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Basic Fantasy - Anybody here regularly play it? Why yes, why not?

aiouh

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Basic Fantasy is my favorite pet game I never had the pleasure of running or playing.

It modernizes B/X style gaming, has a completely free ShareAlike license, has an active group of contributors (modules, supplemental rules) and the game is sold at cost on Amazon alongside its free PDFs on its own Website. It's basically the TTRPG equivalent of a completely free/open source software project that is entirely noncommercial.

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It basically has everything going for it (save for the outdated art), yet I barely see it online outside of its own forums on basicfantasy.org so I wanted to ask you guys, have you ran it? What were your experiences with it like?

(I think one issue people generally have is that its not a super faithful B/X Clone, but then again, I've rarely seen anybody run BECMI or B/X completely RAW)
 

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How much does it modernize B/X? My impression is that it still uses multiple resolution systems, like percentile dice for thieves, and might also use to-hit and saving throw matrices, rather than using a single unified resolution system, which is what I think of as modernized OSR play styles.

That said, I've heard good things about some Basic Fantasy adventures and am open to using them with Shadowdark, for instance. But I've been playing since 1979 and today, I greatly prefer a unified d20 resolution system, rather than multiple systems or, especially, looking at charts each time to adjudicate a roll. I have the same issue with OSRIC.

My preferences don't mean anyone else is wrong for feeling differently, of course, but that's my personal reasons, per your question.
 
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I think one issue people generally have is that its not a super faithful B/X Clone, but then again, I've rarely seen anybody run BECMI or B/X completely RAW
I think the people interested in that are mostly playing Old School Essentials. Necrotic Gnome has done a great job of creating a large and vocal community around OSE, which almost certainly peeled off some potential Basic Fantasy players. OSE is much more expensive than Basic Fantasy, of course.
 
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Years ago I read a review and the game seemed like a limited clone of B/X with ascending AC. No comparison to the Rules Cyclopedia in terms of options (strongholds, dominions, 36 levels, advanced combat features and more).

But BFRPG isn't terrible.
 

A few thoughts skimming the 4th Edition pdf. (Mostly negative, fair warning).

A 208 page black-and-white pdf shouldn't be over 100mb. I thought this project was run like FOSS software? I'd have thought at least one of the contributors would know how to compress a pdf.

I like the attempt at OSE-style "control panel" layout. However, race/class features are still buried in paragraphs rather than highlighted with keywords and vertical lists.

The Thief is still very weak, requiring advancement to 6th level before they break 50% chance of success at most of their class abilities. Ah, and two separate rolls to find and remove traps. So only 4% chance to do that successfully at 1st level.

The multi-factor encumbrance system (load and strength determine encumbrance category, category and armor worn determine movement) is functional but an odd choice for a simple game, more complicated than either the Basic or Detailed variants in B/X.

Saving Throws are (one flavor of) old-school one-for-each-special-attack, so it's weird when they're used off-label, like save vs. Death Ray to avoid getting lost in the wilderness. The consequences of getting lost are not given ("The GM must decide the effect"). Lame punt.

The overland travel rules are harder to use than a movement point system. Also there's no clear sequence of play described for each day of wilderness adventuring, as in B/X and OSE.

I'm disappointed that XP-for-GP is not a core rule. Monster XP is paltry, so I'd like to see guidelines for appropriate amounts of quest/milestone XP.

Individual initiative with the GM counting down segments? Odd choice for a game this simple.

The Wrestling rules seem to be missing some text. There are several mentions of pinning, including one that contrasts it with holding, but it doesn't say how to achieve a pin.

Pretty much no help with designing a hexcrawl, though B/X is not great here either. But at least B/X advises not to prepare every single lair/cave but to keep a batch of them to place during play, which is a key technique, IMO.

In general, I don't see this as a significant upgrade in mechanics or presentation from the original B/X rulebooks (which are now available POD). In fact, I think it does a few things worse:
  • encumbrance (prefer B/X's basic variant)
  • initiative (prefer group over individual)
  • XP (XP for GP is a must when playing old-school, IMO)
  • missing clear sequence of play for each dungeon turn/day of wilderness adventuring

It also doesn't have a few fixes which are must-haves, IMO:
  • don't bury mechanics in paragraphs of text
  • competent Thief
  • movement point system for wilderness travel
 


I mean BFRPG is fine as far as I know. It's a BECMI or B/X clone from the first wave of OSR retro-clones like Labyrinth Lord, Swords & Wizardry, and OSRIC (an AD&D clone). I understand it does a few things different then the originals but other then that I've not heard much about it beyond it's being free. I understand it has some decent adventures (which of course would be largely compatible with any of a dozen other B/X retro-clones).

Like most of those early clones it's been somewhat superseded by OSE or even Shadowdark. I can't personally say if this is a good or bad thing as B/X and BECMI retro-clones lost a lot of their allure for me when the B/X PDF were rereleased. That and when I decided to play using house ruled OD&D because the power curve is flatter and the combat less of a slog past 3rd level.
 



But I've been playing since 1979 and today, I greatly prefer a unified d20 resolution system, rather than multiple systems or, especially, looking at charts each time to adjudicate a roll.
Heavens, yes. I also started back in 1e, but now can't stand a lot of the mechanics of that era. I'm sometimes nostalgic for the feel of the D&D of my youth, but I'm never nostalgic for the rules.

Saving Throws are (one flavor of) old-school one-for-each-special-attack, so it's weird when they're used off-label, like save vs. Death Ray to avoid getting lost in the wilderness.
Ah, I remember back in my Boy Scout days, when my Scoutmaster used to say: "Son, the woods are like a Death Ray."
 

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