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You know, last year I taught a group of 12 year olds the basics of BRP (Magic World, specifically) and got in a full one-shot in one evenings' play. These kids had been playing Blue Rose. I find BRP very easy to teach. Also to complete novices, as it was the 'entry drug' for my wife, the game I got her to try. Why? Because she picked up the concepts quickly, which she definitely did not when I tried teaching her 2e AD&D a year earlier. Nope, it may not be as simple mechanically as Prince Valiant and such, but it is still a breeze to teach others or learn. Really.
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BRP is a lot more intuitive than things like D&D... stuff works roughly how you'd expect it too... and percentiles are a readily understood expression of how good your chances are.
I've never had trouble explaining it to someone... or felt stupid doing it (the way I did way back when with D&D armor classes and such). |
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I7ve found that BPR is easier to teach to those with no RPG experience that those with a lot of experience in a different system, especially D&D.
What happens is that novices listen. Experienced players figure that they know what they are doing, and tend to bring along a bunch of preconcied ideas that don't necessarily make sense outside of the confines of their former RPG. When things don't work they get frustrated and blame it on RQ/BRP rather than accepting that they need to adapt their style of play. For instance, D&Ders have a habit of conducting head on charges against missle troops. In D&D it works, since most grunts don't do much damage and D&D heros have lots of HP. In RQ, two or three arrows will stop anybody who doesn't have heavy armor and or Protection up. Likewise D&Ders have learned through years of experience to keep slugging away an never surrender. This makes sense for a game where prisoners tend to be tortured and eaten. In RQ, there are times when throwing down you sword and annoucing your ransom (or vice versa) is the best option. To quote Yoda, "You must unlearn what you have learned." On the other hand, when RQers play D&D, they might be a bit cautions, but some of their experience seems to cross over. In my local area, I'm the best player at handling mixed fighter-wizard type characters. I did a job on a D&D campaign with a bladesinger, and I owe it all to RQ and Glorantha. RQers integrate swords and sorcery better. |
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Basic rules of HQ: 1. You have skills, keywords and affinities each of which has a Rating. 2. Ratings are described as a number then a mastery symbol (either W or M depending on the setting - don't ask!) and another number. 3. You roll a D20 below the first number on your skill, if you are being opposed by someone else, they roll on their skill. 4. You get 1 - critical, equal or below skill - success, above skill but below 20 - failure, 20 - fumble. 5. For every number of masteries (number after the mastery symbol) higher than your opponent, you can move your result one place to the left (towards a critical) or if you already have a critical, move their result one place to the right (towards a fumble). 6. If you have any Herio Points, you can use one of them to move the result one place as well. 7. You compare the results as follows: 1. Results are the same (critical/critical, success/success, failure/failure, fumble/fumble) then the person who rolled the lowest has a Marginal Victory. 2. Results are one level apart (critical/success, success/failure, failure/fumble) then you have a Minor Victory 3. Results are two levels apart (critical/failure, failure/fumble) then you have a Major Victory 4. Results are three levels apart (critical/fumble) then you have a Complete Victory 5. The reverse gives you a Marginal/Minor/Major/Complete Victory 8. Results of a contest depend on what the contest was, what the aim of the contest was, what the stakes were and the situation. 9. Generally, the better the victory the better the results. 10. You can help a skill by augmenting it with a similar skill. For every 10 points in a skill (Masteries count as 20), yiou add +1 to the skill to be augmented. 11. Certain situations can help or hinder a skill, you get a bonus or a penalty to the skill 12. Certain activities are harder to do, this is reflected by having a different opposing score depending on what you are trying to do. Most things have an opposing score of 14. 13. Skills are increased with 1 Hero Point, Keywords and Affinities with 3 Hero Points 14. Affinities contain multiple feats, you can add a feat to an affinity by spending 1 Hero Point 15. The Narrator gives you 1 Hero Point at the start of a session and a number of Hero Points at the end of a session/scenario And, basically, that's about it. Very simple, very scaleable, very easy to use and very quick. It's all the junk and subrules and special circumstances and magic systems that blow it up into a complicated game. Mythic Russia took a lot of the junk out, but didn't make it as simple as they could have, unfortunately. Quote:
But, this is a BRP forum not a HeroQuest forum, so apologies about the threadjack. |
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The main page has but one lonely forum, Basic RolePlaying. It seemed... well, I don't know why one would have a list of forums only 1 item long, but... Perhaps in addition to BRP, there should also be forums on the main page for HQ and RQ / Glorantha?
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