So there's a great discussion going on in this thread:
Shelfjacked or "Dude! Where's my game?"
With some good views and information about promoting both shelf space and people in general to get into the hobby as well as the current state of how gamers purchase their source books. I highly recommend the read. However, that got me thinking on how to promote the system to GM's in particular. I think the best way is present the strengths and weaknesses of the system to them as well as showing them the system in play. I wanted to open up a separate discussion about the strengths and weaknesses of the system in general to help people make an informed decision about if this system is right for them.
The Skill and Stat System:
The skill + stat system, like that of D&D and other RPG's, is a great way to flesh out what your character is good at. You've got a physical and mental description through that of stats and BRP gives a great way to make rolls based solely off stats. Does something obscure come up that doesn't warrant the use of a separate skill? Well, just use your stats! Need to get granular and really define what you're character is good at for combat, conversations, dungeon crawling, etc? You've got it! BRP fleshes out a large set of skills that cover both role playing and combat. You could lean towards a combat heavy scenario, or one that encourages sneaking, solving, talking, and deceiving your way around the hack and slash parts and your characters would still be heavily involved.
Class-less and Level-less System:
This blew my mind when I first considered it in a tabletop RPG. The best comparison I can give to video games is Skyrim or Runequest. Your character can do everything the second you sit down at the table. There's no waiting until level 14 when your Wizard gets that niche-defining spell that you actually get to play like you want, or level 8 until your rogue gets that ability you really need. So how do you improve? You get better at doing what you do. If you shoot a bow, you get better at shooting a bow. If you sneak, backstab, and deceive, you get better at each of those in turn. If you're a sharpshooter, you get better with your weapon of choice. Your stats rise very rarely so you don't have a power gap from being a weakling to having god-like powers at level 20. When you make your Orc Warrior, dumb as a rock but huge and strong, covered in armor and armed from head to toe, you have access to all the tools you need. Procurement of magical artifacts, completion of story elements, and wealth is what drives your character instead of XP and other abstract confines.
Rules Heavy and Rules Light:
The BRP book has a lot of rules in it. This is both good and bad as every time you stop to look up a rule you take away the tension and action of the moment. However, while BRP gives a wide berth of rules, very little is actually needed to play the game. The skills and stats of a player along with good old fashioned GM ingenuity can probably come up with a quick fix to what you want to do. The extra rules are there to allow you to adjust the rules to your setting, campaign, and play style. It's giving you ways to play the game how you want instead of strapping you to their complicated rules and mechanics. When it comes down to the table all the rules fade away and become another tool for you to weave an engaging story for your players to romp in.
Complete System:
Everything you need to ever play a BRP game is contained in one book. You don't need 10 $30+ books to have a wide range of wizards, warriors, wrongdoers, and creatures. The BRP core rulebook gives you everything you need to sculpt whatever your heart desires for your campaign. However, if you want to diversify or don't want to set up the specifics for your game there are optional supplements you can purchase. These give you everything from adjusting the game to different settings, giving you different takes on mechanics to even full scenarios you can pick up and run with your gamers. Nothing about the BRP system forces or even encourages you to purchase miniatures, tile sets, extra books, or anything else you may or may not need.
These are all strengths but I really feel the downsides of BRP (generality and sometimes obscurity due to said generality) can be completely negated by supplements or just some good old fashioned work by the DM. Thoughts?


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), there's things I've seen in other games that require pages and pages of explanation, when, in fact, in BRP they could be handled by one simple table.
