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Steve Perrin is the "creator" of BRP, which gives him a lot of credit. His "Steve Perrin's Quest Rules" wasn't that much to shout "hurray" for though (IMO). Sverre.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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The version I playtested was nowhere near complete, was full of holes and was drastically changed for RQM. I can answer some questions, depending on whether I get told I can't. I've kept all the documents and the emailed digests since I joined the playtest, for what they are worth. |
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I am able to explain BRP to my little nephew in under 5 min. "You are mighty warrior with a 1d8 broadsword. this is a d8 and if it shows seven then you rolled a seven. This is a d100 and and the red dice shows 4 and the yellow 1 then you rolled 41...etc." Roll under your skill to be successful and if your HP are 0 you are dead. Thats all. Lets begin. Whats the difficulty? Or is Greg more the type of "explaining everything" before the game begins? I guess there are good teachers and bad ones in life. Quote:
BTW I dont know whats all the fuss about this artificial cathegory "storytelling game". I mean I am sure that my games are telling good and dense stories (at least according to my players) So I am not sure why storytelling games should have other rules than so-called simulative games. So for me a rpg rule is a rpg rule. There is no differenciation between different styles, because there are not just 3 styles out there. There are 300k styles out there. Obviously the cathegories have been made at some point by bloated self-acclaimed "experts" which think to know the whole truth about the hobby. (Sorry but these things make me a little bit mad) Quote:
![]() Maybe if you want to explain every RQ rule before you begin to play you are right. But this is from the teaching point of view a big mistake. Explain the 10 most important rules and then begin to play. You will see the rest will easily incorporate. |
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This is aimed back towards the original post...
Just some opinions... Whenever I read people talking about 'updating' BRP it seems that what they're on about is making it more like some other game... I mean, GURPS is fine, I like GURPS... but I don't want BRP to be more GURPS-like... if I want to play GURPS I'll just play GURPS. I really don't want changes to BRP just for the sake of making it 'modern' or making it 'marketable'... I'd want fixes only if something is broken or there is some obviously better way of doing a certain thing. Any other motivation just leads to the wrong path IMHO. I've read where the new book will have advice on how to make the combat less lethal if that's what you want... but I'd really rather it stay away from hard and fast systems of fate/karma/drama points... and the same with more detailed combat maneuvers. That stuff is readily available in other games that were built on them from the get-go. I see no reason to jury-rig them into BRP just for the sake of being a kitchen sink of RPG ideas. Same thing goes for advantages/disadvantages... I don't think that they make the game completely and obviously better to any degree near what I'd need to think they belong as an inherent part of BRP. Some people love them... but does BRP NEED them? Personally I don't want them, ads/disads are one of the reasons I prefer BRP over GURPS (though I like GURPS plenty). Might not the people who want them so badly not better be served by playing GURPS or somesuch? I guess I just think it's futile to try to make one game be all things to all people and that in trying to do so you're most likely to just end up with a mess. Just my opinion. Last edited by Simlasa : September 29th, 2007 at 15:53. |
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Fully agreed with everything you said. Except maybe a simple basic version for disads/ads - maybe included with the power rules of superworld. But if yes only as option and please not in the core rules. |
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Sverre.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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I'm fine with options and sidebars... even the basic ads/disads of the Superworld book... but I think they need to keep them as simple and unobtrusive as the core system... and clearly as options.
One of the biggest gripes you hear about GURPS is about how many rules there are... how 'complicated' it is... when most all of the bulk is options and the core system is pretty clear and uncomplicated. I'd hate to see the BRP fans get all factionalized over the importance of ads/disads or use of fate points... cause I think those things are flavors/spices rather than being the main course. |
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I agree as well. The main attraction of BRP for me is how you can play it and not even think about the rules, they just work and they don't intrude. As Sverre said, they help you tell the story in the process of using them. I don't know of many games that are even close to BRPs 'smoothness' of play, I guess you could say. I always wonder why anyone suggests 'fate pts.' at all for BRP, too, because it already has such a factor built in, the Luck roll. And it's a renewable resource, in a way fate points are not. And you can use the Luck stat as a backup for do-or-die skills. PC is climbing a cliff, 100 feet up (we all know what that means in BRP if he falls, right?) misses his mid-climb skill roll, you let him have a Luck roll to see if he catches that outcrop...
So I very much agree that BRP is fine as is, and all the extras are better left in side-bars as options to be added or deleted to the rules as wanted or needed, rather than included as necessary parts of the main rules. That way everyone comes close to getting what they want. And excellent compromise, that may widen the system's appeal without ruining what makes it such an excellent rpg. |