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Basic Roleplaying: A Played It Review
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<blockquote data-quote="foolcat" data-source="post: 9049077" data-attributes="member: 7005182"><p>BRP (and by this I include all incarnations of it, like RuneQuest, CoC, or Pendragon) already did things in the late 70s/80s that many contemporary and younger RPG systems took their own sweet time to adopt; or expressed differently, some things we take for granted in modern RPG systems have already been done by BRP three or four decades ago (cf. the “Stafford Rule”). Things like different levels, or qualities, of success and failure, for example.</p><p></p><p>I’m curious, what exactly is it that you expect more from a system today?</p><p></p><p>With BRP, I like the fact that I can take one glance at a character sheet and immediately see the strengths and weaknesses, the areas of expertise and ineptitude; I can literally see the percentage probability of successfully using any skill in normal circumstances, it’s right there in writing. This makes it incredibly beginner and casual player friendly. I think a certain amount of skill overlap is a strength (it’s always the GM’s decision what skill should ultimately be rolled, anyway), because with mechanics like augmentation, i.e. rolling on another, related skill, a passion, or a virtue to boost the success chances of specific skill rolls, this turns into a player asset. Concerning character creation, the point based building system, which allows at the least differentiation for cultural heritage and profession, or even hobbies or religious cults, makes for very diverse characters with more than one area of expertise (if so desired).</p><p></p><p>I’ve played a lot of different RPGs with a group of friends over the past 8 years, and this group included absolute rule wizards, as well as absolute casuals. The two occasions when we played Call of Cthulhu were the most relaxed—in spite of the subject matter—from an ”applied system” point of view; very few questions regarding rules and best courses of actions arose, in comparison to a more “modern” system, like Savage Worlds.</p></blockquote><p></p>
[QUOTE="foolcat, post: 9049077, member: 7005182"] BRP (and by this I include all incarnations of it, like RuneQuest, CoC, or Pendragon) already did things in the late 70s/80s that many contemporary and younger RPG systems took their own sweet time to adopt; or expressed differently, some things we take for granted in modern RPG systems have already been done by BRP three or four decades ago (cf. the “Stafford Rule”). Things like different levels, or qualities, of success and failure, for example. I’m curious, what exactly is it that you expect more from a system today? With BRP, I like the fact that I can take one glance at a character sheet and immediately see the strengths and weaknesses, the areas of expertise and ineptitude; I can literally see the percentage probability of successfully using any skill in normal circumstances, it’s right there in writing. This makes it incredibly beginner and casual player friendly. I think a certain amount of skill overlap is a strength (it’s always the GM’s decision what skill should ultimately be rolled, anyway), because with mechanics like augmentation, i.e. rolling on another, related skill, a passion, or a virtue to boost the success chances of specific skill rolls, this turns into a player asset. Concerning character creation, the point based building system, which allows at the least differentiation for cultural heritage and profession, or even hobbies or religious cults, makes for very diverse characters with more than one area of expertise (if so desired). I’ve played a lot of different RPGs with a group of friends over the past 8 years, and this group included absolute rule wizards, as well as absolute casuals. The two occasions when we played Call of Cthulhu were the most relaxed—in spite of the subject matter—from an ”applied system” point of view; very few questions regarding rules and best courses of actions arose, in comparison to a more “modern” system, like Savage Worlds. [/QUOTE]
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