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One of the great things about the Open Gaming and Creative Commons Licenses is that you can use content created by others to add too, enhance, or remix with material you have created. So one doesn't need to create something like say an orc from scratch. It is a vital part of the publishing community and everyone in it has agreed to play fair.
This product does not do that.
While I will not make guesses about the author's intentions, the results are pretty clear. This product is nothing more than the free Basic Fantasy 4th Edition with some replaced art and a new (lesser) cover.
Basic Fantasy was a gift to the publishing and gaming world when it was released nearly 20 years ago and has been the go to rules for people wanting to play "Basic Era" games. The author and publisher have provided PDFs for free and Print copies since it was released. This product, Demons & Dragons, takes all that hard work and dedication and charges $20 for it.
See a comparison of the two Tables of Contents here.
Do not buy this product.
If you want the actual contents of this book AND the original art intact please go to the Basic Fantasy website or get a copy here at DriveThruRPG.
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Originally posted here: https://theotherside.timsbrannan.com/2024/02/review-n5-under-illefarn.html
My exploration of the Forgotten Realms continues with the next adventure on my list, N5 Under Illefarn by Steve Perrin. I actually ran this adventure a while back at the start of my 5e Second Campaign long ago. My first real attempt at getting a Realms game going. While that game would end up in different directions, the adventure is still a solid one.
N5 Under Illefarn
by Steve Perin. 1987. 50 pages, color covers (Jeff Easley) and maps (Stephen Sullivan), black & white art (Luise Perenne).
I am reviewing the PDF and Print on Demand versions from DriveThruRPG.
This is a "Novice Level" adventure and, likely due to timing, became connected to the Forgotten Realms. It is also the first of the N series to feature the Forgotten Realms banner. Something similar happened to the H series on the other end of the level spectrum.
When I talked about Module N4 Treasure Hunt, I mentioned that it was a great starting adventure that missed a little of what also made B2 Keep on the Borderland so great. This is fine since we already had Keep on the Borderlands. N5 strikes a middle ground. There is a base of operations, plenty of "wild" areas to explore, and a hook. It also works as a direct sequel to N4. You can play it stand-alone (as I did in 2017) or as a follow-up. Both have advantages.
Like N4, we are given an overview of the AD&D 1st Ed game, in particular the races and classes. Now, back in 2017, I said: "I am going to run it through like an AD&D game. So no tieflings or dragonborn. More gnomes, though, never have enough of those." That was a mistake in retrospect. If anywhere is open to Dragonborn, Tieflings, and all the new post-AD&D 1st-ed races (remember, tieflings are AD&D 2nd-ed), then it will be Faerûn. There is a bit on how you all get to Daggerford and what happens once you are there. I admit I did not like the idea of the characters needing to be in the Town Militia until I started thinking of this adventure as akin to an episode of "Cops" or, more to the point, the parody "Troops."
The base of operations for the characters is the small frontier town of Daggerford. So, like the Keep. From here the characters can go on quick adventures and then come back. An idea implicit for B2 KotBL, but here it is baked in.
The DM's section gives some background on the village of about 300 people and some 1,000 total living in the surrounding area. Sounds like where my wife grew up. The area and the city make are given. This includes many of the shops and building and what surrounds the village. There is even a bit on the "Big City" Chicago, I mean Waterdeep.
The main personalities of the town are also detailed. One of the things I had to used to (and get over) was that the Realms is about people. I can choose to use who I want. In 1987 this annoyed me, but in truth I was already switching my point of view then. Now? Now it is great. I mean, do I need to use Duke Pwyll Greatshout Daggerford? No. But why would I not want to?
This covers about the first half of the book. After this are adventures.
What kind of adventures? Lots! The first page has the AD&D staple, the Random Encounter Tables. One of the outcomes is a Ceratosaur! Imagine this. You are a still a newbie adventurer. You just recently learned which is the pointy end of the spear and which is the end you hold. Now you are on milita duty, and someone finds dinosaur tracks on your very first day on what you were told was going to be dull work making sure kids don't steal apples in the marketplace.
Kudos to Steve Perrin for getting going. And that is just one random encounter. I mean there is also a hermit. Yes, I said he is the same one from the KotBL. Why not. There are also werewolves, which I am using later on.
Among the detailed adventurers are a raid by Lizard Men (why I grabbed this in 2017 to be honest), basic Caravan duty, a kidnapped daughter of the Duke, and the titular Illefarn in the Laughing Hallow. The adventures range from a couple of pages to several.
The best thing about this adventure. Well, one of the best things. You can run it in many short adventures to get new players into the game. Need to spend an extra hour explaining rules? No worries, do that and send them on Militia duty to guard a caravan against orc raiders. That's a solid session.
Note About the Pring on Demand Print
The PDF from DriveThruRPG looks great and served me well in 2017. Recently I also grabbed the Print on Demand copy from DriveThru. There is some dithering from lower resolution art being brought up to print quality, but the text looks like it has been redone so it is nice and sharp and easy to read. I should note that it is not all the art. Some look rather crisp and clear as well. They may have had some of the higher resolution versions still on hand.
Again, we have a great introductory adventure. Not just good to introduce people to the AD&D 1st Edition game but also a great way to ease into the Forgotten Realms. Waterdeep is too big of a bite for new players (and characters) and many of the "big names" are still too big. This is nice little village with some fun problems to solve. A taste of adventure. An appetizer in small portions OR more akin to Tapas or Dim Sum. Small plates that can add up to a nice full meal.
(more details about the three characters I ran through on my full review site.))
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Originally posted here: https://theotherside.timsbrannan.com/2024/02/review-forgotten-realms-campaign-set.html
I have asked this before, but it bears repeating here and now. How does one review a classic? Better question. How does one review a genre-defining classic? Because that is what I have sitting in front of me now. A genre-defining classic. Eighteen-year-old me back in 1987, ready for his first year at university, would not have thought so at the time, but that is what much older me thinks now.
The Forgotten Realms was the foundation of the "new" TSR, the one without Gary Gygax and many of the other founders on which they would build their new home. We can debate the merits of this and financials ad nauseam, but by any stretch of the imagination, the Forgotten Realms were very successful. So successful that the biggest video game of 2023 is set there.
This review will cover the Forgotten Realms Campaign Set, the Boxed set from 1987. Written by Ed Greenwood and Jeff Grubb and edited by Karen S. Boomgarden. But any insight to this product knows that the genesis was with Ed, and he first brought it all to life in the pages of Dragon magazine. At least that is alive to us. Many other authors have contributed to Realms over the decades, but here is where it begins.
How do we begin? Let's take Ed's own words, which he scribbled into my Cyclopedia of the Realms as our opening.
"Welcome to the Forgotten Realms!" - Ed Greenwood
Forgotten Realms Campaign Set
by Ed Greenwood, Jeff Grubb and edited by Karen S. Boomgarden. 1987. Boxed set. Full-color covers and maps. Cyclopedia of the Realms 96 pages. DMs Sourcebook of the Realms 96 pages. Maps and clear hex overlays.
For this review, I am considering the physical boxed set from 1987 and the PDFs from DriveThruRPG. There has yet to be a Print on Demand version.
The DriveThruRPG PDF combines all this information into a 230-page book. Maps are broken up and scanned in at letter size.
Cyclopedia of the Realms
96 pages. Color covers. Sepia-tone pages and art.
"Let's start at the very beginning. A very good place to start." - Maria von Trapp nee Kuczera, Bard/Cleric
This book is an introduction to the Forgotten Realms, and maybe the most important bit here is the introduction by Ed Greenwood/Elminster and the About this Product. We start immediately with the "voice" of the Realms, Elminster. He is no ersatz Gandalf, nor is he a more approachable Mordenkainen, and certainly, he is more interesting than Ringlerun. He is our guide, but sometimes I still like to think of him as an unreliable narrator. These are the Realms in his eyes. More (if the not the most) knowledgable, but there are still "small stories" to tell that are beneath his notice. Those are the stories (aka games) I want to know about.
This book covers the timeline (I do love timelines!) and ways of keeping time in the Realms. The date for this set is the end of 1357 DR (that's Dale Reckoning or Dalereckoning). For full context, the Baldur's Gate III video game takes place in 1494 DR, with the current year of the D&D 5e titles at 1496 DR. There is a bit of discussion about holidays and how the "weeks" are grouped as Tendays (3 a month). It feels different and I like it. The money system is rather AD&D standard, with some proper names to the coins. This is fine because this IS supposed to be an AD&D world, and the authors want people to feel familiar with it all, if not right at home.
Languages and scripts are up. Some of these are still being used in current versions of D&D.
The Gods are next. These were already familiar to me, not just because this is an old product, but because Ed talked about them in Dragon magazine back in 1995. See "The Dragon Connection" below. While these gods have "Earthly" sources, it actually works out great and ties into the mythology of the Realms as one being connected to Earth. Something it shares with Greyhawk's Oerth. The connection between Greyhawk and the Forgotten Realms is strong. They share almost all the same demi-human gods. By extension of the rule-set they also share all the same demons and devils. This makes moving between worlds a little smoother. The gods and their relationships are detailed well here and there is just enough unknow to keep them interesting.
Next section is about Adventuring Companies. So here is one thing that the Realms does better than Greyhawk (well there are more, but the first thing in this book). Adventurers are baked into the system. The world doesn't just need adventuring parties, it demands them. These parties can be used as models for your own adventuring parties. All these parties have names as well. I'll have to think about how Sinéad and Co would fit this format. Plus, the back cover of this book has a grid for the adventuring party! Room for 10 characters even.
We get into the "Cyclopedia" part of the book now. This is an alphabetical listing of major topics within the Realms. These include things like the various character classes, races, countries, towns, areas of interest and other topics. There is a narrative piece describing it, Elminster's Notes for the point of view of the most knowledgeable native (even when he admits to not knowing much), and Game Information.
I rather like it, to be honest. Hit me with facts, and let me build some adventures around it!
DMs Sourcebook of the Realms
96 pages. Color covers. Sepia-tone pages and art.
One of the best things in this book is the Introduction. We get words from Ed (as Ed) talking about the World of the Forgotten Realms and how it is now our world too. Yeah it is trademarked by TSR and now WotC/Hasbro, but this is an open invitation to do what you want with this world now. This is a foreshadowing to all the great Ed Greenwood content we would get over the next almost 4 decades. Honestly reading Ed's own words make me excited for all the exploration ahead of me. This is followed by words from Jeff Grubb, who also had a hand in shaping the AD&D version of the Realms. And more by editor Karen S. Martin who adds her experience and excitement to this world.
So much better than any puff-piece bit of gamer fiction!
We get right into it. Information on how to use this as an AD&D campaign world is started from the word go. Overview again of the boxed set. How to set up campaigns for new players, new campaigns for experienced players, and bringing in characters from other campaigns. Hmm...I should try all of these to be honest. Maybe a character from one of my Greyhawk or Mystara campaigns could come on over. I DO like the idea that Elvish and Dwarvish and some others are mostly the same languages. Would really help bring the worlds closer together.
A bit of coverage on the maps and how to use them. Nice comparison of the map of Faerûn compared to the continental United States. And a section of various wandering monsters. The Forgotten Realms may be Forgotten, but they are very much alive!
The next 20 pages detail NPCs of note. Any to drop in as background, enemy, or ally.
Speaking of living. A really nice section on recent news and various rumors starting in DR 1356 to 1357 are presented. With or without your characters, the Relams live on.
Another plus for this boxed set is the ready-run adventures for low-level characters. The first, The Halls of the Beast Tamers, is a nice dungeon crawl. Next is Lashan's Fall, which appeared in Dragon #95 as "Into the Forgotten Realms," and even the maps are the same! Mind you I think this is a bonus since that is the adventure I always wanted to use as an intro to the Realms. I still can come to think of it.
The next section is a "Pages from the Mages" style entry. Lots of spells books to be found with plenty of new spells. I think some of these were in "Pages form the Mages" to be honest. That's fine, they work well here.
Honestly, the ONLY thing missing here are some new monsters, and this would be complete.
Maps & Plastic Hex Overlays
There are four gorgeous maps of the content of Faerûn. While it doesn't quite live up to the artistry of the Darlene World of Greyhawk maps, they are more practical. The plastic hex overlays also make it easier to read the maps and then do your hex crawls in whatever area you like.
NOTE: There are no overlays in the PDF for obvious reasons.
The Dragon Connection
One of the great things about doing my This Old Dragon feature and concentrating on the period between 1980 and 1987 is watching the Forgotten Realms develop and grow as an Advanced Dungeons & Dragons world. From Ed's musings on gods in Down to Earth Divinity to magical tomes and spells of the Pages from the Mages and The Wizards Three features to adventure Into the Forgotten Realms, all of which would find homes in an official Forgotten Realms product in some shape or form.
I mentioned already that Dragon #95's Into the Forgotten Realms makes an appearance here as an introductory adventure.
As I mentioned, all we were missing were monsters. Well, Ed penned enough monsters in the pages of Dragon Magazine that were explicitly for the Realms, so collecting them all is worthwhile. In addition to monsters, there are magic items, more spells, blades, shields, and even musical instruments, and I know I am nowhere near collecting it all. I do know I will run out of room in my box for them all.
My Thoughts
There is a lot packed in this box. It's like a TARDIS really; bigger on the inside. In truth, nothing of what I thought was going to be here was here. Yes, there are NPCs, but they are background, and your characters may never ever run into them. They are the background noise of the Realms until the characters are the big noise. I certainly unfairly judged the Forgotten Realms.
A lot of this stemmed from me thinking that Gygax had been done wrong. Yes, that was true, but the Realms really had nothing to do with that. The New TSR was working to relgate Gygx to the past and Ed was just the guy in the right place in the right time with the right idea. I was also unfair of me to judge the Realms on that. If reading Ed's "The Wizard's Three" has taught me anything that Abier-Toril and Oerth have more in common than not.
This is, of course, just the start. A big start, to be sure, but a start all the same. This is a canvas to paint on. This is a great set, not just for its time but also for now. Minus some of the stat blocks and spells, everything here can be used with any version of D&D or similar game with little or no effort.
While I am somewhat overwhelmed by the task before me, I am also excited about it.
Honestly, I am going to pull out some dice and roll up some characters now.
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Originally posted here: https://theotherside.timsbrannan.com/2024/02/review-module-n4-treasure-hunt.html
I knew my exploration of the Forgotten Realms would take me to new and unexpected places. I just didn't think it was going to be this soon.
In my exploration of the Forgotten Realms product Moonshae, I discovered an interesting bit of knowledge. In the back of that book it mentions that Adventure Module N4 Treasure Hunt can be used with the Moonshae Islands. I later discovered that the islands in N4 were moved over to the Forgotten Realms for this purpose. So I had to switch courses and check out this module. I am really happy I did.
This module is not just an introduction module, but maybe THE introduction to the game module. Where you have an honest-to-Gary Session 0 and start with 0-Level characters in 1986. Given I am new to all things Realms, I might as well start at level 0!
N4 Treasure Hunt
by Aaron Allston, 48 pages (2 full color map pages, 36 pages of adventure, 10 pages of character profiles) black & white interiors. Art by Stephen Fabian. Cartographers: David F. "Diesel" LaForce, Stephen D. Sullivan, Bill Reuter, Stephanie Tabat. Cover art by Jeff Easley/
For this review, I am considering the PDF and Print on Demand version from DriveThruRPG/DMSGuild.
Treasure Hunt is a completely introductory adventure for players of the Advanced Dungeons & Dragons 1st Edition game. I say "players" since I feel this adventure still requires a bit of rules savvy from the Dungeon Master, at least in terms of some of the lifts needed to work with the 0-level characters. However, reading this one nearly 40 years later, with honestly tens of thousands of hours spent on this game, there are nice gems here.
Speaking of which. I am not going to attempt to judge this adventure by the same yardstick as new Level-0 or the so-called "Funnel" adventures. That is not fair to the author nor the adventure itself. This has to judged on the merits of its time. But I will tell you this, I'd run this today, as is, with no changes to be honest.
There is a Player's Introduction and Dungeon Master's Introduction.
This is the most interesting parts for me today since they cover the rules of rolling up and playing Level-0 characters. For starters, you don't have a class yet. You are a Normal Human (or elf, or half-elf, or whatever), and you have 1d6 hit points and maybe a secondary skill. You don't even have an alignment. The plot revolves around your character, either one you make or use from the starting characters, being kidnapped by pirates, and then your pirate captors are shipwrecked and mostly all killed. Now, you are stuck in the Korinn Archipelago, later added to the north of the Moonshaes.
From here the new PCs work out an escape plan and defeat their first enemy, the last pirate.
As the players play through the challenges presented on these islands they can build up what their character does and earn some XP. They are all 500 xp away from level 1. The adventure explains that even 1st level characters have some training. A fighter at level 1 is called a Veteran. A 1st level Cleric is an Acolyte. Even thieves and magic-users have some skills at first level that 0-levels do not. Want to be a thief? Try picking that lock. Want to be a Cleric? What do you feel when you enter the Temple of the Goddess and how do you react? You won't know till the end (or near that) and you won't get there till you try.
Frankly, it is great. A fantastic set of mini-mechanics to get the story going and flowing.
The adventure itself is divided into six "episodes." And episode is a good word here since there is a bit of cinematic feel to this. It feels like Aaron Allston watched a lot of Raiders of the Lost Ark, or more to the point, Romancing the Stone. This is a good thing.
Each episode gives the new PCs something tangible to do. Defeat the pirate, stop the orcs and goblins, explore the Temple, explore the Sea King's Manor, and so on. While there is a great feel to all of this, add a bit of the Moonshaes to it, and thus some Celtic and Old Norse culture to it all, and it becomes a fun mix.
Even for the time, the adventure is a bit linear, but not in a terrible way. I mean, let's be honest, the plot is "I've been captured, now I am free, but how do I get out of here?" At the end of each episode, there is a debrief for the DM on handling anything that went amiss, tracking the character's class and alignment progression, and so on. There are even contingencies if certain NPCs are not encountered or die before they are supposed to do something. So, linear but with enough branches to keep it fresh.
Experience points are tracked all along the way, so there is a chance the characters will break the 500 XP threshold by the end of episode 5.
There are appendices on "What if Things Go Wrong" or "What if the Character Dies?" and all are handled pretty well. There are some clever Player's Maps and the map of the islands.
The character profiles in the back can be used as potential PCs or NPCs. A few are even worded to be male or female. Someone online would have screamed, "Woke!" at it, but it is presented here as just one of many options. I do feel more care was taken here to entice both male and female new players to the game.
This adventure is a good one for new players. The only thing missing here is some more guidance for new DMs. Something that B2 Keep on the Borderlands does rather well. Maybe the perfect starting trilogy is this adventure, then T1 the Village of Hommlet, and ending with B2 Keep on the Borderlands.
About the Print-on-Demand Scan
This is a print of a scanned image. So there is some fuzziness to some of the letters. It is obviously not as sharp as, say, a direct from digital print. It is still very readable. Getting the PoD and PDF will give a book you can use and be able to print out the character cards and player maps as needed.
Treasure Hunt in the Forgotten Realms
I already mentioned that the location of this adventure, the Korinn Archipelago, was dropped as right into the Moonshae Isles, which were already an addition by Douglas Niles to the Forgotten Realms, supplanting Ed Greenwood's own islands that were there. Already the Realms are evolving in front of our eyes and it is not even fully 1987 yet.
As an adventure, it is also a great start for Realms-centric characters. I had already planned to make my start in the Moonshaes, this just sets characters on the path of adventure in a different way. You didn't meet in a tavern or bar. You were captured and met your companions along the way. Something we will see again in Baldur's Gate 3 or even, to a degree, Skyrim.
The Temple of the Goddess in Episode Three can easily become a Temple to the Earth Mother / Chauntea. Lots of different Goddesses are given as example, but I thought it might be fun if the Earth Mother appears as all of them. Playing into my fascination with "the Goddess is all goddesses" motif.
Final Thoughts
If I had been smarter, I would have used this first when re-creating my Forgotten Realms characters, but as it is, this worked out fine. This is also a great new-to-me adventure for a new-to-me world. While I LOVE B2 Keep on the Borderlands, it is too closely tied to Greyhawk and the Known World for me to really adapt it over the Realms. Would it even fit in the Realms? I am sure many online users have found a home for it. Maybe one day I could as well, but for now, this is a great adventure to start with. In fact, I want to go through all the N, aka "Novice," adventures and see how they fit my needs here. But for now, I am pretty happy with this.
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Originally posted here: https://theotherside.timsbrannan.com/2024/01/review-fr2-moonshae.html
FR2 Moonshae
by Douglas Niles, Print and PDF. 64 pages, full color, dual-sided map. 1987.
For this review, I considering both my original version and the PDF from DriveThruRPG.
Ok, why am I starting with a supplement and one not even from Ed Greenwood himself? Simple, the Moonshae islands were always that one bit of the Forgotten Realms I was really fascinated by. It was also where I knew I would set my native Realms in. It felt close enough to the Irish and Celtic myths I loved while still being "D&D" enough. I knew enough of the history of this and the Moonshae novels by Douglas Niles to make this worthwhile to get. But I am getting ahead of myself here.
In the AD&D 1st Edition Players Handbook, Gary Gygax had this to say about Druids:
"Druids can be visualized as medieval cousins of what the ancient Celtic sect of Druids would have become had it survived the Roman conquest." - PHB, p. 21
The Moonshae Isles can be viewed as the British Isles if the Celts, the Britons, and all the rest had thrown Rome out in 55 AD. We know that Douglas Niles was working on a Celtic-themed set of books and a new campaign setting in the mid-80s. He brought over his collection of islands, and Ed Greenwood tossed out what had been his Moonshae (or whatever was there) and used Niles' for the publication version of the Forgotten Realms. This book acts as an overview and a Gazetteer.
The book is divided into three major sections, plus an Introduction and Appendices.
Introduction
This covers a bit of fiction that connects it to the Moonshae novels, particularly Darkwalker on Moonshae. I started the novel a couple of times but never got through it. You don't need to know anything about it, though, to use this book.
Moonshae Overview
This covers the Moonshae Isles and the sorts of characters and Characters, as well as the folk and Fflok, you will meet there. It makes a very good case for this to be the starting point of the adventures. Since, to my very limited knowledge, this is the western most point on the Forgotten Realms maps at this time. You can travel east and see the entire world.
The races are AD&D standard, but I already feel some differences here from, say, Greyhawk. There is a good section on common conflicts. This appeals to me since one on my favorite themes to deal with in games is the waning of Paganism and the rise of Monotheism in Western Europe. The Moonshae has this theme baked in with its Druids vs. Clerics and Ffolk vs. the Northmen.
Humans are divided up into the previously mentioned Fflok (think British pagans) and the Northmen (think Norse/Viking raider pagans). There is an uneasy truce here now. I can't wait to see if this boils over or if they take a page from our world and just settle down. One of the reasons you are reading this in English now. This is illustrated with a map of the political borders, which Elminster tells us are constantly in flux in the book.
We get another map of trade routes within the islands and to the Sword Coast mainland. Some tables on weather (it's a lot like Chicago to be honest) and lots of great random encounter tables.
The Moonshae book effectively makes the "low level" adventuring interesting where a Giant Stag is big opponent, but you could also see goblins or a faerie dragon. The Celts book for AD&D 2nd Edition would do the same thing very well. Honestly that book could be used with the Moonshae with no problem whatsoever.
Deities of the Moonshaes
I will give Niles and TSR credit, they didn't stick a narrowly defined idea of what a god might be. The main Goddess of the Moonshaes is The Earthmother. We are told she is an aspect of the Goddess Chauntea who the rest of the Realms sees as an agricultural goddess. The Ffolk, though, do not see her like that. To them she is The Goddess. Embracing a bit of the revisionist views of British Paganism but I like it, and more to the point it works well here. If Gygax can say what he did about Druids above, then this logically follows. The Goddess has three children. The Leviathan, a gargantuan whale, Kamerynn, a large unicorn, and the Pack, a pack of wolves. All have been endowed with special qualities by the Earthmother and are her eyes and ears in these lands. There is also evil here in the form of Kazgoroth, the Beast. Who looks a bit like a wingless dragon.
Specific Locales of the Moonshaes
This covers a dozen or so locations. Parallels can be drawn from many of these to locales in British and Irish myth and legend. And honestly, that is fine. It made figuring out where to start my grand adventure even easier. I mean I could be wrong but Callidyrr is our stand-in for Camelot, Corwell is Cornwall, Moray is like a smaller Ireland or a larger Ilse of Man, and so on. Now there are some interesting additions. What if the Vikings, when raiding, decided to set up in Scotland or Ulster and kicked everyone else out? Well, you might have had something like Norland. I imagine the AD&D 2nd Ed Vikings Campaign book would be useful here as the Celts one was for the southern islands.
Other areas are detailed like Myrloch, the large inland lake/sea in Gwynneth in the south and Synnoria, the land of the Llewyrr Elves. There is even Flamsterd, an island of Magic-users. You know I am heading back there sometime.
The Appendices
Appendix A covers some campaign themes for the Moonshaes, not that I need any more at this point! But it does include a note on how to bring in the module N4 Treasure Hunt into the Moonshaes, which is great really.
Appendix B gives us some unique items of the Moonshaes.
Elminster's Notes
There are a lot of those here. If you were to take them out, there only be about 32 pages. But they set the tone of the book and the land well. We are new here but not new to D&D so Elminster's eyes are a perfect substitute for our own.
The maps look great and should be compatible with the clear hex grid from the Forgotten Realms set.
A much more pleasurable work than when I first read it way back in the early 1990s. The whole "Ffolk" thing with the two "f"s bugged me, but I got over it. You could build an entire campaign and never leave these islands. Which is not what I am going to do since there is so much more out there.
Sinéad's Perspective
So, I am going to look at the people and places of this product through the eyes of my bard Sinéad. Much like Greenwood does with Elminster, she will be the eyes and ears in which I see the Realms. But I am not going to give you long-winded journal entries. That's Ed's and Elminster's thing.
Choosing the Moonshaes as my first product and choosing the Moonshaes as the home of Sinéad makes a lot of sense together. These lands feel familiar to me. I have read hundreds of tales of Celts and Celtic heroes and monsters. Nearly as many tales of the Norse and Vikings. Tons on the Rise, Fall, and Rise again of the very particular British form of British Paganism. I have never been here, but I know it well. Much like Sinéad, I am leaving this place. Maybe it is too early, but certainly, I will have to come back here.
Final Thoughts
I am not sure if it was planned or not, but this does feel like a perfect place to start your adventures in the Forgotten Realms. By today's standards, the book is a bit light on the crunchy game stuff. No new spells really or specialized sub-classes. But that is fine; the fluff more than makes up for it all.
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Review originally posted here: https://theotherside.timsbrannan.com/2023/10/reviews-im-going-to-hell.html
Dalor's Guide to Devils & Demons
PDF, 127 pages, Color art. PDF $19.99 / Print $34.99
Now this one was a bit of a pleasant surprise to me. It is for 5e so I was expecting something akin to the DMsGuild products I had been reviewing. But this one reminds me of the best of the OSR in terms of look and feel, with solid 5e design and layout. Really the best of both worlds. The vibe I get from it is like the old Mayfair Demons series.
This book gives you a ton of new demons and devils and plenty of background and lore for them. There is even a fiendish language and alphabet. I am a little surprised this one doesn't have more sales because it is just a treasure trove of great stuff.
There are new demon lords, new arch-devils, cults and contracts, and even a new class. A little bit of everything really.
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Review originally posted here: https://theotherside.timsbrannan.com/2023/10/reviews-im-going-to-hell.html
Emirikol's Guide to Devils
PDF, 246 Pages. Color art. $15.00
From Sean McGovern, of The Power Score RPG blog. So right away I knew this was going to be a well-researched product. Sean has been one of the best at deep lore D&D research in the blogging scene for years. He is meticulous and encompassing on any topic he tackles.
This is a massive volume at 246 pages and covers the Hells and its inhabitants. It takes D&D lore from as far back 1st/2nd Edition (I noticed that details from "Politics of Hell" are not really included though, but everything else is) and tries to bring them all together. It leans heavily into the 5th edition versions of Hells (naturally), and the book is presented like many of the newer 5e books, with notes from Emirikol the Chaotic and Natasha the Dark.
The information makes for a great read, and there are some details I really enjoy. I like how the author explains the shift from Demon to Devil to Fiend for Succubi. There are plenty of stat blocks, which is good if you don't have all the devils and Archdevils. And there are plenty of new devils and backgrounds on playing characters associated with devils and the Hells.
The art is a mixed bag, as with any DMsGuild product, and I am not 100% on board with all the lore choices made here. But there is enough text and information here to keep me busy. Plus any choice I don't like I can simply say "well, Emirikol got it wrong" or even "This was from Natasha when she was younger and not yet Iggwilv."
In any case, it is good to have multiple points of view on something as complex as the Nine Hells.
I do wish there was a printer-friendly version. This would be nice in my big red binder of devil information.
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Review originally posted here: https://theotherside.timsbrannan.com/2023/10/reviews-im-going-to-hell.html
Nine Hells Adult Coloring Book
PDF, 48 Pages. B&W art (by design). $6.95 PDF / $8.98 Print
This is overtly a coloring book, but it is also a great resource for the Pathfinder version of Hell and stat blocks for the rulers of each level. Again this could be in the form of a "boss battle" or as a resource. Buy it for the coloring book, but stay for the backgrounds, lore, and stat-blocks.
The art from Jacob E. Blackmon is excellent as well, and there are some pieces here that would be a lot of fun to color. Now, where did my kids leave their crayons?
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Review originally posted here: https://theotherside.timsbrannan.com/2023/10/reviews-im-going-to-hell.html
666: The Number of the Beast
PDF, 20 Pages, DMsGuild. $6.66
This one is fun. It's 20 pages long, and it takes its inspiration from both Dante's Inferno and Heavy Metal music. Sounds like my kind of mix, to be honest! This one also takes cues from a few different video games. This works if you imagine that your characters are already dead and in Hell and not traveling there as a "Soujurn in Hell."
This PDF sets up seven "boss battles" for characters in Hell. It can be used as described or as a supplement to an ongoing campaign in Hell, which is what I am using it for.
This is obviously for D&D 5e via the DMsGuild.
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Originally posted here: https://theotherside.timsbrannan.com/2023/09/review-survive-this-what-shadows-hide_14.html
Continuing my exploration of Bloat Games' modern horror/monster hunting RPG, SURVIVE THIS!! What Shadows Hide. Today I cover Part 2 of the two books, the Cthulhu Sourcebook.
SURVIVE THIS!! What Shadows Hide: Cthulhu Sourcebook
220 pages. Black & White cover and interior art.
$9.99 PDF
A while back I once said, rather snarkily, that a game can get instant sales by slapping some Cthulhu on it. One the surface this could look like that, but it doesn't do that at all.
Also, I compared What Shadows Hide to the classic RPG Chill. So the logical comparison here is this is Bloat Games' version of Call of Cthulhu. But it is not quite that either.
What is this game supplement? Easy. Remember the first season of True Detective? It was a great detective show with a cult and some crazy guy talking about Carcosa. Turns out it was all just normal, though very evil, human agents.
Well, what if Carcosa had been real in True Detective? What if those human agents/cultists interacted with real Elder Gods from beyond reality?
That is what this game is.
This book gives us some new classes for What Shadows Hide. Archeologist, Priest of the Darkness, Priest of the Light, Priest of the Mother, Priest of the Old Ones, Priest of the Protean Path, Priest of the Void, Psion, Warlock, and my favorite, Witch. Some of these we have seen before, but that is fine, not everyone will start with the same book or buy everything in their line (you should, but I see why you might not).
There are new spells, new skills, curses, and psychic powers.
Why put these into this book? It keeps these more powerful classes out of the hands of the Players and squarely in the Game Master's hands.
We also get a bit about Cosmos Cats (fun!).
The bulk of this book is dedicated to the monsters the characters will encounter and the cults they will likely have to deal with. There is even a good section on creating your own cults.
This book has more utility than just "Book 2" of What Shadows Hide. This book can be easily used with other Bloat Games' RPGs like We Die Young or Vigilante City. There is also enough here for anyone who wants to add some cults to their Fantasy OSR games.
There is even an index.
Both books make for a great game, and a worthy addition to the Bloat Game catalog and the Survive This!! line.
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Provides a safety tool for those that want them and the money goes to Médecins Sans Frontières (Doctors Without Borders).
If you dont' want this sort of product then move on.
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Originally posted here: https://theotherside.timsbrannan.com/2023/09/review-survive-this-what-shadows-hide.html
SURVIVE THIS!! What Shadows Hide: The Roleplaying Game
250 pages. Black & White cover and interior art.
$9.99 PDF.
If you have followed any of my reviews of the various Bloat Game offerings then you will know that I am a big fan of their games and the SURVIVE THIS!! system that powers their games. Like the previous games (in particular Dark Places & Demogornons and We Die Young) this is a horror game. Though the feel to this one is a bit different. This is not the 1980s or 1990s anymore, this is a game with real stakes, real horrors and people dedicated to fighting them.
Up front, if you have played or own any of the other SURVIVE THIS!! games then a lot here will feel familiar. The rules sections are largely the same as are the rules for creating characters, combat, and some of the monsters. This time the authors address this and mention this is done for maximum compatibility between the game lines. You can take classes from any SURVIVE THIS!! game and use them here and visa-versa.
The joy of this game though is what it brings that is new. And there is plenty of that.
The game largely follows a similar path to that first taken by the Chill RPG. You have professionals working in various areas of the government (or other places) and they interact with an organization known as C.A.R.E., Conservers of the Ancient Realm of Earth. Think of them like BPRD, SCP, or even good old SAVE. Many characters will be involved with C.A.R.E., but you don't have to do that in your games (CARE-less?), the point is there is a connected group that does it's best to fight back against the monsters of the night.
Character Creation
Characters can have a Race, Occupation, and a Class. Races include Dimensional Forsaken (Angels and Demons), Doppelgangers, Fairies, Ghosts, Ghouls, Greys, Half Mer-men, Humans, Jari-Ka (Mummies), Negator, Reptilians, Vampires, and Were-beasts. This moves it a little further afield from Chill and into World of Darkness territory.
Occupations have a random table with how much they make each year.
Classes include Academic, Arcane Thief, C.A.R.E. Field Agent, Exorcist, Medium, Monster Hunter, Mystic, Necromancer, Occultist, Paranormal Investigator, and Void Master. Some of these are from other books, but pay attention to the details as some do feel different.
Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games.
Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level, regardless of class or race. Combat can be pretty deadly in these games for people used to the hardiness of even Old-School D&D characters.
Character creation, spells (rune tattoos), skills, and Equipment cover the first 140 pages of the book, so a little more than half.
Rules
Here we get our rules for playing the What Shadows Hide game. We get an overview of game terms, which is nice really. Rules for Curses, Exorcisms, and Madness are covered. Similar to the rules found in We Die Young. It looks to me like they could be backported to DP&D rather easily.
There is a fair number of combat rules. Likely this has come about from the authors' experiences with their other game Vigilante City.
We also get rules for XP & Leveling Up and Critical tables.
The Setting of What Shadows Hide
This is the real treat of the book. What makes this one different than the others. The world is filled with monsters, aliens, and other threats to well well-being of humankind. It is largely up to the characters (and those like them) to keep the world safe. Here we get into detail about C.A.R.E. and other organizations. We also cover the cults and organizations the characters are most likely to encounter and how to deal with them.
At the end of the book, there is a section of adventure seeds. There are some monsters here, but they are directly related to the adventures. For more monsters, you will need the second book in this line, the Cthulhu Sourcebook, or grab one of the other Survive This!! books such as the wonderful DARK PLACES & DEMOGORGONS - The Cryptid Manual are an excellent choice.
There is a bit here that can be found in other Bloat Games' Survive This!! games. But that is fine, because as an author/designer/publisher, you never know what someone's first book is going to be. So I am perfectly happy with seeing the Mystic again for example. Each book/game does add more to the sum total of the Survive This!! experience, so even in a class I know well (hello again Mystic) there is something new and often something a little different.
You can use all the games interchangeably, along with supplements made for the individual lines.
A quick read through the book at Gary Con 2022 and I knew right away I could use this core book to recreate any Chill or Conspiracy X game I played in. If I wanted to recreate ay Call of Cthulhu game, well for that I would need Book 2 in the series.
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Orignially posted here: https://theotherside.timsbrannan.com/2023/05/review-doctor-who-roleplaying-game.html
I covered the Starter Set for the new Doctor Who The Roleplaying Game Second Edition. Now I want to cover the full core book.
I will do a full review, but also I want to cast an eye toward the differences in the game from the previous First Editon(s).
Doctor Who: The Roleplaying Game Second Edition
PDFs and Hardcover book. Full color. 256 pages.
PDF is broken down into Core rules, Doctor, Companions, and Pregen charactersheets, and a blank character sheet.
As always, I am considering the PDFs from DriveThruRPG as well as the Core Rules book from my FLGS.
New Doctor means new trade dress and rules from Cubicle 7. But this time C7 goes the extra step and gives us an all new rule book with new (ish) system. What's inside? Let's have a look.
The layout of the book is very similar to the previous hardcovers, so if you are moving to this game from the First Edition then things will be easy for you to find.
The table of contents is up first and immediately you get the idea that this edition is courting new players. Each chapter for example has a brief sentence describing what it is for starters.
Chapter One: Let's Get a Shift On
Upfront, just like the previous versions, this book focuses on the then-current Doctor, the 13th, played by Jodie Whitaker and her companions. Though the other Doctors are not forgotten here.
This is our introduction chapter and it orientates the reader on who the Doctor is, what RPGs are and this one in particular. There is some bits about using the metric system (the USA really needs to get with the rest of the world here) and if you have round, round down.
We end with an example of play.
If you are coming to this game from either the previous edition or the Starter Set then this chapter is familiar territory.
Chapter Two: Travellers in the Fourth Dimension
As with previous editions, this is our Character Creation chapter with new rules ahead. We start with a character concept in the form of "Who are you?" not a backstory but rather an idea of who your character is. There is a discussion about the tone of your game and how do the characters all get along. We get everything from the extended "fam" of the 13th Doctor to the group of UNIT operatives.
Note: The text here, while similar to previous editions, does not feel "copied and pasted" from other editions/versions. This does read like a new game, albeit one with some familiarity.
The game starts with your Concept. That is who this character is. So for a companion like Yaz she is a "Probationary Police Officer." Leela would be a "Primitive tribe member." This helps us figure out what our characters are.
Next we get to our Focus. From the rulebook: "Where a character’s Concept is ‘who they are’, their Focus is more of ‘what makes them tick?’" That is a good summary. A Focus has a benefit (adds a +1d6) and a flaw, which is just a restriction on what sort of actions you take. Continuing with the Yaz example her Focus could be "The Law" meaning she can get a bonus when acting with authority but maybe she wont want to participate in a little B&E. Now depending on the intensity of your Focus it could be a +1d6 or +2d6 or even a solid +6 to any roll.
Experiences cover things the character could have done already. Yaz has some experience with the Law due to her education and she has experience as the daughter of an immigrant family and so on. Don't have anything in mind? No worries there is a 1d6x1d6 grid to help you find out. Likewise there is one for shared background experiences. This is great since so many of the companions of the Doctor had these shared experiences. Ian and Barbara were both teachers at the same school, Teegan and Nyssa both had family members killed by the Master.
Once you have these then we get into your point buy Attributes. This is largely the same as the previous edition (and most point-buy games). These are still Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength. Skills are also largely the same with 12 skills. Previous combat-related skills have been merged into the Conflict skill. There is a new "Intuition" skill now.
Distinctions are also new and these largely replace the Traits of the previous version. These are mostly things like "Time Lord" or "Cyberman" or "Sontaran." Taking these usually result in fewer Story Points. Humans get 12, a Sontaran might get 8, and an experienced Time Lord also 8.
Fill in some more background information, set your home Tech Level and you are ready to go. Once you play a bit you will collect experience points. The end of this chapter covers spending experience points.
Chapter Three: Sorting Out Fair Play Throughout the Universe
This chapter covers running a game. The basic rule is still pretty much the same.
ATTRIBUTE + SKILL + TWO SIX-SIDED DICE = RESULT
(try to match or beat the Difficulty of the task)
So now Distinctions can alter these rolls, but the basic gameplay is still the same. This includes the Success and Failure levels associated with the rolls.
This also covers spending (and regaining) Story Points.
Plenty of examples are given on how the rules manifest in game play but really this is one of those games where the rules seamlessly move into the background while you are playing.
One such example of this are contested rolls and the example is combat. Again, Doctor Who is not a "kill all the monsters and take their stuff" sort of game, but every so often there will be creatures that want you dead.
Along with this some weapons are detailed along with other equipment and vehicles.
Special care is given to gadgets which are now less regulated by the rules. Essentially they do what they need to do.
Chapter Four: A Big Ball of Timey-Wimey Stuff
This covers the basic of traveling in Time and Space with some details about how the TARDIS works and so on. There are other means mentioned, but the TARDIS is our state-of-the-art means. TARDISes in the game are built a lot like characters are. This was always part of the rules, but it is more front and center in this edition.
This chapter also covers the various issues with Time Travel.
Chapter Five: Hold Tight and Pretend It’s a Plan
This is our Gamemaster section. It covers how to run a game. From designing your first group of travelers to the big wide universe they live in. It covers how to set up a game and a series of adventures (a campaign). This material is very similar to previous editions. This is expected since the advice in those editions was great and spot on, no need to over do it or redo it.
This also covers dealing more and more with the companions lives and families. Companions took a more central role in the story of the Doctor with the updated series. Their job is not so much to scream, get captured, and ask "what is it Doctor?" Now they drive key elements of the story and the adventures.
Chapter Six: A Brief History of Space and Time
This covers the setting of the Doctor Who RPG which is at present all of Time and Space. So yeah fairly inclusive of everything. Special attention is paid to the Doctor's favorite planet, Earth. Which is good since that is the one the authors also know the most about.
This chapter covers a few monsters/creatures/aliens for you to encounter and more background on Time Lords and Gallifreyans. Attention is given here to the Master in all their incarnations.
We get details on the "big ones" of course, Daleks, Cybermen, Sontarans, Silurians, and Ice Warriors. Good mix of both Classic Who beasties and NuWho ones.
Appendix: Remember All the People You Used to Be
This covers converting your Doctor Who 1st Edition Characters over to the new Second Edition. Not a difficult process at all really. About the same as moving from say any edition to Call of Cthulhu to another. Less complicated than moving from 1st Edition AD&D to 2nd Ed AD&D to be sure.
We also get character sheets for the 13th Doctor, Graham, Yasmin "Yaz", and Ryan. There is a blank sheet, and a good Index.
Who is this Game For?
If you are new to RPGs and are a fan of Doctor Who then this is the game for you.
If you are not new to RPGs but new to Doctor Who then this game is also good. But that is not the real question is it.
Should I Switch/Upgrade?
If you have the First Edition Doctor Who RPG, any version, and you really love it I would say stick with that. Reading 2nd Edition books with a First Edition mindset is not difficult ad I pointed out with the Doctor Who Sourcebooks.
If you want to keep up with all the Doctor Who books then yeah this is a fine edition of the rules.
The trade-off between Traits (1st Ed) and Distinctions (2nd Ed) is largely one of taste. Traits are little crunchier and Distinctions require more buy-in from the Players and Gamemaster.
Honestly, I can see a game where Traits and Distinctions can co-exist and can be played in the same game. Traits are just a bit more codified.
The book itself is gorgeous with plenty of color photos from the show (and even some black & white ones) and while the 13th Doctor and her "fam" are predominate, all Doctors are represented here at least once.
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Originally posted here: https://theotherside.timsbrannan.com/2023/05/doctor-who-second-edition-starter-set.html
Another new decade (2020s), another new actress to play the Doctor (Jodie Whittaker in 2018) and yes, a new edition of the Doctor Who role-playing game from Cubicle 7. Now this time, it is a proper Second Edition. I teased this the other day with the 13th Doctor Sourcebook, but now time to get into the game proper.
Doctor Who Second Edition Starter Set
For this review I am considering both the PDFs from DriveThruRPG and the physical boxed set from my FLGS.
The PDF contains the following files:
- 2-page Read This First file which covers the really basic basics of an RPG.
- The Timeless Library Adventure Book. This 48-page Adventure as an Introduction covers a bunch of human characters looking for the Doctor. IT's not a bad introductory adventure and covers all sorts of different aspects of the game. I'll get into details in a moment.
- The Echo Chamber is set up as a campaign guide building off of the adventure in the Timeless Library. This 65-page book expands on the game-play ideas and shows how the game can be expanded. This one is of more use to new Gamemasters.
- Character sheets 10 pages of 5 new characters to use for this set. No black sheets or companions from the show just yet.
- There is a 4-page Reference sheet.
- A file of Story Point tokens.
- Box lid with some references.
The physical boxed set has all of these as well, with the addition of a set of d6s. I am now in the market for a new Doctor Who-themed dice bag.
This set is great for someone, or a group, that has never played an RPG before or has minimal exposure to them. Fans of the show would also enjoy this.
If you have the First Edition, this is a good introduction to the minor changes (and some major ones) to the Doctor Who RPG. Though players of the First Edition and gamers, in general, can skip right to the hardcover rules.
This set, though, is quite attractive and the same level of design I have come to associate with C7 is still here.
If I were starting a new group with the Doctor Who RPG I would go to this first likely. It is very much the "Basic Set" the hardcover's "Advanced" rules.
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Originally posted here with full reviews of all the Doctor Who Doctor Sourcebooks: https://theotherside.timsbrannan.com/2023/05/review-doctor-who-sourcebooks.html
Not content just to give us a great game and material we can use to make our own adventures, Cubicle 7 took a huge leap and gave us guides and sourcebooks for all Thirteen of the major versions of the Doctor that have aired since 1963.
The covers feature the Doctor with some of his (and her) enemies from their run. The Thirteenth Doctor is not pictured, played by Jodie Whittaker, only because it has not hit the stores yet. I will review the PDF here.
The logo on the cover of the first 11 is from the Jon Pertwee era (1970-1973) and for the 8th Doctor's movie in 1986. Peter Capaldi's 12th Doctor uses the logo from Jodie's 13th Doctor era, and Jodie's 13th Doctor book uses the "new" logo which is the reuse of the old Tom Baker logo.
For this review, I am going to consider all the hardcover books I have, doctors 1 to 12, and the PDFs, Doctors 1 - 13.
All books differ in length but all have similar content. Each book begins with an introduction to that Doctor's era and some of the special things about it. For example, in the 3rd Doctor book we get a lot about his exile on Earth. Each book is filled with photos from that Doctor's time period, so a lot of black and white for the First and Second Doctor and of course ideas for adventures throughout.
If that is all it was, well, you need one book for that, and this is not what makes these books special.
Each book details every adventure that Doctor had on screen. While it is written from the point of view of the RPG (and this RPG in particular), the details are such that each one of these books is fascinating reading all on their own. This is great since so many of the early adventures/episodes are now lost and the old Target novelizations go for a king's ransom.
Also, each book details all the Doctor's companions and provides stats for them, the Doctor in question and most, if not all, the creatures they encounter.
Doctor Who - The First Doctor Sourcebook
160 pages. Black & White photos. William Hartnell as the Doctor.
The original, you might say! This book is a treasure. There are so many of the First Doctor's stories I have never seen, and some I have only caught in novel or audiobook form. Getting a full reading of them all here is worth the book's price alone. Getting RPG material is just a bonus.
Speaking of which there are plenty of stats for various adversaries here, as well as new gadgets, new Traits (both Good and Bad) and plenty of game seeds.
Inside the pictures of the First Doctor are all William Hartnell. The spine though features Richard Hurndall in his turn as the First Doctor during the 20th Anniversary special The Five Doctors.
All of these books are absolutely fantastic. Not just in terms of episode guides but also additions to the RPG (both editions). Kudos to Cubicle 7 for these.
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