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Ken Hite’s Review of ‘Basic Roleplaying’

Ken Hite (he’s worked on so many RPGs I’ve lost track; LUG Star Trek is the one I most recall) wrote a review of BRP (Chaosium’s d100 system-neutral game) a few years back. I’ve copied it here and highlighted a few points. I need to check out the ‘Passions’ mechanic.

Dry Bones Gonna Rise Up

Consider this the most comprehensive playtest review in history. I’ve probably logged more hours playing one or another form of Chaosium’s Basic Role-Playing engine — the core of Call of Cthulhu, RuneQuest, Nephilim, Stormbringer, Superworld, and Ringworld, to mention only the games that I’ve played with it — than every other RPG system combined. Including, I should add, using it as a “generic” engine for games from wild multiversal action to steampunk to Westerns to space opera to, well, occult horror investigation. I’ve also, for what it’s worth, written plenty of rules for it professionally, mostly for Nephilim and for Mongoose’s latest iteration of RuneQuest.
So I was glad to see that Sam Johnson and Jason Durall did a pretty darn good job of creating a core book for the game I’ve been running, off and on, for the last 25 or so years. Basic RolePlaying: The Chaosium Roleplaying System (399 pages, black-and-white softcover, $39.95) takes all those Chaosium core books and filters them down into one generic RPG system.

Surely everyone knows by now how BRP works: human character stats go from 3-18 (the new book offers point-builds as well as random rolls), skills go from 0% to 100% (the new book has rules for skills over 100% now), you roll percentile dice under your skill, and bang. Armor subtracts from damage, and you can get as crazy as you want with hit locations, but it’s still basically “d100 and a cloud of dust” with characters that are almost always gratifyingly fragile in combat. That, and the robust skills engine (this book’s skill list is a macedoine of Chaosium’s greatest hits), let the game explore other sorts of scenes besides fights. Magic? Depends — this book has superpowers, mutations, magic (a laRQ), sorcery (a la Stormbringer or CoC), or psionics (a la ElfQuest). Pick and choose, or mix and match. Gear, likewise; monsters, again likewise, taken from other Chaosium games and generified. Most of the specific Chaosium games have specialized mechanics and rules; most of them are somewhere in here, usually as optional rules. (The best? The passions mechanic from Pendragon. Use it.) But the core is the same game we’ve all been playing since 1978, when Steve Perrin looked in his white box and said “I’ll bet I could design better rules than this.”

In my experience, BRP remains excellently suited for any game in which combat is dangerous and something important reliably happens outside combat. It breaks down for demigods, but it breaks cleanly — there’s not enough rules to become cumbrous. BRP is also excellently suited for the modular attachment of any other, non-Chaosium game mechanics that you happen to like: at one time or another, I’ve added Ars Magica magic,GURPS advantages and disadvantages, and the old Marvel SuperHeroes superpowers (I’m not a fan of percentile superpowers) to BRP with less trouble than it took to type this sentence. (Not for the same game, I hasten to add. Although…) In short, it’s the cleanest, simplest, easiest generic system around. This is not to berate baroque (GURPS), complex (HERO), challenging (FUDGE) generic systems — but it’s nice to have a really good loaf of white bread, too.

And now it’s in one book, not 20.

(Source)

Caribdus Epilogue

Caribdus Epilogue

 

Caribdus will forever be changed by the actions of three young women. Their obsession with Blood Magic flooded an entire world nearly wiping out its population and threatened another: Earth.

The Crew that fought and died to stop them will go down in history as heroes.

The Maiden of the Mists, Mara, knew help would come from Earth and in her ethereal state did the best she could by pulling humans into Caribdus. In the final few months before the Hags defeat, the Maiden was forced to act more directly in order to aid the Crew. This caused the Hags to discover her and her portal. Their lust for power turned to planet Earth, but fortunately they were stopped.

Before her passing on, Mara connected with the Elemental Spirits and asked their help in restoring Caribdus. Water was not willing to relinquish control fully, but did allow Earth to expand itself. Thus balance was restored and the Elements were once again free and at peace.

Dry land rose up all over the flooded world. Where Ograpog once stood, some of its waterlogged cities were risen up. Now a group of large islands stand in its place and green growth has started to rapidly take root. Where the Doreen homeland once stood a new archipelago has risen. All across what was once the Flotsam Sea there is now an opportunity for expansion and life.

The Atani, in a desperate attempt to aid the Crew and end the Hags, devised a clever use of the Elder Trees power to create a flying ship. Some say it was the spirit of Crow that encouraged its use and design, for it was the intelligence of the Elder Tree itself that first suggested it to the Atani people. However, not willing to risk the newly born Elder Tree any more than required, the Atani quickly landed their ship on the newly formed Ograpog archipelago and founded a new Grove. The trees are slow growing but have a firm grip on the earth now and a new Atani settlement is already prospering.

The Doreen, aided by the efforts of Daxson and Gop, claimed the new hunting grounds as their own. Using their prestige and gold, they were able to gather most of the remaining Doreen together to begin rebuilding their civilization. An unexpected ally was found in the Grael who surprisingly decided to join in partnership and stake a small claim in southern Caribdus.

The Kieran empire is an ever present threat, yet after their takeover of New Madrid a more formal negotiation between themselves and the East India Trading Company was established. Duckworth forced his hand and the new Ograpogian land is considered neutral. Neither party is able to stake a direct claim, it’s a land free to all people who wish to settle there. Most know that the Kieran empire they will not let this stand for long, but currently they are stretched too thin trying to cover their home waters and now New Madrid.

Baltimus is still the ever present hub of commerce. Edward Lazenby had a keen mind  to capitalized on the Crew success and is financing expeditions and settlements for the new land. The city is also known for being a unify presence in the region against outlaws and pirates. The Crew set the example of cooperation between cultures and cities, proving ultimately it could accomplish what large fleets could not. The standard is being used to draft a new treaty between the Free Towns.

Father Rodrigo’s work has been put to good use. The construction of a new cathedral is under way and Marium Rodrigo (his Abuela) is busying herself feeding the poor and helping those who need it find opportunity in the new land. A flood of Catholic refugees are finding their way to Baltimus and Rodrigo has his work cut out for him. Torquemada’s name has been appearing on whispered lips recently, but it is not know what is plans are or if he is even a threat still. After the destruction of the Hags by the hands of a Catholic Mage however, many left the Inquisition and joined the Jesuit order.

The Kraken Empire is learning to get by without magic with the help of Kaliferous. Research is ongoing to find the reproduction problems of the Scurillians and so far has been positive. A definite link between the seeping of elemental magic and reproduction has been found and that has most likely affected both races. Bracus and Equias have proved to be very valuable test subjects. Admiral Caspian is working to unify the Kraken again and rebuild their homeland. Now that the Sphere has been recovered,utilized and the Hag threat eliminated his people can now focus on long term settlement and research. The Kraken have found a good friend in the Doreen people and mutual cooperation is helping both races expand.

Jomba Town prospers and now holds a new patron, Mordecai, in high honor. His fight against both slavery and the beings of darkness has become legend. The Kaumatua (Eti’s Maori freedom fighters) have dedicated themselves to fighting slavery and the unique threats brought over from Earth- vampires, ghouls and other darker beings. They would follow the tradition of both Mordecai and Solomon Kane and purge the world of lingering darkness. On a lighter note: Captain Liam’s Superior Scotch has become a major export for the town and is proving popular across the sea.

As a tribute to the Crew and their courage a large statue has been erected in Jomba Town.

It depicts a man with a smooth round head and face so it favors no race.  He is wearing an early U.S. naval coat (Liam), a dagger in one hand(Daxson), strapped to his side a hooked blade which resembles part of a crab claws (Brachus), elemental depiction of wind and water swirling around it(Mordecai and Father Rodrigo), wings arched high on his back(Crow), and being crushed under its foot is an amorphic shape representing evil. In it’s free hand thrust high in the air is a functional lantern that kept blazing. This lantern represents hope for the hopeless, freedom for the enslaved, peace for the embattled, and stands as a reminder that just as it always burns so shall Jomba remain free of tyranny.  On a brass plaque there is written:

“In memory of those few who cared enough to dare to bring hope to the countless.  May your names be forever on our hearts.  Brachus, Crow, Daxson, Liam, Mordecai, Rodrigo”

 

Caribdus is changed and new adventures and challenges are over the horizon!

 

Sea Fever BY JOHN MASEFIELD

I must go down to the seas again, to the lonely sea and the sky,

And all I ask is a tall ship and a star to steer her by;

And the wheel’s kick and the wind’s song and the white sail’s shaking,

And a grey mist on the sea’s face, and a grey dawn breaking.

I must go down to the seas again, for the call of the running tide

Is a wild call and a clear call that may not be denied;

And all I ask is a windy day with the white clouds flying,

And the flung spray and the blown spume, and the sea-gulls crying.

I must go down to the seas again, to the vagrant gypsy life,

To the gull’s way and the whale’s way where the wind’s like a whetted knife;

And all I ask is a merry yarn from a laughing fellow-rover,

And quiet sleep and a sweet dream when the long trick’s over.

 

GM note:

This concludes 50 Fathoms campaign with the Dice Haven group which has run over two years and 35 sessions. When I picked up 50 Fathoms at my local gaming store I never would have imagined where it would take me.

I want to thank my entire group for their excellent roleplaying and years of fun, it’s been a pleasure creating this story with you. Your superior roleplaying and initiative helped shape a very fun world.  Also, thank you to Shane Hensley for the most excellent setting and plot point campaign.

I am sad to see the story end, but glad to see it ended mostly well for the Crew. There are some loose plot threads left hanging (I think any sandbox campaign would have a few) and Caribdus is forever changed. There are many more stories to tell in this new world, perhaps someday they will be told?

 

-Jeff Messina

6-22-17

 

Daxson’s Thoughts – Epilogue

Daxson’s Thoughts – Epilogue

“You are here… I… wanted you to stay.”

“You didn’t really think I would did you?”

“I just wanted you safe. We all could have died. The hags… they sent entire crews to their graves…”

“I came for you.”

“I do not know what would have happened if you had not.”

 

Much else from that day is a blur. I remember little from what the Maiden told us of her sisters and their evil. They were gone and the fighting was finished. All that mattered to me was this woman who held me in her arms and took me home.

The quiet and stillness that fell over the sea when the final hag had fallen was almost more deafening than the storm before it.  Rescue and repair operations were underway but the fighting had ceased. Even with all the activity, a hush had fallen over our men as they stood in the wake of devastation caused by the would-be destroyers of this world.

We returned to Azy Cay but stayed only for a short while. The number of power struggles and political machinations that cropped up in the wake of the Hags defeat were too many to count. Many leaders sought the favor or influence from our crew to aid in their schemes but that sort of life had no interest for me. All of the crew had interests and pursuits that took us in different directions. With so many seeking out our ship with all kinds of intentions, we decided it was best to hide the Liberator’s Wrath for another time. We selected the ruin of Tressa the Red’s tower as the best spot. It is out of the way, secluded, and Father Rod and Kaliferous were able to reconstruct many of the protections that would ward off any pillagers. We left Carnifex there to watch over the ship and mourn his lost master in his own way.

It seemed that money would be of no concern for us going forward. The crew was showered with gifts and favor in Baltimus, Jomba Town, Caresia, and even Brigandy Bay. Not since our earliest days as a crew had we been driven by a need or want for riches, but it was more than deserved that the men who crewed the Wrath be rewarded for their dependable bravery far above what I could ever have given them. Of the relics left in our possession, Father Rodrigo was entrusted with King Amemnus’ sword and Kaliferous kept Edward Lowe’s staff to aid in his studies of the Kraken history with the Elementals. It was decided that we should split up the three golden triangles of Rufus Redbeard. Likely he is still out there roaming Caribdus in search of them, and it seemed far too dangerous to keep them together. We each took one for safe keeping when we went our separate ways.

Annie and I reunited with Gop in Baltimus and made our way to the new hunting grounds that had been created by the Elementals. Throughout the years Gop had amassed an extensive network of contacts both Doreen and other that had allowed to do a modest business. Those same contacts along with my reputation (deserved or not) as captain of the Liberator’s Wrath proved to be invaluable as we worked to restore the Doreen homelands and re-establish our culture as a people. It was not until my family was forced to flee our village when I was a child that I had ever had an interaction with a member from another race of Caribdan much less a human from Earth. The Doreen were a subdued and much secluded people. This time around our homeland looks to be a much more open and accepting place to all races (except the Kehana). Annie and I knew that we would never have children of our own but saw the people that had come there to make new homes and new lives as our own family much like my parents watched over my childhood village.

Through what blessing I do not know, whether it was the Elementals or the reproductive research that Kal has been conducting, we have been blessed beyond measure. There could be no other name for our first son than Liam. I miss my friend greatly. The memory of his sacrifice for this world lives on in that boy, who I have no doubt will grow into a great leader of men. We named our second son Cai. He is a quiet boy but there is much depth to his soul. He is the best little brother anyone could ever wish for. And finally we were blessed with a daughter to which I was completely unprepared for. The fairest skinned Doreen anyone shall ever see with brightest shock of long red curls like her mother. There is no end to the trouble that little Crowlyn gets into but she has brought our family unending joy.

As they grew I would often think of my parents and it saddened me that my children would never know them. I worked hard to instill in them the lessons and stories of the Doreen that had been passed down to me. Much of my own life I considered to be a lesson in what not to do and shared sparingly as I do not consider myself much of a storyteller. Fortunately my children had an Abuela and a Father Rodrigo, whom they visited often, to fill their heads with fantastic tales of adventure and, more often, misadventure. Of course any story involving their namesakes were always a favorite, though I’m not sure who loved them more, the children or me. Sometimes those were the stories I would rather my children not hear, instead of getting every last detail from Father Rod. In truth I missed my lost companions greatly, thought of them often, and wished they could have seen the world they helped secure.

I have never been much for acquiring possessions but among my greatest treasures were three reminders of my fallen friends. A bottle of scotch gifted to me by a captain in Brigandy Bay who was proud, just as I was, to say that he had once sailed with the great Liam McCormick. Annie and I had shared a few drinks from that bottle in his memory but I had kept a close eye on the level since as I knew that liquid led to many a misadventure. The spyglass that Crow had used everyday in the nest on the Wrath. Every time I see it I think about the next mess of trouble that kid was spotting through it, but if he hadn’t started that bar fight in Brig, I never would have met Annie. She doesn’t let me forget that, and neither do the children. And lastly a big, black, wide-brimmed hat. The strangest hat I ever saw worn by the strangest man I ever met… and one of the best. Every time I sail, every time I have a drink with friends, every time I need a buddy watching my back, I miss that man. The hat gets worn a lot around our home. When the children were younger, more than a few scuffles broke out over who got to wear Mordecai’s hat.

 

My children knew there was only one rule regarding the relics leftover from my time with the crew of the Liberator’s Wrath. Do not ever, ever, ever touch the golden triangle.

Not ever.

 

And so one day that is exactly what they did…

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