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Found 19 results

  1. Salt-

    Call of Cthulhu discord

    We’ve created a discord server for Call of Cthulhu called Necronomicon. We want to help unite the community who play this game not only to meet new, and awesome people but in addition to that help new players, and experienced find groups to play with. We want to help keep the game alive by making it easier for new players to find a group if they have difficulty in real life through the use of software & our custom made bot. By creating an expansive community we hope to use our custom bot to allow everyone to find a group to play with. We also have help channels which you can use if you have a quarrel with the rules of the game. As such you’ll receive live support instead of having to wait potentially hours or days for a response on the forums. We also plan to help events, say you have a live stream coming up to raise money for charity, just running an epic game or even hosting your own event in real life which is being streamed we’ll help promote it! However, to make this a success we need you, the community. By helping to spread this idea we’ll be able to develop a dedicated, mature and friendly community to entice even more people to play or even host their own sessions. Even if you only play the game at a table with your friends in real life you’ll still be a great asset to the community as well as the ability to meet like-minded people from across the globe you could even share a scenario you created with an easily accessible community. Our bot development team is creating an LFG tool to allow you to create games and then have new players join them, it’s currently still in development, at this current point in time you can create your own game and have others join it. You’ll then receive a private channel in order to play with your newly found group. As such, this is great for new players and through our combined efforts even more sessions will be running on the discord. Here’s a brief list of the current features which are accessible: A new users section with recommended platforms for online play if you’re only just thinking about hosting a game online (there are many benefits) We have a news and updates section which we will post news released by Chaosium and important updates so all you have to do is check out this section for your Cthulhu news. We also have a recommended YouTuber & twitch section for content creators that are worthy of your time if you’re looking for reviews on scenarios or just tips. Seth Skorkowsky is currently doing a series on the game system as a brief overview on the rules which I’d highly recommend if you’re thinking about picking up a copy of the rules. We have a help section which is provided by both Verified Keepers (a role which can be attained by request allowing you to access a private area of the discord so players do not have scenarios spoilt) as well as player provided assistance. As such you have a wide variety of assistance in the case you are unaware of what to do. We also reward players who help with certain roles, helping new players is greatly encouraged as remember, it’s them who will keep the game alive. A support section is accessible, this will allow you to ask help from staff as well as requesting an event. (not related to the game but rather the server, unless it’s an event) An entire discussions section for so you can talk to other players about Cthulhu, off-topic, Chaosium and more. You can also post any artwork you make in our artwork section. We will hold monthly competitions to help further the community such as a best Cthulhu related drawing, scenario creation, and more. A prize pool will be accessible for the winners. Voice channels to allow you to talk to other users A Keeper hub section for verified Keepers allowing you to discuss scenarios, leave reviews on whether you like them or not so Keepers can easily find out whether a scenario is worth purchasing, as well as help and a section to overcome a players disruption to your scenario/campaign. More features will be added as the community grows. We will welcome any ideas from our community. We hope to see you on our server shortly, help become apart of a hopefully ever-growing community so we can help attract new players to the game. Please invite your friends whom you play with so we can help build a base following which can then be built on through the attraction of new players! TLDR: We want to help further the community through the use of a group-finding bot making the game accessible to new players as well as those looking for a group to play with. We hope to make the game easier for new keepers, as well as experienced, to get help and find scenarios they may want to run with their group or find one of their own on the server. To conclude; by joining now you’ll be able to access everything Cthulhu related at the click of a button, the first 100 people to join will receive a special role to thank you for being the first members of an everlasting community. You’ll watch alongside us as this library of information continues to expand just like the universe. Hope to see you soon – Salt Join the cult today https://discord.gg/8yeAugS
  2. Chaosium Incorporated has entered a contest to win a grant for up to $250,000. The contest is called Mission: Small Business and Chaosium Inc. has entered to be considered as a recipient, but they need our help. Please vote for Chaosium Inc. before the deadline on June 30th. It would be great for one of the oldest and smallest gaming companies to have a chance to win $250,000, we all know it could go a long way with Chaosium Inc. The information that voters need is: Name of Business: Chaosium Inc. State: California City: Hayward They already have 7 votes, another 243 and they will be eligible for consideration.
  3. This supplement is a companion book for the Aces High setting. Incident at Alice is split into two sections; the first section is concerned with historical, geographical and societal issues that will allow the Master to explore some of the land of New Mexico during the appropriate period. The second section is a scenario which will allow the players to interact with some of the people and creatures that live here. In the scenario the characters will be involved in a bank raid and will chase an Apache outlaw across rugged terrain. Along the way they will begin to learn of the supernatural entities called the Kachina, sacred, mythical spirits of the Pueblo dwellers religion. The Puebloans themselves have a long and, at times, dark history. Some of which waits to be discovered in one of their forgotten, holy sites. The characters may begin to understand that not all Native Americans are the same. Being able to tell the difference between the thoughtful, artistic Puebloans and the warlike, aggressive Apache will give the characters some insight into the many divergent philosophies that are endemic of the native populations. In the end, learning this difference may be the weapon that allows the characters to succeed or fail in their quest. By Stuart Godbolt. To be submitted to Chaosium by October 2011.
  4. Trifletraxor

    OPENQUEST - D100 Gaming Made Easy

    A complete and easy to play Fantasy Roleplaying game, with monsters, magic and exotic locales. OpenQuest uses the classic D100 rules mechanic, which uses percentages to express the chance of success or failure.Open Quest is based on the Mongoose RuneQuest SRD (MRQ SRD), with ideas from previous editions of Chaosium’s RuneQuest and Stormbringer 5th, mixed in with some common sense house rulings from the author’s twenty years of experience with the D100 system. Final Edition. Character Generation: • Points buy by default, both for skills and characteristics (although there are optional rules for Random Characteristic generation) • Players come up with a concept for their character and build it the way they want. • Default rules produce jack of all trades characters, which are capable in combat, magic and practical skills. • Optional specialist character rules to produce characters who are more warrior or magician in concept. Character Improvement: • Characters gain improvement points for completing goals and entertaining play. • Players may then spend as they see fit on automatic skills and magic advancement. Skills: • Many skills are more groups of broad skills. For example Sleight, Hide and Stealth are all grouped together as Deception. This results in a streamlined and much shortened skill list. • Gone is the ‘golf bag’ of weapons skills, replaced by Close Combat, Ranged Combat and Unarmed. • Modifiers only added when they bring a big impact into play. Either plus or minus 25% or 50%. No more fiddly adding or subtracting of a +5% or -10% here and there. • Clear guidelines of when to call for a skill test and when not to. Combat: • Combat rounds are 5 sections of time, were combatants act in DEX order (INT if casting spells) • New combat manoeuvres available for all to speed up combat and make it more exciting • Characters with combat skills over 100% may split their attacks and defences to take on mulitple opponents. • No Hit Locations (although easy enough to add back in). • Damage taken directly off a Hit Points total, based on SIZ + CON divided by two. • Major Wounds (as seen in Stormbringer) an optional system. Magic: • Three approaches to magic: Battle, Divine and Magic. • All characters have some Battle Magic as default. • Summoning and Enchantment built into each approaches. • Specialists : Shamans, Priests, Holy Warriors , Adepts and Magus. • Sorcery now completely based upon one ‘Sorcery Casting’ Skill. This is the chance to cast a spell and limits the amount that the spell’s range, magnitude and duration can be manipulated. Creatures: • Twenty five monsters detailed. • Along with common domestic and giant animals. The Empire of Gatan: • A straightforward fantasy setting, with enough detail to pick up and play but enough room for Games masters to make it their own. The Road Less Travelled: • This is an introductory scenario suitable for beginning players and Games Masters • It is designed to give a general introduction to most of the rules systems Everything in the core OpenQuest rule book, except the illustrations by Simon Bray, is open gaming content under the Open Gaming Licence. This means that you can use all or part of the book to produce your own games, rules, adventures even for commercial release as long as you include the Open Gaming Licence included in the back of the book. By Newt Newport, with Tim Bancroft, Simon Bray, Paul Michener, John Ossoway, Graham Spearing and Tom Zunder. 182 pages. Published by D101 Games September 2010.
  5. Blood and Badges contains the 9 winning entries for the 2010 BRP Adventure Contest: • I Sette Magnifici Bastardi by Kevin Ross (spaghetti western) • Blood and Badges by Jon Hook (western horror) • The Goblin Hoss by Kevin Scrivner (western horror) • In the Frozen Darkness by R.J. Christensen (fifties horror) • Out with a BANG by Tom Lynch (cyberpunk) • The Haunted Bridge by Rich LeDuc (fantasy) • Company Town: Stepchildren of the Night by Mike Czaplinski (humorous conspiracy) • From Pagania with Hate by Marko Ercegovi’c “Streebor” (medieval horror) • The Prison of Outlaws by Simon Yee (dystopian alternate history) 132 pages. Published by Chaosium June 2011.
  6. The year is 1092 in the Age of Itania. King Girart of Mirensa, villified as the killer of children, schemes to bring the Nine Kingdoms under his crown while Safiro of Tivonna engages magi and spies to thwart Girart's ambition. Mad King Bertrant of Ossirenza bears the burden to defend the lands of Men against marauding Krek even as his galleys war on Tivonnan ships to satisfy his raging temperament. In the wild North the rangers, always outnumbered, battle the depredations of ruthless Kyaksa tribesmen who strike from mountain strongholds. In the steppes to the east the Solok tribes battle each other to satisfy the blood-lust of their gods and raid the West for its riches. The Vashaniin, an ancient and prideful people, spurn involvement in the affairs of Men while they prepare for the coming of a threat more dire than any of the petty squabbles of the West - an enemy that even now may be probing the defenses of the gray walls of the mountains of the Eastern Divide. By James Brian King. 136 pages. Published November 2010 by Chaosium. TarsaPreview.pdf
  7. It is twenty years after the end of the global wars. Our world lies in ruin. Once-great cities are now nothing more than shattered hulks populated with bioengineered soldiers, giant rats, and rogue robots. This is the world of Rubble & Ruin, a setting inspired by the classic post-apocalyptic fiction of the 1970's and 80's, where players take the role of prospectors searching the rubble for surviving technology. Here you'll find a description of the ruined city and its denizens, a bestiary, information on hostile elements, common trade goods, and sample gangs. Character generation includes six cultures, seven new races, and a section for biomodifications, cybernetics, nano-psionics, and dozens of new failings. Spot Rules for barter, firearms, the building of and fighting from cars, and the prospector’s best friend; the common dog. Also includes two full-length adventures. By Rich LeDuc. 130 pages. Published by Chaosium April 2010.
  8. Trifletraxor

    Changes to the Hive

    The activity in the hive have slowed down a bit, warranting a consolidation of two forums. Again, the bigger one ate a smaller one, so that all the post from the former "Outside the hive" forum have been moved to the "Basic Roleplaying" forum. The description of the forum have also been changed, to include "anything RPG related." So basically, one forum to rule them all, and one forum for the supplements. Cheers, Sverre.
  9. A Martial Artist's power comes from life-giving Chi, which suffuses the land of the Dragon Empire. It is your duty to use your martial skills and amazing Chi powers to protect the Forbidden City from the hungry ghosts, hopping vampires and Foreign Devils who murder and steal from the innocent. Use an expanded Martial Arts system that is compatible with any Basic Roleplaying game. Characters may employ real-life styles, like boxing or ninjitsu; mystical styles that stem from magic; or design their own styles with the tools provided. There are dozens of styles to choose from, and over one hundred Chi Powers. Explore the expansive Dragon Empire, where beauty and culture are marred by corruption and decadence. Due to high concentrations of Chi, magical spirits live alongside mortals. Players can choose to be humans, spirits, or something in between. Reap the rewards of piety: you might become Enlightened, find a position within the Celestial Bureaucracy, or even take a sip from the Elixir of Immortality. Dragon Lines is a game of high flying action. Characters can wade through hordes of Lesser Foes, and then duel with another Martial Arts masters. You can survive dangers which would slay ordinary mortals. Walk on water, run up walls and along rooftops, and harness the very powers of Heaven to shoot lightning from your fingertips! By Charles Green. 128 pages. Published by Alephtar Games March 2010.
  10. The village wise-woman creating herbal mixtures to cure her neighbours of the latest plague to curse their homes, the crone who disguises herself as a beautiful young woman to entice men to their doom, the travelling warlock who trades in potions and talismans which may or may not be truly magical. These are all examples of witches; men and women for whom witchcraft is an art and a profession. Within this monograph you will find new spells common to witches, rules for brewing magic potions and rules for creating talismans - a new kind of one-shot magic item in which the witch invests a portion of their soul for a short time. There are also descriptions of various witches’ organisations, and optional allegiance rules for flavouring magic ‘black’ or ‘white’. BRP: Witchcraft is a monograph best suited to Dark Ages, High Medieval, High Fantasy, Arabian Nights and Renaissance settings. However, there is nothing to stop you playing a modern witch selling magic potions under the table at a local diner or an apocalypse survivor rediscovering the old ways. By Byron Alexander. 76 pages. Published by Chaosium December 2010.
  11. Here are the winning entries from the 2009 Chaosium BRP Adventure Contest. Explore mythic Australia, battle for lost New Caledonia, assist Boston police in a kidnapping, and make a strategic strike against the Nazi Occult Bureau in the 1930s! These and other adventures take place in different times and places, for Basic Roleplaying and the Basic Roleplaying Quickstart rules. 168 pages total. THE ADVENTURES INCLUDE: The Battle for New Caledonia, by Oscar Rios. The River Terror, by William Noble. Save Me an Angel, by R.J. Christensen. OPERATION: Mind Storm, by Jon Hook. The King, The Maiden, and the Mad Man of Las Islas de los Muertos, by Kenneth Spencer. The Guns of Nero’s Rome, by Michael Silverling. The Soul of Ra Mihn Nudal, by Kevin Scrivner. The Twin Circle Defenders, by Bruce Thompson. The Burmese Extravaganza, by Patrice Crespy. Fools Rush In, by Tom Lynch. Incident at Vasir Station, by Greg White. By many authors. 168 pages. Published by Chaosium October 2009.
  12. Val-du-Loup is a setting for medieval adventures using the BRP roleplaying system. It details a backwards, danger-fraught region of the dense, primal Ardennes forests, and is intended to serve for either an Early or a High Middle Ages setting. The Church wields little influence among the counties and baronies along the river Loup. Christian fervor clash with Frankish and Celtish traditions. Barons feud for land, while greedy princes grab the last tidbits left of the Empire. The monograph contains the following sections: • The Player Section: A primer on life in the Middle Ages - medieval society, knighthood, castles, military orders, medieval cities, universities and religion. Detailed information about the setting itself, i.e. the region of Val-du-Loup: the ruling families, assorted personalities (nobles, clergy and commoners) and a lengthy gazetteer of important and interesting locations. Character Creation with suggestions on how to involve player characters in adventures set in Val-du-Loup; and a character sheet designed for a medieval setting. • The Gamemaster Section: The Bestiary with random encounter tables, The Mythos Bestiary, secrets and background for the main personalities and villains in the campaign including game statistics for all major characters and some stock characters. • Adventures: This section includes two complete adventures: A Black Heart and Prelude to War; two adventure synopses; and finally a list of story seeds. By Guy Dondlinger. 160 pages. Published by Chaosium July 2009.
  13. In Search of the Trollslayer is classic beer-and-pretzel dungeon-crawl filled with monsters, traps, and treasure! Your players will need to use their brawn as well as their wits to survive this dungeon. It is designed for 3-6 characters of Heroic Campaign power level. Other power levels may be used with some adjustment to encounters and obstacles. It is also suggested that the players create their characters using the total hit point option, as this will allow for a much more dynamic and exciting adventure. It is recommended that the party include at least one Wizard or Sorcerer, as there are several obstacles that will require their arcane skills to get past. This scenario is set in a dank and dismal swamp but could be placed in any campaign world with a few minor modifications. Three hundred years ago a brave human hero named Sir Tolwar was slain while leading an epic charge during the height of the Troll Wars. The body of the knight was never found but, because of his bravery, the tide of the war turned and Sir Tolwar became revered as a Saint. A brotherhood was formed that honored the knight, and they erected a shrine on the very site of the battlefield where Sir Tolwar was slain. They called themselves the Brotherhood of the Lance in reference to the weapon Sir Tolwar wielded on that fateful day — a golden spear called Kerok, the Trollslayer. Word of the shrine spread. Pilgrims thronged to this holy place, where to behold the spear of the saint could cure disease, heal the sick, or bestow courage for those going forth into battle. At first The Brotherhood accepted only donations for the upkeep of the shrine. But soon greed began to take root within their ranks. They began to charge great sums of money to look upon Kerok, causing those who truly needed the help of the saint to be turned away. The Brotherhood began to purchase farmland surrounding the shrine, demanding the serfs that worked it to pay exorbitant rents. As the years passed the Brotherhood of the Lance became nothing more than a cruel landlord. The greed and selfishness of the brotherhood angered the gods. They summoned a mighty cataclysm which shook the earth and flooded the Order’s holdings, creating the Dread Swamp. The monks themselves were transformed into hideous creatures haunting the catacombs of the shrine. Now the shrine is all but forgotten; a ruin rotting in the middle of the Dread Swamp. But legend has it that Kerok the Trollslayer, the lance of Sir Tolwar, remains hidden within the walls of the forgotten shrine, waiting to be claimed by any adventurer willing to retrieve it. By Troy Wilhelmson. 48 pages. Published by Chaosium May 2009.
  14. Basic Creatures presents an assortment of creatures useful to players of Basic Roleplaying. These critters are drawn from a variety of eras and genres of fantasy and fiction, including: Allosaurus, Baboon, Bandersnatch, Basikisk, Bear, Behemoth, Brontosaur, Centaur, Crocodile, Duck, Dwarf, Elemental, Elf, Ghost, Giant, Gorgon, Griffin, Halfling, Harpy, Headhanger, Horse, Insect Swarm, Lion, Lizard, Manticore, Minotaur, Mummy, Nymph. Octopus, Ogre, Orc, Plesiosaur, Satyr, Sea Serpent, Skeleton, Spirit, Tiger, Troll, Unicorn, Vampire, Werewolf, Whale, Wolf, Wraith, Wyrm, Wyvern, and Zombie. By Sandy Petersen and Steve Perrin. 52 pages. Published by Chaosium April 2009. (Note: Basic Creatures is basically a reprint of the creature chapter from RuneQuest 3 with the references to Glorantha removed).
  15. Basic Gamemaster provides wisdom and advice on running Basic Roleplaying games. There are five main sections: the first discusses the duties of the gamemaster in devising and presenting roleplaying adventures. The second covers scenario-construction aids for the gamemaster including encounter tables, languages, treasures, and danger-classes. The third treats the social organization postulated in the Basic Roleplaying rules, particularly as they affect adventurer occupations, income, magic and so forth. The fourth explores ships and the sea; supplementary rules to use in your game. Finally, a ready-to-play scenario is presented, intended to be used with the average beginning adventurer group. By Greg Stafford, Charlie Krank, Ken Rolston, Sandy Petersen & Steve Perrin. 48 pages. Published by Chaosium May 2009. (Note: Basic Magic is basically a reprint of the gamemaster chapter from RuneQuest 3 with all references to Glorantha removed).
  16. BRP Adventures presents thirteen adventures for the Basic Roleplaying system. These are drawn from the submissions from the first Basic Roleplaying Adventure Contest. Organized by genre, these stories illustrate the versatility of BRP and its adaptability to different kinds of storytelling. The following are the general genres and adventures included: • Fantasy: Sharazar, by Andrei Baltakmans. Travelers of Ka'rang, by Chad Bowser. King John's Treasure, by Jean-Philipe Chapleau. The Caravan, by Sverre Larne. • Horror: The Sign of the Goat, by Guy dondlinger. • Alternate Realities: Going Up the Country, by R.J. Christensen. The Black Book, by Stuart Godbolt. Daybreak Tomorrow, by Rich Leduc. Escape From the Slavelands, by Sarah Newton. Terror At 6666 Feet, by Matt Steele. Ruin Nation, by Jason Williams. The Time Share, by Simon Yee. • Science Fiction: Planet-Fall, by Bruce Thomson. By many authors. 168 pages. Published by Chaosium March 2009.
  17. Aces High is a mythical western supplement. It’s a different time, a time where violence is an everyday occurrence on the frontier of Civilization. A time of six gun shoot outs, red skins on the war path, dying cowboys under a desert sun. A time where the people drag a living from the land of dreams. Violence is an everyday occurrence on the frontier of Civilization. Dust swirls around a crimson sun, reminding every one of their possible success, telling them of their mortality. Prospectors are raping the hills for precious metals; dumping their waste in the fresh, clear rivers. Buffalo hunters slaughter vast herds of buffalo for their valuable pelts, leaving a wake of rotting carcasses, a mountain of bone and skulls. The Law can barely cope, as lynch mobs leave cadavers hanging from the trees. The Redskins fight for their very existence, caught between death and degradation. The old powers cannot compete with the new power from the East. By Stuart Godbolt. 112 pages. Published by Chaosium March 2009.
  18. Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions, many of whom do not even know who their masters truly are, manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them. Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included. By Jeff Moeller. 180 pages. Published by Chaosium June 2008. Supplement for this setting: Dust to Dust
  19. This tome of a book collects all the rules and options for one of the most original and influential role playing game systems in the world. From its origin, Basic Roleplaying was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Basic Roleplaying mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. The core virtues of the system are as evident today as they were when it was first introduced. Primary characteristics of Basic Roleplaying that have emerged from decades of play, across many different varieties of the system are as follows: • The system is remarkably friendly to newcomers. It is easy to describe the basics of the game system, and the percentile mechanics, to non-gamers. • Players of other game systems often find Basic Roleplaying to be much less mechanistic and less of a barrier to the actual act of roleplaying. Less time spent on game systems usually equals more time available for roleplaying and thinking “in character.” • Most of the information players need to know is present on their character sheets. • Characters tend to evolve based on practicing the skills they use the most. They do not arbitrarily gain experience in skills and qualities based on ephemeral elements such as levels or experience ranks. • Combat can be very quick and deadly, and often the deciding blow in a conflict is the one to land first. • Basic Roleplaying is remarkably modular: levels of complexity can be added or removed as needed, and the core system works equally well with considerable detail as it does with a minimal amount of rules. The internal consistency of Basic Roleplaying allows for rules judgments to be made rapidly and with little searching through the rulebook for special cases. This book represents a first for Basic Roleplaying—a system complete in one book, without a defined setting. Previously, Basic Roleplaying has been an integral part of standalone games, usually with rich and deep world settings. Due to differences in these settings, Basic Roleplaying has had many different incarnations. Variant and sometimes contradictory rules have emerged between versions, to better support one particular setting over another. Chaosium’s Basic Roleplaying system reconciles these different flavors of the system and brings many variant rules together between the covers of one book, something that has never been done before. Some of these rules are provided as optional extensions, some as alternate systems, and others have been integrated into the core system. By design, this work is not a reinvention of Basic Roleplaying nor a significant evolution of the system. It is instead a collected and complete version of it, without setting, provided as a guide to players and gamemasters everywhere and compatible with most Basic Roleplaying games. It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into Basic Roleplaying. By Jason Durall and Sam Johnson. 400 pages. Published by Chaosium May 2008.
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