Paladin is a variable-setting role-playing game in which you play holy warriors: men and women given extraordinary gifts by a benevolent supernatural force, gifts that they use to fight back evil while trying to maintain their own purity. This archetype is found from myth to pseudo-history to modern movies: Knights Templar fighting the heathen hordes and their sorcerers, Shaolin Monks keeping back English invaders in the Boxer Rebellion, Buffy and pals kicking vampire ass, or Star Wars' Jedi against the Empire and the Dark Side of the Force. The mechanics and philosophical concepts presented are obviously heavily influenced by Star Wars' Jedi. Star Wars is one of my favorite phenomena because it does contain myth — a very modern sort of myth with liberal blending of a little Jung, a little Bible, and a lot of pop culture. This is not a Star Wars role-playing game, though — it is much, much more. The name «Paladin» is taken primarily from Dungeons and Dragons. I'm sure I've heard it elsewhere, but to be honest, that's certainly where I heard it first. When I hear the word «paladin,» I usually think of a big, armored knight with glowing sword and white horse, but this game is meant to address more characters than that guy. It addresses any fictional character with the question, «Can I hold on to my ideals in the face of temptation and trials?»