Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Empire of Sin - Brenda and John Romero's turn-based Mafia strategy

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,540
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Huh, just heard about this. Intrigued.
 

McPlusle

Savant
Joined
May 11, 2017
Messages
319
I want this game to be amazing but the fact that it's published by Paradox has me worried that it'll have excessive DLC and the fact that it's coming to consoles has me worried that it's going to cut corners regarding gameplay depth.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Empire of Sin segment from Inside Xbox:



https://www.pcgamer.com/john-romeros-great-grandmother-is-an-underworld-boss-in-empire-of-sin/

John Romero's great-grandmother is an underworld boss in Empire of Sin
Great-gran Elvira was an interesting lady.

Romero Games' upcoming crime-timer Empire of Sin will let you go to war on the streets of 1920s Chicago as one of 14 unique "bosses," many of whom are based on real-world historical figures. There's Al Capone, who we took a look at earlier this week, the Irish mobster Dean O'Banion, and the Harlem racketeer Stephanie St. Clair. There's also a woman named Elvira, who isn't quite as famous as the others, but who has a much deeper historical connection to the game.

"Elvira is a woman of around 60 to 70. She doesn't like to discuss her age. She's also a real person," game director Brenda Romero told us at Gamescom. "Elvira is from Sonora, Mexico, and ran brothels and had an entire empire. In real life, she made it as far as Tucson, Arizona, but I decided I liked her enough to bring her to Chicago. And, as an aside, she was actually John's great grandmother."
John Romero, Brenda's husband, admitted it was a little bit strange seeing a real-life family member in the game—and, apparently, that his grand-gran could hold her own against infamous mobsters like Capone. But Brenda pointed out that it's not exactly unprecedented.

"It's not the first time. Like, he shot at his own head in [Doom 2]," she said. "This is kind of a family trade, right?"

Empire of Sin is expected to be out in spring 2020, and so far it looks very promising.
 
Last edited:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.ign.com/articles/2019/0...k-empire-and-it-looks-brilliant-gamescom-2019

Empire of Sin Is XCOM Meets Boardwalk Empire, and It Looks Brilliant - Gamescom 2019
Boardwalk Empire meets XCOM.

After playing the first half-hour or so of Empire of Sin, I could easily have stayed where I was and played the rest of the day. While it’s still in a pre-beta state, Empire of Sin feels polished, with deep systems that beg for more probing. After all, this is essentially Boardwalk Empire crossed with XCOM - what’s not to find completely intriguing?

Empire of Sin is set in prohibition-Era Chicago. As one of 14 bosses with different interests (speakeasies, union protection, or casinos), you’re tasked with building an empire built on Chicago’s most precious currency: alcohol. You can get your alcohol that’s produced in breweries, you can get if from your allies, or you can occasionally get it from missions. “So alcohol is the number one currency of Prohibition-era Chicago,” says Game Director Brenda Romero. “So we make it, we consume it in our rackets, without alcohol your businesses aren't going very far.”

Alcohol can vary in quality, however. “Let’s just say that you're having a tough month, you tell all your breweries to produce garbage,” Romero says. “So this is great, people will pay the same price for it... but eventually words going to get around and your draws tend to drop because you're serving garbage. So that's one thing to think about, in the short term you can do that. The higher your quality of alcohol, the more you can charge.”

Though Empire of Sin is, on paper, a strategy game, there’s a ton of character to it and a real sense of role-playing. From the outset, it’s beautiful, in a sleazy kind of way. This is a Chicago where everyone has a name like “Goldie” and “Ronnie”, men have hard jaws and women have hard edges. I chose to play as the aforementioned Goldie, a tough broad in flapper attire whose empire begins at the speakeasy.

This sense of character carries on into RPCs. RPCs are recruitable player characters who have randomized attributes that evolve depending on how you play, but these attributes also affect their temperament. During my playthrough, an RPC fell in love with another RPC, which can make or break a battle depending on how their stats change.

“RPCs have their unique personalities,” says Romero. “Maria and Bruno, for example, have been in your racket together. They're compatible. So they've fallen in love."

“In a boss battle, Bruno gets shot. This makes Maria basically insane. She has a hair-trigger temper. She unloads her entire clip into the person who shot him. And though maybe it was the best possible outcome for me, and feels like a free move, it would've been detrimental if she had done that to say somebody that could have been an ally.”

Empire of Sin is, of course, a turn-based strategy game. Combat will be familiar to anyone who’s played an XCOM - but the beauty here is in the combat arenas themselves, which look like moody 1920s Cluedo boards. A 360-degree camera means you can spin the little model around like an intricate toy, getting exactly the right angle to deliver a fatal bloody blow - and Empire of Sin looks gloriously bloody.

Outside of combat, you spend your time managing your resources. These are separated into money, your alcohol, your time - 13 years, the amount of time the Prohibition Era lasted - and your RPCs. But there’s also that deep focus on role-playing, which includes a dynamic choice-and-consequence feature called ‘sit-downs’.

“So if you've seen the Sopranos or The Godfather or any of the movies, classic movies, you know that sit-downs don't happen all the time,” says Romero. “They're sometimes life and death situations. They're no different here. They are dynamic, they happen as a result of the hits you've done. You pushed buttons, you've gone too far, you make friends with enemies.”

During my playthrough I had a sit-down with a boss called Ronnie. I was given the option to take out a mark for him, or to draw a gun on him in order to take over his brewery. I chose to draw a gun on him, of course, and a fight ensued - but it could have played out a completely different way. There’s always that 13 years in the back of your head, ticking along as you make your decisions.

“Time is obviously a critical resource,” says Romero. “You got 13 years... you've got 13 years to rise to the top.”

Half an hour was not enough.
 

Nutria

Arcane
Patron
Joined
Mar 12, 2017
Messages
2,252
Location
한양
Strap Yourselves In
It sounds like she's trying to draw from JA2 but retarded zoomers have never heard of it so it gets advertised as "an XCOM".
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,562
Location
Tampon Bay
It's Empire of Sin, XCOM-y but Mafia:

ss_114fe61637e03170a939383ccf91d3649d10dafd.jpg

"Empire of shit" would be more fitting. This looks like any generic, dime a dozen Unity hack, of which there are thousands coming out on Steam.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/trying-to-make-a-buck-in-gangster-sim-empire-of-sin/

Trying to make a buck in gangster sim Empire of Sin
Hands-on with the prohibition gangster sim.

I’ve just shot up a mob business and, under the laws of 1920s Chicago, it now belongs to me. Ownership is straightforward in Empire of Sin, and corporate takeovers are bloody. Within moments it’s up and running again and I can get on with the real dirty work of this crooked management sim: making cash.

My time with the game is fleeting and I have a criminal empire to forge, so I quickly start hiring some employees. Not bartenders or croupiers, but gangsters. The first is a muscular gentleman called Baby, and the other is Maria, who I am immediately informed has become an alcoholic.

Gang members develop traits in and out of combat. If Maria hung around brothels instead of bars, she could get an STD, which could then spread to her partner and, if they broke up, to even more people. “I’m not proud of it,” says game director Brenda Romero when she explains how it can spread, “but there were brothels and there were consequences.”

These traits and rashes have tangible ramifications, changing how effective gang members are when they’re on the job. And while minions can be directly controlled and sent all over the city in real-time, as well as being commanded in turn-based tactical fights, they also have their own lives, families and secrets.

That means things can get complicated. One of your henchmen could fall in love with someone from another gang, and if you end up in a fight, they might refuse to shoot. Or they might have a weakness that could be exploited by the FBI, turning them into a snitch. If the cops start showing up a lot, you might have a weak link in the chain and need to arrange to have a friendly chat with your employee.

Maria’s lover shows up in front of our HQ, shot up but still alive, then cops raid my speakeasy. Do I have a traitor in my burgeoning organisation? I’ve got a few businesses now, which I’ve been tweaking to maximise profits, but I can’t afford to start throwing all my money at the police. While some will accept bribes, others are Eliot Ness-types who won’t stop until I’m in jail.

I spot some on the street corner and we open fire. Empire’s combat broadly feels like gangster XCOM, immediately switching to a turn-based shootout. I’ve got a few crooks rolling with me now, each of them with inventories full of guns and knuckle dusters and bats. We take a bruising, though, and I suddenly realise one of my fighters is just some old man who is nowhere near cover. We barely make it out alive, but we do, just as I run out of time.

I never did figure out if we had a snitch.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,540
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Brenda said:
“I’m not proud of it,” says game director Brenda Romero when she explains how it can spread, “but there were brothels and there were consequences.”
"It's neither interesting nor fun, but realism for no reason!" is not an inspiring design philosophy. Am I supposed to believe this is some kind of 1:1 simulation of life in those days? Why exactly are you making this game, Brenda? Do you even know?
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,116
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Brenda said:
“I’m not proud of it,” says game director Brenda Romero when she explains how it can spread, “but there were brothels and there were consequences.”
"It's neither interesting nor fun, but realism for no reason!" is not an inspiring design philosophy. Am I supposed to believe this is some kind of 1:1 simulation of life in those days? Why exactly are you making this game, Brenda? Do you even know?
It brings variation to setting and could work for emergent storytelling purposes if, for example Vinnie is in foul mood because of something that he caught from night in Venus.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,540
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Brenda said:
“I’m not proud of it,” says game director Brenda Romero when she explains how it can spread, “but there were brothels and there were consequences.”
"It's neither interesting nor fun, but realism for no reason!" is not an inspiring design philosophy. Am I supposed to believe this is some kind of 1:1 simulation of life in those days? Why exactly are you making this game, Brenda? Do you even know?
It brings variation to setting and could work for emergent storytelling purposes if, for example Vinnie is in foul mood because of something that he caught from night in Venus.
I'm not saying it's actually bad for gameplay (I have no opinion on that). I'm saying it's dumb for a developer to say, "I don't like this but I'm including it anyway because realism. I'm also including a shoe tying minigame because people wore shoes back then."
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,116
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Brenda said:
“I’m not proud of it,” says game director Brenda Romero when she explains how it can spread, “but there were brothels and there were consequences.”
"It's neither interesting nor fun, but realism for no reason!" is not an inspiring design philosophy. Am I supposed to believe this is some kind of 1:1 simulation of life in those days? Why exactly are you making this game, Brenda? Do you even know?
It brings variation to setting and could work for emergent storytelling purposes if, for example Vinnie is in foul mood because of something that he caught from night in Venus.
I'm not saying it's actually bad for gameplay (I have no opinion on that). I'm saying it's dumb for a developer to say, "I don't like this but I'm including it anyway because realism. I'm also including a shoe tying minigame because people wore shoes back then."
She's doing a game with at least some respect for historical setting that she's trying to depict; even if she finds some aspects of said setting uncomfortable.
For example game about WW2 can include flamethrowers without makers of said game being fans of smell of charred human meat.

Besides bordellos offer some variety for tactical levels with different props than speakeasies.
There's some distance from what she said to game including shoe polishing QTE parts.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,540
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Still was a dumb thing to say. If you're apologizing for having something in your game, either rethink your design or rethink your attitude. Nobody ever made a WWII game and apologized for having flamethrowers in it.
 

Nutria

Arcane
Patron
Joined
Mar 12, 2017
Messages
2,252
Location
한양
Strap Yourselves In
It sounds to me like she actually had some interest in that era of history, the right kind of interest, where she didn't want these people's memories to die out. But then she gets confronted with the "dude 420 blaze it lmao is this GTA6?" consumers and the "omg anything more complicated than Nu-X-Com is too much for me" consumers and she wants to have some women in there and her hands are tied. Actual women did important stuff then, like journalism, but you can't really make that a character class in an X-Com clone.

I'm sure the zoomers will buy whatever this turns out to be. As for me, my grandmother loved watching Elliot Ness slaughter gangsters on The Untouchables and I know this game will not fill that desire that has been passed down to me through the generations.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/20...-looking-so-good-enough-it-should-be-illegal/

Empire Of Sin is looking so good it should be illegal
Cast the first stone

90


In Romero Games’ Empire Of Sin, you play a prohibition era crime lord in Chicago, organising your rackets and engaging in turn-based combat with rivals. It’s an era developer Brenda Romero has always been fascinated by. She grew up in a town in New York state called Ogdensburg, which hadn’t, historically, had a lot going for it until US prohibition started in 1920, triggering 13 years in which getting hammered was basically illegal.

In a happenstance which perfectly demonstrates how ridiculous border control can be, Ogdensburg is right smack on one side of the St. Lawrence river. On the other side, is, um, Canada. Armed with the knowledge the river isn’t that deep and that it freezes over during the winter, a man could make thousands of dollars by getting the right cargo across it.

One of the mob bosses you can play in Empire Of Sin is an Irishman, a comparatively recent immigrant, called Frankie Donovan, and he is inspired by Romero’s great-grandfather, originally from Skibbereen in Co. Cork. In Romero’s own words, he “may or may not have come across the St. Lawrence river carrying more than his lunch to go to work”.



“His real name was Paddy Donovan,” she told me. “That’s his real name! But if we put Paddy Donovan in the game it’s like, ‘Aw c’mon, that’s not real.'”

Romero and the team are obviously very detail-orientated when it comes to researching 20s history, combining real history with what Romero calls “alt history.”

Donovan, for example (currently voiced by a member of the dev team from Kildare rather than Cork, because the Cork accent and the Kerry accent are a couple of the harder ones) uses a hurl as his melee weapon, the stick from the traditional Irish sport Hurling. Romero said it’s one of her favourite details in the game.

All of the bosses you can play have little details that match with who they are as people, and each have unique bonuses that can help them build their illegal empire. Perhaps their illicit breweries are less likely to be raided, or their speakeasies make more money. Daniel McKee Jackson, who was an undertaker by day and illegal casino boss by night, has some bonuses to rival gang relations.


The team operated on the principle that if they went looking for someone, they probably did exist.

“Just because they didn’t get written about like Al Capone, doesn’t mean they didn’t exist. And back then in the 1920s… it was a biased climate,” said Romero, adding that in the vast majority of cases they were proven right. This is where that alt history really comes into play.

“Whoever you are, I want you to look at the bosses and the characters in the game and feel like you fit,” Romero told me.

There are some characters who are amalgamations, like Goldie, who represent all the French Canadian bootleggers who never quite got to boss level. The famous New York gangster Stephanie St. Clair has, in Empire Of Sin, made her way to Chicago. Likewise Elvira Duarte, a Mexican madam who ran a brothel empire (and John Romero’s own great-grandmother), has made her way north. She’s in her 60s or 70s and her strength in the game is experience and intelligence. Brawn will not always win the day.

I got to play a hefty chunk of the opening of Empire Of Sin, where your budding mob boss first arrives in Chicago, although I had a larger pool of funds to start with than I would were it the regular game, and had a really astonishing amount of fun, especially considering it’s still early (ish) days for the game. The fights will be familiar to anyone who’s dabbled with turn-based combat in things like XCOM — you have your cover, your half-cover and your percentage chance to hit and so on — but they’re really only a regular but necessary part of running your whole empire.

In between fights you can zoom out to view the city like a monopoly board (I am told the vast majority of the game can be played from that view-point), seeing who owns which buildings and if you might stand a chance of taking them. You can upgrade various aspects of them, to make them more popular or better defended. You can choose what quality of booze your breweries are turning out, lowering your overheads if you’re strapped for cash, but possibly giving you a bad rep if you keep it up too long. I fiddled with percentages, looked at the game map for my next expansive move. Yes, yes, Frankie Donovon is a bold player on the Chicago scene.

Really, there’s a shocking amount of things that can happen in Empire Of Sin. Although the environments are crafted, much of what goes on ends up being dynamic. You can get into tangles with other bosses, for example. I ended up having two sit down meetings, one which ended in a fight where I killed my rival, and one which ended in Al Capone declaring war on me, but letting me leave. Later, he asked me to another sit down that turned out to be an ambush. Romero said they’re still working on balancing different aspects, and that she wouldn’t necessarily have expected me to get ambushed by ol’ Al in the first hour, but still, it’s all possible.



“It’s based on what binders he has, who does he know — there’s a possibility that he may have a mole in your organisation that’s telling him how big it is,” she explained. “It’s not like: you’ve done the following thing, trigger sit down five, queue cinematic six.”

They’re also still pouring in missions and side bits to explore. I ran into a lad in the street who wanted to cut a deal with me over a batch of tainted, possibly poisonous booze, for example. I could make a fast buck, but do I sell it, do I offload it on a rival — or an ally? There were just so many clicking, interlocking bits of invisible machinery (two of my gang members fell in love! Another became “cruel”!), but at the same time enough bits of intriguing story, that I was almost surprised at how good it was looking.

“Every game designer has the game they just can’t wait to make,” Romero told me. “I think now I’m more careful about the design decisions I make, the longer you’ve been doing it. So I’m glad that this game is coming now vs. at the very beginning of my career.”

I think I’m just glad it’s coming out.
 
Last edited:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.shacknews.com/article/1...for-empire-of-sin-dates-back-to-her-childhood

Brenda Romero's inspiration for Empire of Sin dates back to her childhood
Shacknews catches up with Brenda Romero, the Game Director on Empire of Sin to talk about inspirations, game mechanics, and more.

The 1920s were a bustling time for criminal empires to expand and grow. In Empire of Sin, players will be transported back to the ‘roaring 20s’ to become the boss and build their own criminal empire. While visiting Gamescom this year we had the chance to sit down and talk with Brenda Romero, the Game Director on Empire of Sin to talk about her inspirations for the game, some of the mechanics it focuses on, and how well it’s being received thus far.

There is a lot to take in when it comes to Empire of Sin. Not only is the game set to be a turn-based strategy game, but players will need to manage their criminal empire and everything as it grows. When speaking with Brenda Romero about the game and her inspirations for it, she cited several sources, including Sopranos, Boardwalk Empire, and Peaky Blinders.

However, according to Romero, “the original inspiration goes back to my mom refusing to answer my question.” She continued the story after smiling, “I grew up in a town in northern New York, and it was on the Canadian border. So, there was a bar that was the oldest, continuously operating bar in the United States called The Place. And I wanted to know a simple question; how come they didn’t shut it down? And my mom didn’t want to say, ‘well you know, it’s a grey area, cops are dirty’. There’s not a chance she was going to tell me that. So, she didn’t answer the question and I became fascinated with the time period and I’ve had that fascination for 30 plus years.”

The interview continues for quite a bit as we talk more about the game’s inspirations and then dive a bit deeper into the mechanics that players will encounter. You can check it out yourself above. Empire of Sin is currently set to release sometime in 2020, though Gamescom was the first time that press got to see the game and play it for themselves. For more great interviews like this, be sure to head over and subscribe to both Shacknews and GamerhubTV on YouTube.
 

geno

Savant
Joined
Aug 21, 2018
Messages
718
Location
Spain
I honestly expected something much more simple, at least in the "Geoscape", but it looks like there is a surprsising generous amount of micromanaging.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,124
Who honestly gives a fuck about the Romeros, they haven't done anything of note in 30 years lol.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom