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Basic Roleplaying: A Played It Review
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9049250" data-attributes="member: 82106"><p>I think it CAN be pretty clear, but it isn't always, depending on the character! Skills overlap, a LOT in BRP! Especially in games like CoC where you have characters that are scholars, scammers, psychologists, mystics, etc. and the various skill sets can be VERY VERY similar. </p><p></p><p>And as [USER=42582]@pemerton[/USER] says, the game really doesn't present a PROCESS, you and the GM sort of bargain (I guess) to decide which skill is going to be useful and to what degree, and what might be the outcome of using each different one that might apply. Then you roll, but you still don't have any real idea if what you got was substantive or not, as the checks simply require the GM to narrate some sort of task-oriented 'success' or 'failure'. Nor is there any sense of how MUCH you will have accomplished. The game DESPERATELY needs a way to define GOAL instead of TASK to deal with that (it would also tend to help with which skill to use, though that problem is inherent in all 'long-list' skill systems). </p><p></p><p>So, yes, you can look at a sheet and say "well, this is a such-and-such sort of character" but is that really telling you anything substantive about what will actually work for that character in play? Is it really better than a D&D-esque class system? That will surely tell you the same thing "yep, fighter!" but with less doubts. As I said, I just find it an obsolete system. It might have been state-of-the-art in 1979 or so, but we moved on since then.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9049250, member: 82106"] I think it CAN be pretty clear, but it isn't always, depending on the character! Skills overlap, a LOT in BRP! Especially in games like CoC where you have characters that are scholars, scammers, psychologists, mystics, etc. and the various skill sets can be VERY VERY similar. And as [USER=42582]@pemerton[/USER] says, the game really doesn't present a PROCESS, you and the GM sort of bargain (I guess) to decide which skill is going to be useful and to what degree, and what might be the outcome of using each different one that might apply. Then you roll, but you still don't have any real idea if what you got was substantive or not, as the checks simply require the GM to narrate some sort of task-oriented 'success' or 'failure'. Nor is there any sense of how MUCH you will have accomplished. The game DESPERATELY needs a way to define GOAL instead of TASK to deal with that (it would also tend to help with which skill to use, though that problem is inherent in all 'long-list' skill systems). So, yes, you can look at a sheet and say "well, this is a such-and-such sort of character" but is that really telling you anything substantive about what will actually work for that character in play? Is it really better than a D&D-esque class system? That will surely tell you the same thing "yep, fighter!" but with less doubts. As I said, I just find it an obsolete system. It might have been state-of-the-art in 1979 or so, but we moved on since then. [/QUOTE]
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