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Basic Roleplaying (Chaosium Roleplaying System)
 
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Basic Roleplaying (Chaosium Roleplaying System) [Paperback]

Charlie Krank
5.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback: 399 pages
  • Publisher: Chaosium Inc (15 Jun 2008)
  • Language English
  • ISBN-10: 1568821891
  • ISBN-13: 978-1568821894
  • Product Dimensions: 27.7 x 20.8 x 2.4 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 505,649 in Books (See Top 100 in Books)

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Most Helpful Customer Reviews
16 of 16 people found the following review helpful
Bumper book of fun 24 Sep 2009
There can be few people interested in roleplaying games who haven't heard of Chaosium, even if they don't own anything by them ( surely not ? )Chaosium have over the years been responsible for the release of some famous games: Call of Cthulhu, Runequest 1,2 and 3, Stormbringer and many others.

All these games had one thing in common, at their heart lay the Basic RolePlaying games mechanism. A stripped down, easily learnt and very intuitive system, yet capable of being adapted for a huge variety of genres and settings, capable of being tinkered, modified , and played with to the players and gamemasters satisfaction. Here in one big fat volume ( 400 pages no less )is the distillation of 30 years of games production. a system that allows you to play swords and sorcery, science fiction, horror, superpowers and pretty much any genre you can think of.

And the beauty of it is this: it's as simple or complicated as you want it to be. the core rules can be learnt in no time at all and then you simply choose from a myriad of optional rules and variants to make the game you want. What then do you get for your money ?

From the top then the chapters are: Introduction, characters, skills, powers ( magic, mutations, psychic abilities, sorcery, superpowers ), system, combat, spot rules, equipment, gamesmastering, settings, creatures, appendices, index and character sheets.

Layout is the standard two column approach with side boxes for optional rules and variants. Artwork is of variable quality, nothing particularly stunning either good or bad, but generally functional and supportive of the text. All is in black and white , so if colour is your thing you may be disappointed, but really you're not buying for the art you're buying for the rules and in that respect you will be well rewarded. To look at all the rules variants would take a review the size of the book itself, but pretty much every eventuality you can imagine is covered. From rules for car chases, through rules for facing sanity blasting horrors, down to how to lob a plasma grenade at a killer robot it's in here somewhere.

Inevitably in a product this size some things have had to be left out. There is no starting scenario. The armour and weapon lists are not encylopedic, but all the basics and many advanced features are included. Such is the core simplicty of the rules you can easily insert your favourite weapons of choice with the minimum of fuss and bother. The creatures list tends to cover your standard fantasy and sci fi types, but again you can create stuff so easily this is not an issue.

There is simply so much stuff here that at first look it can seem daunting, but fear not: once you've mastered the basics you simply pick and choose what you want until you're happy. Don't want to use superpowers ? Fine, ignore them, not happy with the fatigue rules ? then leave them out, it's pretty much what you make of it. Originally designed back in the 80's Basic Role Playing was probably the first 'universal' system and it's still holds it own today. With support from Chaosium themselves, the freelance mongraph line and third party licensees ( Alephtar games, Goodman games etc ) it's simply a matter of finding the genre you want, rolling up some characters with a few mates and getting stuck in.

Highly recommended.
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26 of 27 people found the following review helpful
Collecting all the rules in one book! 21 July 2008
By Michael J. Crow - Published on Amazon.com
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.
12 of 13 people found the following review helpful
Generic without being bland. 4 Aug 2008
By Michael LaBossiere - Published on Amazon.com
Amazon Verified Purchase
This game is the latest manifestation of Chaosium's classic Basic Role Playing system. It was first presented in the classic fantasy game Runequest and then utilized in such games as Call of Cthulhu, Stormbringer, and SuperWorld.

Other reviewers have given an in depth description of the contents, so I'll just add a few additional comments.

First, this game is ideal for recreating almost any setting (sci-fi, horror, historical, fantasy, modern and so on. As such, if you like a variety of settings but would prefer to avoid learning a new game system for each setting, this is a good choice.

Second, the system is elegant and simple. I've played RPGs since 1979 and have played everything from D&D (original) to Space Opera. Of all the systems I've used, the BRP system is the most intuitive and easiest to use. Instead of having a multitude of "jury-rigged" rules (with a new rule for every special situation) BRP provides a coherent and consistent system for handling the game reality. If you are not fond of flipping through rule books to find the exact rules that cover each special situation, you'll like BRP.

Third, you should know that BRP combat tends to be a bit lethal. Players and game masters used to D&D and similar games that have both levels and high powered characters will need to re-think their style of play. While the game does allow for heroic characters, the hit point and combat system does not allow human (and human like) characters to have massive amounts of hit points. To use a comparison, a typical BRP character will have 12 hit points and my current 13th level D&D 3.5 characters has 100 hit points. Weapon damage is about the same as in most RPGs, so swords usually do about 1D8 and pistols do about 1D8. Hence, a BRP character can take about three average hits before dropping. However, BRP characters can dodge and parry. These abilities can enable a character to survive. Further, armor in BRP does not make a character harder to hit. Rather, armor works like it does in real life: it takes damage for you.

So, what does that all mean? Well, if you enjoy super-powerful characters who can take and dish out massive damage, BRP is not the game to play. If you enjoy a game that encourages planning, role-playing and strategy, then you'll probably like BRP.

Fourth, BRP does not provide much in terms of campaign details and settings. For example, the weapons are all generic (light pistol, sword, plasma rifle, etc.). As another example, there are no specific rules for dealing with adventuring on other planets or in space. As such, you'll need to supply all that stuff yourself or buy supplements. For example, if you want to do a science fiction campaign set in the future, you'll need to get rules for zero gravity, ship design, and world generation. Fortunately, supplements to Chaosium's other games will work just fine. I'd recommend my own Once Men book for those interested in a horror and science fiction mix (available on Chaosium's web site).

Overall, BRP is an excellent value for the dollar.
7 of 8 people found the following review helpful
Great system 5 Oct 2008
By Charles Thomas - Published on Amazon.com
Amazon Verified Purchase
The BRP system is an excellent system. But be careful about what you think you are getting. The BRP is a BASIC roleplaying system, the book gives you good detail on the core mechanics, with a less detailed explanation of some of the "different world" mechanics, i.e., the magic system , mutation system, etc. These systems will require work on the part of the GM to flesh them out for full use. As far as any specific game setting, I would describe the book as "jack of all trades, master of none." But that is the beauty of the system, it's flexibility.
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