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RQI/-/III had opposed skill mechanics - they were just implicit and inconsistent: attack vs. parry worked one way, most skills worked another and some (such as move silently vs. listen or Hide vs. Spot) had yet a third method of resolution. There's a lot of criticism that to me seems to boil down to the fact that people's preferred method of opposed skill resolution hasn't been adopted as the default rule: but since (anecdotally) most of those in favour of more explicit opposed skill mechanics seem to want more (and more consistent) details than the implicit method in RQI/-/III, the new method seems like the best way forward. It's easily ignored by those who don't want to use it, but makes a lot of sense to those who do. Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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I think that is going to be one cross that BRP is going to have to bear. BRP was never really a system before, but more a framework to build on. Since each RPG was built separately, with rules made up to fit new situations as they went along, there is a lot of minor differences between RQ, Stormbringer CoC, World of Wonder, etc. All well and good until you try to combine them under one hat. By trying to appeal to d100 players as an whole rather than trying to appeal to the fans of one incarnation, guarantees that there will be something in the game that everyone won't like. Just that the "something" will vary from gamer to gamer. Hopefully the pros will outweigh the cons in everyone's (or most eveyone's) mind and all will be good. But I think there is a real possibility of the combined approach essentially alienating everybody.
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To me, the Basic System is useful because it irons some of the quirks out of the Call of Cthulhu rules, that I've always felt were there, whilst also opening up Basic experience to other worlds that aren't intrinsically nihilistic in tone. I mean, I think Lovecraft is great n'all, and the premise is timeless, but it's nice to encounter different times and places with a different underlying perspective, every now and then! To me the key to whether Basic will be successful or not will not be how tightly compatible the rules are to (mostly long out-of-print) games from the past, but rather the quality and quantity of the worlds that will be provided to support it now, and in the future. Last edited by TrippyHippy; January 13th, 2008 at 16:52. |
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It could. But from what I've been seeing I think it won't. Just this thread alone is showing that. Most of us having been running some incarnation of RQ/BRP for over two decades now. BRP has to compete with that. In the end I think a lot of us will buy it, but that most of us will prefer the rule set we are already using and will use BRP as a potential source for adding on stuff. For instance, I prefer RQ over the simpler/watered down version of the game. I prefer strikes ranks (RQ2 version over RQ3) and hit locations, skill categories and all that. So I'd be more inclined to run RQ with a few mods of BRP than to run BRP. I think that is going to be the bane of BRP, it will get competition from earlier BRP games.
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P.S. show the rpg.net masses that BRP is coming and is sexy by casting your 'vote' for it as what you're "excited about for 2008" in this thead; What are you excited about for 2008? - RPGnet Forums |
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I think one of the positive things that is going to emerge from the new BRP (especially if it is reasonably well supported) is a realisation amongst the wider gaming community and even some of the more blinkered BRP fans as to just how flexible and adaptable BRP can be: it's not just gritty fantasy that it handles well... Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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Nothing against Jason, but he isn't reinventing the wheel here. In fact, more credit to him for not trying. But really, if people didn't stand up and take notice the last ten times the system been put under their noses, what makes you think they will this time?
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It is all about feel. You like the Opposed Roll - fine, but some of us don't. And no way is it the best for 30 years! I feel there are quite a few issues about ORs that are not yet resolved: rolling low or high-within-low; extra maths; trivializing potentially exciting contests (e.g. sneaking, bargaining...). For me, the challenge of finding the Perfect Mechanism is still ongoing. Care to join me, or wish me luck? |
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