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General Tabletop Discussion
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Basic Roleplaying: A Played It Review
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<blockquote data-quote="CapnZapp" data-source="post: 9282127" data-attributes="member: 12731"><p>BRP is, in the end analysis, still a primitive system. </p><p></p><p>The conflict resolution is primitive - as discussed, the delimitation of skills can be very arbitrary, and what your percentage really represents is also chiefly left up to each GM. </p><p></p><p>Charbuilding is also primitive. Yes, you have good support for starting characters, but then you're mostly left on your own. Meaning that there aren't really any concept of guiding and limiting your progress - you're mostly free to improve whatever skills you fancy (and what you and your GM deems reasonable).</p><p></p><p>In my opinion, the popularity of D&D is in no small part due to how characters are given limited choices at each level. Yes, one word for this is characters are "restricted". But the restrictions and limitations is what creates interesting choices. The choice in BRP to either improve a life-saving skill like Dodge or Firearms or improve a character-defining skill like Riding or Basket-Weaving just isn't interesting. Either you value your survival or you're playing in a campaign where you can afford civilian skills.</p><p></p><p>This is why I characterize BRP as a primitive system. Chaosium will never achieve any great success with their BRP system as long as they remain unwilling to change up the original formula. They're basically still trying to sell the same fundamental rules construction as forty years ago.</p><p></p><p>They definitely need to provide support for the very reasonable objections voiced in this thread (if they want BRP to be seen as a relevant ttrpg today), except I'm not sure they are even aware their offering is coming up short in these regards.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9282127, member: 12731"] BRP is, in the end analysis, still a primitive system. The conflict resolution is primitive - as discussed, the delimitation of skills can be very arbitrary, and what your percentage really represents is also chiefly left up to each GM. Charbuilding is also primitive. Yes, you have good support for starting characters, but then you're mostly left on your own. Meaning that there aren't really any concept of guiding and limiting your progress - you're mostly free to improve whatever skills you fancy (and what you and your GM deems reasonable). In my opinion, the popularity of D&D is in no small part due to how characters are given limited choices at each level. Yes, one word for this is characters are "restricted". But the restrictions and limitations is what creates interesting choices. The choice in BRP to either improve a life-saving skill like Dodge or Firearms or improve a character-defining skill like Riding or Basket-Weaving just isn't interesting. Either you value your survival or you're playing in a campaign where you can afford civilian skills. This is why I characterize BRP as a primitive system. Chaosium will never achieve any great success with their BRP system as long as they remain unwilling to change up the original formula. They're basically still trying to sell the same fundamental rules construction as forty years ago. They definitely need to provide support for the very reasonable objections voiced in this thread (if they want BRP to be seen as a relevant ttrpg today), except I'm not sure they are even aware their offering is coming up short in these regards. [/QUOTE]
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