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Announcing the Basic Roleplaying System Reference Document and Open Game License


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On 3/27/2020 at 5:59 AM, Jeff said:

If it is not Prohibited Content then you are free to create your own derivative work. It isn't particularly limited unless you are trying to reskin RQG, Cthulhu, or Pendragon.

This is a message we're trying to get across on reddit, that the new OGL is, well, amazing. 

 

Since posting this though, Toxandia has been released :)  I haven't read it yet but it's a fantasy game built using BRP OGL. Very exciting!

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Chaosium is pleased to announce the release of the Basic Roleplaying System Reference Document (SRD). The Basic Roleplaying SRD is based on Basic Roleplaying, the simple, fast, and elegant skill-

I just took another look at the Mythras Gateway license and noticed that the BRP license is actually quite similar in some regards - I think them main problem and the reason for most of the discussion

This A suggestion might be to start with the BGB, remove Sanity and other bits you folks feel fall under the list of Prohibited items. My guess is that it will be a much bigger document, and much

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On 8/12/2020 at 10:45 PM, smiorgan said:

... does not go overboard to emulate D&D in BRP as Classic Fantasy did ...

I never thought of CF as "going overboard."

D&D emulation (within the skill-centric mechanics of BRP) was the entire point of CF!

As well to say that RQG "goes overboard with all that Glorantha," or CoC goes overboard with Cthu...  well, OK; technically speaking, ANY of the Great Old Ones is too much.

But you know what I mean!

 

Still... this looks like a worthy addition to the BRP family!!!

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4 hours ago, g33k said:

I never thought of CF as "going overboard."

D&D emulation (within the skill-centric mechanics of BRP) was the entire point of CF!

Fair enough. That's probably why I'm not that interested in CF. Its design goal does not appeal to me. I like the idea of a BRP game that takes some thematic inspiration from D&D, that you can use to run the kind of fantasy adventures you run in D&D, even containing some nods to D&D mechanics, but not a fully fledged d100 D&D emulator.  At that point, I just prefer to play D&D.

So, in the end it's just that Toxandria is closer to my preferences than CF.

 

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5 hours ago, smiorgan said:

Fair enough. That's probably why I'm not that interested in CF. Its design goal does not appeal to me. I like the idea of a BRP game that takes some thematic inspiration from D&D, that you can use to run the kind of fantasy adventures you run in D&D, even containing some nods to D&D mechanics, but not a fully fledged d100 D&D emulator.  At that point, I just prefer to play D&D ...

I don't quite consider it an "emulator" ...  but I can't call that an "incorrect" assessment, either!  It uses the BRP/d100 & d100 per-skill advancement mechanism, instead of D&D's "XP" abstraction.  Then in D&D, where you earn "enough" XP to level-up, you unlock new levels of skill, new spell-levels, &c... whereas in CF when you achieve the skills defined as matching the new "Rank" (something very like the necessity of some specific Skills needed to become Rune-Level in RQ), then you're ALREADY skilled-up, but you unlock new levels of spell & other "Special Abilities."  It is, frankly, the kind of brilliant innovation that makes for an "oh, of course! it's so simple!" experience looking at it after the fact, from the outside.

The thing is:  it allows you to run all those old AD&D modules.  Mostly, run as-written, with a simple adapt/adjust step on the fly, at the table.  That gives you a *LOT* of content!

And it's all "classic" content, old-school AD&D.  The core customer-base, AFAIK, are those folks who cut their teeth on AD&D, back in the day, and want to recover the "flavor" of those old modules (with a more-rational rules basis).  I think there's another substantial portion of customers who are newer players interested in those legendary "early days" games, and wanting to go back to see "what's all the fuss about."   And (I suspect) there's also a non-trivial number of BRP/Mythras fans who relish the irony of retro-porting their superior rules and assimilating the D&D content (these may actually be the LARGEST single group)...  And some folk who partake of more than one of these groups.

 

But we're straying off on a distant tangent from the BRP SRD/OGL topic (and this is an "official" thread, not rando-forum-content) so... if you're interested in further chat on this, shall we move to PM, or over to the Mythras forum?

I honestly wish Rod had stayed with BRP when he took his CF product beyond the "monograph" stage!

Not that I don't think Mythras is a very-fine product... but I couldn't manage to sell that ruleset to my group, back in the RQ6 era when Chaosium wasn't cranking out fine content like they are today.

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55 minutes ago, g33k said:

It is, frankly, the kind of brilliant innovation that makes for an "oh, of course! it's so simple!" experience looking at it after the fact, from the outside.

 

Nothing against CF and Mythras, but I'm pretty sure that that in itself is not an innovation; I have a strong feeling that I've been playing several RPGs in my youth that used the "You level up by raising your skills" method. Okay, the only one I can name now is the German RPG Midgard (which has been doing it like that since the early 80s, I think), but there must have been more ...?

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15 hours ago, Jakob said:

Nothing against CF and Mythras, but I'm pretty sure that that in itself is not an innovation; I have a strong feeling that I've been playing several RPGs in my youth that used the "You level up by raising your skills" method.

Yes, this concept is as old as RuneQuest itself (the term Rune-Level says it) and Mythras, which is the 6. Edition of RQ, uses this idea, too (but in a more elaborate way). The whole chapter 14 in the CRB is a hidden "Level system" - especially applied to the Magic Rules.
CLASSIC FANTASY, the D100-emulator of (A-)DnD, utilizes this system again but much more direct and visible.

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On 9/21/2020 at 9:44 AM, Jakob said:

Nothing against CF and Mythras, but I'm pretty sure that that in itself is not an innovation...

12 hours ago, Prinz Slasar said:

Yes, this concept is as old as RuneQuest itself (the term Rune-Level says it)

 

It's the notion of formalizing a "class and level" system (specifically, AD&D's (more or less)) as specific ranks of specific skills, and then unlocking a sequence of higher and higher-level "special" abilities (specifically, AD&D's (more or less)).  You can "multi-class" by checking & advancing THOSE skills (plus the in-character / RP "fluff" of finding tutors/etc).

Maybe some other game DID do that sort of thing...?  But I know of none that did the D&Desque class/level centricity via the inherently class-less / level-less mechanics of the BRP family.

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