pages of rules in the rulebook. The other pages present all the information you need to play the event cards. As in the previous products the art is excellent.

There is a new class in the game, the Human Priest. He can use Prayers, a new addition to the game. There are new, dangerous monsters.

The best part of the game for me is the special event cards. There isn’t only battle in this game, but events can happen, as you travel in the city. Many things can happen in the city: plagues, shopping, rob a house, finding a follower. The art not only in the event cards, but in all the cards, is great.

Treliar city a great add –on to the core game. Now you can travel from city, to forest and to dungeon. Many dangers lie in every step. Step in this dangerous city if only you have courage daring adventurer!



Rating:
[5 of 5 Stars!]
Dungeon Crawl - Treliar City
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Dungeon Crawl Third Edition
by Eric L. [Verified Purchaser] Date Added: 08/12/2009 20:28:07

Absolutely fantastic. I have looked for a long time for a game like this. My only hope is that there will be many more expansions!



Rating:
[5 of 5 Stars!]
Dungeon Crawl Third Edition
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Fighting Fantasy - Deathtrap Dungeon
by Megan R. [Featured Reviewer] Date Added: 07/29/2009 12:17:58

The book begins by explaining its history: the adventure was originally published as a solo gamebook in 1983 by Ian Livingstone, and has now been converted into a standard Dungeons & Dragons adventure suitable for a Dungeon Master and either one 8th-level character or a group of 6th-level ones (4 pregenerated ones are provided). While designed as a stand-alone one-off adventure, it would be possible to integrate it into a campaign... as the premise is that someone has built a 'test' dungeon and encourages people to try their luck in it, all you need do is allocate the role of the builder to some suitable individual in your campaign world and decide where he put it.

Speaking of 'luck' the next couple of pages are devoted to an addition to the rules, basically as the original gamebooks made extensive use of luck a set of luck rules for the D20 ruleset have been devised. It's something you'll either embrace wholeheartedly or decide not to be bothered with, it could - if you like it - add a distinctive spin to your whole campaign, while if you do not care for it, leaving it out will not make a significant difference to the adventure. This is standard text in all the 'Fighting Fantasy' D20 books.

Back to this book. The adventure starts with a bit of background for the DM and a 'read aloud' introduction for the characters - naturally if you have integrated this into your campaign you will have to amend this as appropriate, but there is sufficient here to make sense if you are playing a one-off. This is dungeon-delving as spectator sport, probably the best approach to take with this kind of 'dungeon-as-test.' The whole thing is quite coherently presented but it is very, very easy - as the designer intended - for characters to come to grief. It is very much a case of having to correctly deduce what you are supposed to do, and which items are important and which should be left alone... and most of the time there is no way to tell until it's too late! Such dungeons are very much a matter of taste whichever side of the DM's screen you are sitting: they can be highly enjoyable or so boring that characters look for ways to kill themselves so as to end the game... this one has the potential to be highly enjoyable provided that you enjoy the artificiality of a dungeon that's there to serve purely as a test of skill.

While it is intended to be run for either one character or a small party, several of the descriptions and encounters are aimed at a single person so a read-through beforehand and some thought about how to accommodate a group is advised for DMs playing with a party of characters.For example, without giving too much away there is a quizmaster type who asks riddles, but although he has taken precautions so that he only has one 'contestant' at a time, he only has one riddle! So if you have several characters, make sure you have some more, or take the player whose character is being quizzed out of earshot of the other players.

Dungeon completed, there are several new monsters - some of which will prove useful additions to your collection - and some new magic items. These all appear in the dungeon, but are given a complete write-up here, of particular use if you decide to use them elsewhere in your campaign. Talking of campaigns, there are notes about the city of Fang here, should you decide to include not just the Deathtrap Dungeon but its location in your campaign world, as well as notes for scaling the dungeon should you wish to run it at a higher or lower level than written.

Unless you want to amend the final room, I would recommend that this be used as a one-off adventure, or for a single character. That said, if you enjoy puzzle/test dungeons, this is a fine example!



Rating:
[4 of 5 Stars!]
Fighting Fantasy - Deathtrap Dungeon
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Fighting Fantasy - Forest Of Doom
by Megan R. [Featured Reviewer] Date Added: 07/23/2009 12:20:47

The introduction covers the history of both this adventure and the 'Fighting Fantasy' line as a whole. It explains how, rather than a solo gamebook, it's here being presented as an adventure for either a single 3rd-level character or a small group of 1st-level ones playing with a DM; and also introduces the 'Luck' rules used in all the adaptations of the 'Fighting Fantasy' books to the D20 ruleset. Four pregenerated 1st-level characters are included, but unfortunately you'll have to make do with the characters, maps, etc., contained herein: references to support material from the original publisher Myriador are now redundant as their website has gone and they haven't been transferred to the current publisher Greywood's site. The ones here are fine, however, so it shouldn't be a problem.

The Luck rules are quite interesting. Luck played quite a bit part in the original Fighting Fantasy books, and those wishing to recreate the experience can use these rules. Indeed, if you like them, they would transfer to your own D20 game. Luck operates like a seventh ability score, and should be generated using your chosen system. (The pregenerated characters are already provided with theirs, of course.) You can use Luck to alter any die roll, by making a Luck check before you make the roll and using the result as a modifier to it. There's one exception, if someone hits you in combat you can make a Luck check to reduce the damage that you sustain. Each time you do this, though, your Luck score is reduced by 1 temporarily, so use it wisely! You get them back like any other ability score loss, but there are points in the adventure where they can be earned, or the DM can choose to award for particular acts of daring and heroism. Quite a neat system, if you want to introduce the concept into your game... but if you find it an unnecessary complication, you can ignore it even while running this adventure.

The adventure proper begins with some historical background for the DM. Unless you're into relaying loads of historical material to the players, this is more for the DM's own edification, so that he knows the context. It could be useful for those who want to use this within a campaign, possibly as an opening adventure. A much more succinct introduction is provided for the characters, atmospheric and sweeping them straight into the adventure. This involves an initial visit to a sorcerer's tower, followed by much wandering around in a considerable forest. The text's littered with occasional typos, niggling but just leave the teacher's red pen behind as none of them make it hard to follow what's going on. It is quite a lively forest, with a goodly number of encounters - many nothing to do with the adventure, just giving a good feel of a real forest with a multitude of inhabitants who'd be doing much the same sort of things whether or not this particular party of adventurers happen to be wandering around!

Appendices list new monsters (nice to have some extra low-level ones!), magic items and spells, and provide information for those seeking to run a campaign rather than a one-off adventure.

It is a basic 'travel and encounter' adventure with just enough plot to give a purpose. However, the encounters come in a rather loosely-linked series and the impression is that the best way to find the items that the characters are looking for is to wander around seeking as many encounters as possible untill the items turn up! Sort of a dungeon-crawl only in a forest instead, and probably better used as a one-off unless you can see a way to develop things more fully to suit your campaign world or indeed start one off.



Rating:
[3 of 5 Stars!]
Fighting Fantasy - Forest Of Doom
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QUERP - Player's Companion
by Vernon F. [Verified Purchaser] Date Added: 07/19/2009 00:15:06

The QUERP game system gets better with each new release. QUERP is designed to provide a quick and easy alternative to rules-heavy fantasy rpgs. The Player's Companion expands the number of character options presented in the main rule book from six to twenty and adds many new spells to the game. Each character option is listed with complete stats, special abilities, spells, and starting equipment so one only needs to copy the information to a character sheet and begin playing. For the game master, these characters can also serve as quick npcs.

The Companion also addresses my one disappointment with the main rule book by providing rules for non-human characters. Stats for Elves, Dwarves, Gnomes, Centaurs, Dragon Men, and more are given along with their special abilities.

As great as these options are, the real meat of the Player's Companion is the Advanced Characters rules. The author points out that these rules take the "quick" out of quick and easy however, one gains the freedom to custom design exactly the character one wants from thirty-eight different special skills. Under these rules, the player assigns 21 points among the six characteristics, applies any racial modifiers and special rules, then selects four starting special skills. Lastly, spend the character's starting money for equipment and the character is ready for play. This section of the book has descriptions of the special skills and the spells listed alphabetically followed by a table listing the spells by Difficulty number. The last section of the book consists of revised armor, weapon, and equipment tables.

The QUERP system is elegantly simple, intuitive, and fun. I highly recommend it to anyone looking for a rules-light fantasy rpg.



Rating:
[5 of 5 Stars!]
QUERP - Player's Companion
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Dungeon Crawl - Blackthorn Forest
by DIMITRIOS K. [Verified Purchaser] Date Added: 06/30/2009 08:14:56

Blackthorn Forest is the first expansion of the Dungeon Crawl fantasy boardgame. Dungeon Crawl is a very easy to learn, set up and play game.

The rulebook of Blackthorn Forest is a beautiful full color book with great artwork. There aren’t many new rules and that is good, because the game would be complicated, then. The most pages of the rulebook describe a new mechanic, the event cards. These are exciting events, that happens as you travel in the forest. Some of them are bad and some of them are good for your character.

Some of the new cards have coins. Now you are able to buy equipment from merchants, if you have enough money.

There is a new class, the half –elf ranger, who can use a sword and a dagger together in battles.

The expansion has new spell cards, monster cards, trap cards, equipment cards, treasure cards, the event cards, a character sheet, and tiles for the forest. All the cards and the tiles have very good artwork.

I think it is a great add –on to the core game. Dungeon Crawl and Blackthorn Forest is an Innovative game, simple to learn and well designed. I really like to play it. Now you start from the forest and you must find your way to the dungeon. And the Blackthorn Forest is a dangerous one. Every step hides a danger. I have tried a few times to cross the forest and I failed. Will you manage to cross it?



Rating:
[5 of 5 Stars!]
Dungeon Crawl - Blackthorn Forest
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Dungeon Crawl Third Edition
by DIMITRIOS K. [Verified Purchaser] Date Added: 06/04/2009 10:24:56

Dungeon Crawl is a very easy to learn, set up and play fantasy boardgame.

The rulebook is a beautiful full color book with great artwork. There are spell cards, monster cards, trap cards, equipment cards, treasure cards, a character sheet, tiles for rooms and corridors and finale cards with the boss monsters. All the cards have very good artwork.

The rules are clear and very easy to learn. You can play the game solitaire or as a death match with your friends or cooperatively. There are no special rules for cooperative play, but it is easy to figure out how to do it. You can explore the dungeon with your companions and battle the same monster, two identical monsters or fall in the same trap. Maybe in the expansions there will be some rules for that.

you will need six sided dice for the skill checks and the combat. The resolution is very easy as it should be in a boardgame.

There are three classes and a character experience table.

It is very atmospheric fantasy game. I really like to play it and I can play it whenever I want, because it is easy to set up and the game lasts about 20 - 30 minutes for one player.

The designer will publish a forest, a swamp and a city expansion soon, but I hope to see this product in a print version, so I won't need to print and cut all these components.

If you like dungeon crawling, this is the game for you. Now you can live in a very rich fantasy world and to have many heroic adventures in it.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Third Edition
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Dungeon Crawl Third Edition
by Ward M. [Verified Purchaser] Date Added: 05/31/2009 16:07:15

Contains two booklets: Rules book (25 pages) and game cards book (57 pages)

At twenty-five pages, this rulebook is the definition of a quick-play RPG. The rules are easy to understand and well presented. The game cards are of good quality. Think of this game as a slightly more involved version of solitaire, and you won't go too far wrong.

There is no experience or level advancement and the adventures are randomly generated. There's no way to spoil the plotline by reading ahead or looking online for cheat codes, either.

Likes: 1) simple to learn. 2) well designed. 3) innovative concept. 4) The rules say it is a single player game, but there is a rules option for a three-player 'death match' mode.

Dislikes: 1) The game cards must be printed out in color, because the game is color-coded. 2) You're going to have to go find some CCG card covers somewhere. 3) The author doesn't know what "spell check" is for. (Here's a hint when trying to spell the word "Cieling"-- I before E except after C.) This game is from England, so some words will be spelled differently than you are probably used to seeing them. 4) The 25-page rulebook is presented on paper which has a backround and border, which definitely is NOT printer friendly.

Overall Opinion: Buy this game if you want a good way to kill some time on a lazy summer afternoon. It's fun, and not very mentally taxing. (That's a good thing) It won't replace your regular game system, but I bet you'll play this game more often than you think.



Rating:
[4 of 5 Stars!]
Creator Reply:
Hi Ward, many thanks for your review. I will be uploading a print-friendly version of the rule book this evening when I get home. As for spell checker.... mine is sacked!! Jamie Wallis
QUERP - Bestiary
by Vernon F. [Verified Purchaser] Date Added: 05/08/2009 20:54:08

QUERP BESTIARY is an essential expansion for the QUERP game system. Within its covers are about 100 monsters including a few from the QUERP main rules that have been redone to better fit in with the newer creatures. The creatures selected for this volume are staples of frpgs; classical creatures from mythology, goblins, orcs, trolls, and dragons. In many cases, the authors have given new interpetations to familiar monsters that may surprise complacent player characters. Sprinkled through the volume are many new spells to expand the magic system from the main rule book and a much improved set of treasure tables.

As with the QUERP main rules, everything is written in a straight-forward, clear style that never lapses into gamer jargon. Each entry consists of a description of the creature, its Fighting, Defense, and Health scores, and any special rules or magical abilities the creature may possess.

Anyone considering the purchase of the QUERP main rules should also pick up the Bestiary. As of this writing, it is bundled with the main book and the Prisoners of Zontar module for a mere $10 which, in my opinion, is a bargain for a complete role-playing game system.



Rating:
[5 of 5 Stars!]
QUERP - Bestiary
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QUERP - 2nd Edition
by Vernon F. [Verified Purchaser] Date Added: 05/08/2009 20:31:09

Having grown weary of the D20 system and not liking 4E D&D's grid and miniatures combat, I wanted to return to the simple frpg style of play that I enjoyed in the '80s and '90s but did not want to use the somewhat dated game mechanics of that era. QUERP fills the bill nicely as a rules lite frpg.

Designed around a simple, intuitive, mechanic (2d6 + modifiers vs. Difficulty), QUERP delivers fast play and easy resolution of combat and non-combat encounters. The game works well as an introductory set of rules for a young person, a tool to teach the elements of role playing to someone unfamiliar with rpgs, a set of rules for a quick game, or as the core rules for an experienced game master who looking for a system that can be easily house-ruled to his tastes.

The 70 page book contains six character classes (Warrior, Priest, Magician, Thief, Barbarian, and Sage), rules for playing the game, a short bestiary, treasure tables, a solo adventure, and a group adventure. It is written in a clear, user-friendly style that conveys the rules without getting bogged down in game jargon.

Currently, I'm using QUERP to run a game set in Columbia Games' HARN campaign setting using elements from my old 1E AD&D modules. The system is a breeze to run and my players are actually thinking of their characters' motivations rather than worried if they have min-maxed their stats, skills, and feats.

I highly recommend this game!



Rating:
[5 of 5 Stars!]
QUERP - 2nd Edition
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QUERP - 2nd Edition
by Megan R. [Featured Reviewer] Date Added: 04/26/2009 09:56:17

Being intended, at least in part, for newcomers to role-playing, the Introduction launches with the obligatory discussion of 'what is roleplaying?' - including that while the GM is not playing to 'win' he can consider himself a winner if the group has fun! It also has an overview of the book and details of what you need to play - chiefly, some people and a handful of d6s - no other dice are required.

The first part is titled For The Players, and dives straight in to how characters are created. To start with, each character has six characteristics - fighting, magic, strength, charisma, stealth and knowledge - each of which has a value between 0 and 10. Then comes the six main character types - warrior, magician, barbarian, priest, thief and sage - and each of these has a base set of characteristics and some other information, the special rules that apply to characters of that type. All characters also need a score in Health and in Mana, and a Defence Rating which has a base of 10 and increases if you have armour or a shield. Using characteristics in play is simple, when asked to make, for example, a Strength roll you just roll 2d6 and add your Strength characteristic to get a result, the higher the better, which is matched against a GM-set difficulty.

Next comes that all-important bit: how combat works. It's pretty simple. At the beginning of combat everyone involved rolls 2d6 to determine initiative, then the combat proceeds with everyone taking turns according to that order. Each turn you can do one thing, generally cast a spell, use an item, move or run away. If you choose to fight, then you roll against your opponent's Defence Rating (using your Fighting characteristic), and if you connect you do 1d6 damage, plus a modifier based on the weapon you're using. Nice and simple!

While a few weapons were listed under combat, a character is likely to pick up some other equipment as well and a selection is given next. Money is simple with gold, silver and copper coins being available. Encumbrance is handled very simply by adding the number of items carried (100 coins of any type count as an item) and comparing it to a number equal to 10 plus your Strength. Finally, the Player's section explains how characters can be improved during play. And that's it. Simple, straightforward and yet hangs together well.

So, on to the second section For the Gamesmaster. This starts off by explaining how to set difficulties for the players to roll against. Next, how to handle non-standard characters, if you choose to allow them at all, and thence on to a discussion of the way to deal with the common situations that are likely to occur during play. Things ranging from climbing walls and opening doors to bribery attempts and even eating and sleeping. After a brief note on experience, a number of fantasy monsters are introduced: after all, those characters do need some opposition! Dwarves and elves turn up here, the base assumption must be that all player-characters are going to be human but it wouldn't be too hard to make such other races available to the players if you so choose. Appropriately, after the monsters comes treasure. Loot available includes plenty of magic: scrolls, potions, and of course magical weapons and armour.

That's the rules done and dusted. Just about all the elements of a standard fantasy game reduced to utter simplicity - excellent for the stated intentions of an introduction to role-playing for beginners or a quick and easy game to be played by anyone who perhaps is short on time and just wants to get on with the game without having to spend ages on character generation or, once they've started play, with complex rules for doing things.

Two scenarios are also included. One, Min's Pearls, is intended to be played solo game-book style, and involves the recovery of some pearls stolen from a young lady called Min during a street robbery. It's a simple introdution to the rules, and about my only comment is that the PDF version could use hyperlinking to avoid an awful lot of scrolling back and forth on screen. For all that, there's a fair amount going on and plenty to do. The other adventure, Tomb of the Warlord, is designed for a GM and some players and concerns rumours of treasure to be found in some long-dead warlord's tomb. There's a nice clear map of the place and well-referenced descriptions of everything therein, with everything explained so that a novice GM should be able to cope. Again it is a neat and straightforward 'dungeon crawl' with plenty of opportunity for both combat and working out what to do, and even a bit of conversation - a good introduction to both this particular ruleset and to the concepts of role-playing in general. For those who want to jump straight in, some sample characters are provided; and there's a blank character sheet as well.

As an introduction to role-playing, this is unmatched as a simple yet playable ruleset clearly explained and well-demonstrated in the scenario provided - with my teacher head on, I'd use this if I could find a way to wangle role-playing into the college programme!



Rating:
[5 of 5 Stars!]
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