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Basic Roleplaying

Started by Mcrow, July 16, 2008, 09:18:08 AM

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Mcrow

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If you are familiar with BRP you can skip the next four paragraphs as it covers the basic history and basic system description.

The Basic Roleplaying system (BRP) has been around for quite a while (RuneQuest 1978) and is one of the most well known roleplaying systems still in print today. Unlike many RPGs, BRP has stayed true to its core mechanics over the years. Sure each new game that used the system had its tweaks and add-ons but the core percentile system stayed pretty much the same throughout. Several games that were popular during their times have used the BRP system including RuneQuest, Worlds of Wonder Boxed Set(Super World ,Future World & Magic World), ElfQuest , Stormbringer, Ringworld, Hawkmoon and multiple European RPGs. In recent years BRP has been most notable for its use in the Call of Cthulhu 6th edition.

My experience with BRP is almost solely with Call of Cthulhu where most of the subsystems included in this book are not used. That said, from what I've read on BRP it includes nearly all of the optional rules from all of the Chaosium versions of the BRP system.

For those that have not played BRP it is a percentile skilled based system: to succeed at a task you simply roll under your skill percentage. The characters characteristics (STR,CON,SIZ,INT,POW,DEX,APP, and EDU) , somewhat strangely, are not expressed in a percentage but instead are based on a 3d6 roll and give a range of 3-18. These characteristics in turn are converted into their derivative stats: Damage bonus, Hit Points, Major Wounds, Power Points, Experience Bonus, and Move. All challenges that do not fall under a skill or any of the subsystems are resolved with characteristic rolls. A Characteristic roll is done using the appropriate characteristic's value, multiply it by five and the result is the percent chance of success. As normal, you need to roll under to succeed. For example strength of 15 would give you a base chance of 75%. However, some more difficult tasks may only have a multiplier of two or less as determined by the GM.

Basic combat involves three phases: Statements, Actions, and Resolution. In the statement phase players, in order from highest dex to lowest dex, state their intent for the round of combat. Next players carryout the intent that they stated in the statements phase. Possible actions are move, attack, take a non-combat action, disengage, parry, dodge, fight defensively or speak. Once actions are taken then resolution occurs. Combat is pretty simple; roll against your skill with the given weapon if you succeed you may have hit the opponent. Once your attack succeeds the target gets the chance to parry (using his weapons skill) or dodge the attack. If the attack is not parried or dodged then damage equal to the weapon's damage value plus the character's damage bonus is subtracted from the target's HP.

While the core rules of BRP have not changed much over the years, there have been several add-on rules and systems. The subsystems included are: Magic, Super Powers, Mutations, and Psychic Abilities. The Magic system works similar to the skill system, each spell has its own skill and a roll against the spell's skill determines success. The difference between the skill system and magic system is that spells also use Power Points. Spells in the magic system must be memorized. Mutations, mechanically, are just special abilities that a character gains as a result of some sort of exposure or genetic tampering. Some act like skills and some are static abilities. The Psychic Ability system is also skill based; each ability is its own skill. Like the Magic system Psychic Abilities use power points but the Psychic system also pits either your POW or current power points against the target's POW or power points. Sorcery uses spells that work automatically without any skill roll except in cases where the spell allows the target a resistance roll. Also Sorcery gives the character more flexibility by allowing them to change their memorized spells day to day. The Super Powers system works by giving the player many, many choices for powers and then giving them the ability to buy levels in them. So while there are many powers to choose from there are also many levels of each and it provides a lot of variation. Players buy powers using their character point budget (based on the character's highest stat) and also by taking on character failings. Most of the major comic book super powers are represented; some use power points others don't.

The book, in total, offers over 35 different optional rules that the GM can cherry pick to customize the system to their game.  Several of the optional rules allow you to change the character creation process which is why I didn't cover that section, there just a ton of options. Other notable options are: Skill category bonuses that give character bonuses for high characteristics, Hit locations, Minis & Maps, Allegiance and personality traits. With so many options most GMs should be able to tailor a version of BRP that would suit their game.

Other nice features are a very helpful GM section, mostly stuff an experienced GM would already know but it would be a good resource for new or inexperienced GMs.  The creature section gives GMs a pretty good amount of beasties for all sorts of genres. The setting section gives general advice on applying the BRP system to most genres, however, each genre is only given a short section.

My overall impression of the book is that it brings BRP up to the level of GURPS & Fudge for adaptability and utility. While being generic and adaptable is an asset to this game it brings with it the usual problems like being able to do all genres but may only do one genre very well. I think this version BRP probably would be better for gritty fantasy or horror games or cross-genre mixes including either. The sanity system is great and could be included to make a nice dark fantasy game.  Combat seems like it may be slow and a bit cumbersome with all the parrying and dodging going on and armor absorbing damage. However, in settings without armor, the system could be pretty deadly like it is in CoC.

I like the magic subsystem and the way spells are skills and I like the way pretty well every one of the subsystems are scalable. That's the name of the game here; make it what you want it to be. The book is a huge mass of optional crunchy goodness and a DIY GM's toolbox. BRP does not show it's age, it seems as good today as it was when I first played it and that is uncommon for the older RPG systems. If you like to play several genres but want to stick with a single system that can do them all, BRP is a good choice that should suit your needs.

RPGPundit

That's a pretty good review, Mcrow, if a little short. What is the style of the magic system? Is it high magic? Low magic?
How powerful do spellcasters become?

What about those options? It would have been good to have more detail.

Finally, how worthwhile is this game for someone who already owns several other BRP games? Is it really enough to make it a regular contender?

As a last note, I'd also say that when I review I like to add a little more of a personal touch, but that's just me.

RPGPundit
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Mcrow

#2
Quote from: RPGPundit;225868That's a pretty good review, Mcrow, if a little short. What is the style of the magic system? Is it high magic? Low magic?
How powerful do spellcasters become?
Well, that's where reviewing this book is difficult because, as noted in the review, it can all be scaled. It can go from no magic to high magic depending how many points the GM chooses to give you. Yes, spellcasters can become very powerful or they could be a one trick pony.  

QuoteWhat about those options? It would have been good to have more detail.
There are nearly 40 different options, if I were to go through even a quarter of them this review would end up at five pages. IMO, most readers lose interest after a couple pages.

QuoteFinally, how worthwhile is this game for someone who already owns several other BRP games?
Since most of my experience with BRP is through playing CoC and from what I've read of the others on the web, I'm not te best one to answer that one. From what I understand the subsytems and options are near wholecloth from the other games, so you should be able to piece them together  yourself. However, the BRP core book will save you a bunch of time.

 
QuoteIs it really enough to make it a regular contender?
Conterder ,to Gurps, Fudge and the like? I'd say yes. It's already been used as utility system for year by BRP fans, now it's neatly packaged.

QuoteAs a last note, I'd also say that when I review I like to add a little more of a personal touch, but that's just me.

RPGPundit
Well, we have a difference in style. I think reviews done best when they inform you of what the contents are and then you give your opinions in an unbiased, fair way. Generally, I don't comment on things that are a manor my personal taste and if I do clearly state it. I like mine to read more like report and less like a rant. Not, saying that your reviews are rants, but every now and then it happens (see Blue Rose:D).

That said, if people would enjoy the reviews more or find them more helpful if I'm more animated I can do that.

Zachary The First

Nice,informative job, Mike!

One question how do they actually handle the scaling of powers and magic in BRP?  Further, is there anywhere you might see the system potentially breaking?
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Jackalope

Quote from: RPGPundit;225868That's a pretty good review, Mcrow, if a little short.

Should he have padded the review with heaps of invective aimed at Forge swine and the tyranny of fun? ;)

Good review, Mcrow, though it's weird reading a review of the BRP system, since it's basically been around forever and hasn't changed much over that time. It must have been hard not to write: "It's the BRP system stripped of setting.  Why didn't they publish this years ago?"

The only thing I think this review is lacking is an answer to the question: Is this book useful to someone who owns one of the old, out of print Chaosium games?  For instance, I just got a copy of ElfQuest.  Would it be worth my time to pick up the BRP and do some updating, or is the system essentially unchanged from the 80's?
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Mcrow

Quote from: Zachary The First;225916Nice,informative job, Mike!

One question how do they actually handle the scaling of powers and magic in BRP?  Further, is there anywhere you might see the system potentially breaking?

The scaling is done by limiting the number of points you can spend on powers and spells based on how "heroic" you want your game to be. I don't have the book infront of me but "normal" level would give you 250 points to spend on skills while Heroic gives you over 300. Also, spells can be bought in levels and limiting  the number of points given at character generation will make the game more low magic.

I don't see anything that stands out as broken, it seems pretty balanced but I think that magic users could end up being much more powerful than other characters.

Mcrow

#6
Quote from: Jackalope;225919Should he have padded the review with heaps of invective aimed at Forge swine and the tyranny of fun? ;)

Good review, Mcrow, though it's weird reading a review of the BRP system, since it's basically been around forever and hasn't changed much over that time. It must have been hard not to write: "It's the BRP system stripped of setting.  Why didn't they publish this years ago?"

The only thing I think this review is lacking is an answer to the question: Is this book useful to someone who owns one of the old, out of print Chaosium games?  For instance, I just got a copy of ElfQuest.  Would it be worth my time to pick up the BRP and do some updating, or is the system essentially unchanged from the 80's?

Yeah, I can't really answer that question since I'm only familiar with CoC but it does give you most of the rules from the other games in one volume. Someone else that has more experience with the other versions of BRP will have to answer that one.

Because I don't know the answer to this one I'm going to talk to someone who does know and I'll get back to you on in.

Mcrow

I've been told by one of th authors and a couple of long time BRP fans that there is almost no differences between the rules in this books and the ones you find in all of the other books. In other words, this books is mainly a compilation of rules with very few changes.

King of Old School

It's essentially the same BRP that's existed since RQ2 in 1980, but including most of the rules options from Stormbringer, Elfquest, Worlds of Wonder and Call of Cthulhu.  It's main value is one of utility and convenience -- you have all this material compiled in one volume, with the rough edges smoothed over and plenty of room for customization.

If you are fond of traditional RPGs, okay with percentile mechanics and looking for a system with which to run your own setting ideas, I can't recommend this book highly enough.  It's pure, unadulterated old-school fun.

KoOS
 

Mcrow

Quote from: King of Old School;226923It's essentially the same BRP that's existed since RQ2 in 1980, but including most of the rules options from Stormbringer, Elfquest, Worlds of Wonder and Call of Cthulhu.  It's main value is one of utility and convenience -- you have all this material compiled in one volume, with the rough edges smoothed over and plenty of room for customization.

If you are fond of traditional RPGs, okay with percentile mechanics and looking for a system with which to run your own setting ideas, I can't recommend this book highly enough.  It's pure, unadulterated old-school fun.

KoOS

I agree, great overall old-school toolbox.

Spike

God, I have some awesome memories of Elfquest, a game so cool I shoplifted it, returned it, and later purchased it...

... you know? I'm not entirely certain I don't still have a copy somewhere... and I never read Elfquest proper...
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Imperator

Well, this review has sold one :) Good informative job.
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My copy is crossing the Atlantic!!
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Mcrow

I hope all of you that bought it partially because of this review have enjoyed it.:)