BRP 2e - Basic RolePlaying (2nd Edition).pdf
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Wl1illTID~®
An Introductory Guide
by GREG STAFFORD
LYNN WILLIS
Illu strated
by
WILLI AM CHUR CH;
Ad ditional Illu strati o ns by RI CK BE CKER
DEDICATED
To Steve Perrin and and the other authors of
RuneQuest for their work and inspiration in the
RPG field.
Copyright
©
1980.
1981
C/uwsium Inc. AU Rights
Reserved. Published by ChDosium Inc., Box 6302.
Albany CA 94 706.
Printed
in
the
U.SA .
Second Edition
This PDF produced
by
a Sword of Humakt.
This book i s copyright Chaosium Inc. This file i s for illus trati on and
discus sion only.
If
you do not already own this book,
delete this file immediatelyl
2
I.
Introduction
WHAT IS A FANTASY ROLE-PLAYING GAME?
A fantasy l ole -playing (FRP) game is one wherein the play-
ers constru ct characters who live out their lives in a specially
made game-world. The charac ters need not be anything like
the people who play them. Indeed , it is often more rewarding
and enjoyable for players 10 create characters entirely unlike
themselves . For instance, the most popular sorts are warriors
and magicians- how many
knights
or wizards do you know
in
this world?
The game world Is operated by a referee (sometimes called
a game master, adventure master, dungeon master, etc.) who
sets up the si tuations which the players confront and who also
plays 'the world. '
An
FRP
game, then, is an interaction between
players, who
ope rate (run) charac ters, and a referee, who runs the world in
which the adventures occur.
Most of the play
is
verbal exchange. The players tell the
referee what they wish or intend to do. The referee then tells
them if they can or may do it and, if nol, whal happens
instead.
The actual game rules are important only when th ere is
some qu estion of success or failu re. for the rules are the agreed·
upon ' reality' which makes the game world understandable.
The rules represent the common experience of the player-
characters as well , and provide ways of determining the likeli·
hood of success or failure before a situation is actually met.
The rules also are the court of appeal : whenever there is a con·
flict between what th e
player~haracters
wish to do and what
their game.world seems to 11:1 them do, then !he ruJ es are used
10 settle the dispute.
Suppose that a player tells the referee that he wishes t o
open a door and enter the room . The referee tells the player
that the door is locked. The playe r says he
will
open it. With·
out rules, an argument or an arbitrary decision might result.
The rules tell you how t o discove r the outcome of game
actions.
Rul es commonly use various die-rolling methods to deter-
mine the outcome of actions. Sometimes dice are use d to rUld
out whether or nol something happened, such as the door
whlch did or did not open. And sometimes there is a greater
variety of outcomes possible, such as in combat when an attack
succeeds o r fails and is ampli fied or modified by a critical hit
or weapon fumble. The amount of damage done by a success-
ful attack depends on a die roll, as well.
In FRP, the referee has the immense responsibility of pre-
paring a game world and playing it without bias. Most o ften he
or she
will
set up a lair of some hostile monsters and bandits,
and then he or she
will
play !hem against the
player~haracters.
It
is the referee's duty to make the opposition smart and mean,
or there
will
be little challenge for the players, and th ey
will
be
bored. But the referee must refrain from arbitrary decisions
even though the players out-fight , out-wit, o r out-guess him
in
the end.
The players also have a duty to play their characters within
the known limits of the characters they run. Remaining un-
biased is as difficult for them as for the referee. Just beca use a
player happens to be a science major and knows how to con-
coct subtle and potent compounds does not mean that his
shepherd character (without learning or training) can 5trolilo
a game·world village and open an alchemy shop.
Operating within the limits of their characters presses the
imagination of every player, and it
is
just that situation which
name.s this genre of games,
role-playing.
The playen them-
selves act out the roles endowed to their characters as Ihough
only those characters existed. Doing this is the most difficult
and most satisfying part of the game .
like anything else, role·playing
is
easier when you have
done it a few times. Always have some idea of your character
before you start, but also allow the events of
his
or her life to
help shape the character's personality.
Allow
yourself diffe rent
roles for different characters.
As you go through this book, you'llieam a basic role-playing
system. The booklet explains the game mechanics which de·
rUle the 'world machine.' But you must do the character crea-
tion whlch dermes the character's personality. You do not
need a prepared ch aracter to begin role-playing. By the time
you rmish this book you
will
have one, though, and this is a
good
time to get him started.
EXAMPLE
Your character
is
a young person, male or femille (you
get your choice). He
knows
little of the world, htll'ing
always livm on a farm located in quiet countryride far
in the middle of somewhere. His childhood has been
happy and SIlfe, and his adolescence has been innocent
and ignorant. The game you play will start
his
chroncle
ofadulthood.
Today
is
exCiting. The foreman ofyour father's farm
is going to town to pick up supplies, and he has asked
your chilracter to go
along.
Since you \Ie nn;er been to
town before, you can Juudly wait.
The wagon trip is uneventfuL You hove seen the trees
and fields ofthe [arm before. The rutted dirt road passes
by more farms, now ones you \Ie neller seefL From the
wagon you spy a do.rk tower, broken
and
mysterious,
atop a distant knolL Th e foremlln tells you (hilt it
is
3
Crag~
Ruin, and
that
ghosts dwell there,
and
thot
his
father once helped kill a troll nearby. He also tells you
not to
won')',
because he has hu jfI\/elins with him
and
tkat you are SlIfe.
(How does his talk make you {eel? Are you
worried
by being
JO
close to the ruins? Curious to see
if
ghosts
really
Iille
there? Reossured by his statements? Confutent
in
his j(Illtiins? Wish you
hod
ont younelf. even though
you wouldn't know how to
uu
it?)
The wagon
trip
takes three
hoon
to complete. The
village ofShinown (»ruuned because you can buy cot·
ton clothes there) is snwll, $Orne 20 buildinp scattered
along
a stream. To you, who /unit never seen anything
bigger thtm
Q
famuteod. Shirtown is a
rel'ewtion.
The [o remtJII hitches the horse and wagon to a rail at
the troding post and waten the animal. Seeing your cur-
iority. he tells you to take
Q
walk around. "Be careful,"
he saY.f. "You 'rejus(
Q
kid- there're /oreignen;n town."
(How do you {eel about being CtZlIed a kid? Willyou
talk back to him to prove you oren '17 Does the idea of
foreigners scare you or make you want to see them?)
Walking around the village, yoo see that the 'main
street' has the trading post on it, a boardiTIC house with a
painted
sign
overhead, an office with words written on
the d oor, a stable,
and
a number offancy houses painted
with colon much brighter than any used o n your farm.
A dozen
or
SO people wflik along also, most briskly on
busineu.
You tum from the tnQin street mong one ofthe small
trails which weave behind building and along garden
plots. You suppose that the people who tend the
fields
around Shirtown actually live in town, and that these
are their penonal gardens. A baby cries fretfully
{rom
a
house on your left. Geese waddle toward the creek.
Bored, you Ttttlm 10 the main street. The foreman is
not visible, eviden tly inside, conducting businen.
Suddenly a man, wearing helmet and amror with a
shield strapped to his bock and a
sword
at his side,
stag-
gen out of the building near you, stumbles, and crashes
into you. You are knocked down and look at him from
the ground. lIe.rwean at you and tums his back, moving
OWQ)'.
(Are you angry? Frightened?
Do
you swear back <It
him, possibly angering him further? Or are you impress'
ed, wishing you had weapons and amlor and a bellyful
a/drink?)
As you watch, he turns the comer and falls down, ly-
ing
in
a heap and snoring. Looking quickly around,
you see that no one is nearby, to see either you or him.
A money
bag
is lying o n the ground near him, obviously
dropped from his hand.
( What do you do? Want some quick cash? 1I0w about
an easy sword? Maybe he won't even wake up if you
take off his helmet. Here
iJ
an opportunity which may
~/I
shape the nst of your life. What will
it be,
an easy,
if dishonm, chance to
get
ahead
in
the
world
quickly?
An honeu attempt to help thiJ stranger? Should you
leave him to his troubles and go o n? Whatever you wish
wiIllwppen, since then is no referee right now to wake
him!)
Farther down the street a Iody
sits
atop a bam! She
is
Imlike any you've seen before. Her face is heavily
made up, something you've heard ofbut never seen. She
smiles at you when you approach and calls you o ver. She
offen to sel/you ajlask ofmagical drink.
{Want to buy? Got any money? If not, you honest
soul, then she will give it to you for {ree ifyou'll promise
to do her a fQllor, unspecified, sometime in the future.
She will make you swear on your soul
if
you do take it,
an oath which has some import to you o r anyone living
here. She doesn't even insist that you drink it now. You
may take it and save
ii,
orask the f oreman what
it
is. ... )
You wander back to the wa,gcm.
There you have the start of it . Not a lot to do , for su re, but
several opportunities to present your character with some pe r-
sonality. Honest or dishonest? Gullible or wary? In debt to
that old con-woman or still free? These are traits and events
which can come up again in you r you ng life, and maybe with
far.reaching effe ct.
Developing a characte r will also depend upon the basic
abilities which the cha racter has, and th ose will be discussed
below . But you must clothe th e numbe rs with imagination,
and that is the real play in the game.
IS IT FUN? -COOPERATION AND COMPETITION
Gaming is social. Ifyou want to use your imagination alone,
you could read a book. But be warned: when a number of
people ge t togethe r cooperative ly , they can fonn a communal
fantasy far more interesting and imaginative than could any
one person, and the joint effort results in an extremely satisfy·
ing expe rience for
all
invol ved.
Players must work together. Fo r instance, a patty ofadven-
turers will not survive against a batch of monsters if they are
not willing to aid each other, heal each other, and guard each
other. This is not to say that you cannot playa back-stabbing
thief, only to sugges t that if everyone plays that way, there
will be no incentive to play together. There must be honor
eve n among thieves , so far as gaming goes: if
all
of your cha r-
acters are cut·throats, who will want to play with you?
There also needs to be cooperation between players and
the referee. Though the referee does mastermind the world
and does set up and run the details , it's also tru e that the game
remains a game for him as well, and that he likes to have fun
playing too. The player-eha racters should pit themselves against
the world , not the referee. The referee should not be afraid to
ask othe rs for the ir opinions on game mailers, and the players
shou ld not
be
afraid of debatin g rules questions or play oppor-
tunities with the referee. Refer ee rulings should be final ,
though, and players must be willing to take losses if the referee
is
adamant in his thinking. Work out questions by discussion,
not fiat , and players and referee should be willing to change
their minds if necessary , and occasionally change the game
somewhat 10 adjust to th e si tuati on at hand .
Simple communication
will
build an enjoyable and under·
standable world to play in. The rewards of cooperation are
great ; hostility and rese ntment are fatal to play. Remembe r,
the object of all this is to ha ve fun .
WINNERS AND LOSERS
Uniquely and admirably, in FRP the re are no winners and
losers in the nonnal compe titi ve se nse. Play is cooperative,
whe rein the participants work together fo r a common goal.
The opponent is some alien or hostile situation controlled by
an impa rtial referee, not another player.
4
Winning in such a situation depends on whether or not the
player-charac ters succeed in their goal. Losing is what happens
if they fail (they may just try again later). Th e only real losers
are those chuacters- not players-who die in the attempt.
Even then th ere is satisfaction in dying gloriously, and recou nt·
ing such a deed of honor.
ber which is face up on the die as th e result.
This
is the meth-
od
used for reading
D8
as well . The top number is the number
rolled.
D4s are more difficult. Th ey are pyramid-
shaped and have no apparent top to read. In
their case the number rolled is the one which
is right-side-up
on
the sides of the die after it
is thrown. These dice rarely roll, and it is ad-
vised thai you get
a
random result by tossing
them so that they tumble in the air before
landing.
Though 020 Is also read from the top,
as
wi th 06 and 08, they have only two sets of
sin gle digit numbers 0-9
on
their 20 sides.
Wh at to do?
There are two usual ways to make a 020
yield 20 differe nt numbers. You can take a
marking pen and mark one each of the num-
bers from 0·9 to distinguish them from the
other sel of ten numbers , and then decide
whether the ma rked o r the unmarked num-
bers represent the single digi ts. The others
will
be
the 'Ieen' numbers. Green pens will
yield 'teen is green,' but any color will do.
As
a 0 20, the low ze ro
will
be
10, and the
high zero
will
be
20.
An
a1ternale method does not mark the dice. Roll the 020
and any o th er die at the same time. The other die result deter·
mines whethe r the 020
is
a single digit or a double digi t num-
ber: low equals 1-10, and high equals 11·20.
0100 rolls are actually easier. If you have one 020, you
need to roll it twice. The first roll
is
the ' tens' roll, and the
second roll is the 'ones.' If you roll a 5 the Iirst time and an 8
the second time, you've rolled 58. "00" always equals 100.
With two 020 of different colors, you need only roll both
at the same time to read the 01 00 number. Decide which color
is the 'tens' and which is the 'ones.' Then always read the dice
the same way . If you are using th e chit-dice , the first numbe r
you tum up is the tens number.
LIFE AND DEATH
Danger is a common part of role·playing. There is satsi fac·
ti on in non·dangerous occupations, and players are urged 10
have some non-combative characters if time allows. But the
sharpest spice is the pe rfonnance of characters in Iife-o r-de ath
situations. Dying is the one experience we cannot know more
than once, and few of us are interested in hurrying-up ou r
chance for the knowledge. Role-playing gives us surrogate
danger without the ris k.
Even so, you
will
experience real emotion whe n your char-
acters gain victories, and undergo real agony when they die.
Players and their cha racters have a very intimate re lation, and
the longer a player runs his character well, the more likely there
will be a sense of loss when death comes and resurrection is
not possible. This can
be
traumatic if you arc too close to the
characters at hand. For this reason, peoplc a rc advised to never
play themselves in a game. Always maintain a proper mental
attitude towards the game, and remember that it
is
only imag-
ination, no matter how real it seems during play.
Possibility of loss makes success rewardi ng. Commit your
characters to ba ttl e and play without reSlnin!.
D4
08
020
II.
Materials
DICE, AND HOW TO READ TIlEM
Basic Role-Playing
uses a number of different dice. If you
boughl thi s bookle t separa tel y, chit-dice are included on the
ce nt er in sert. Dice sets are availab le at game stores or by mail.
For convenience, players use their own sets, but aho will share.
Four types of dice
will
commonly be used: th ey are 20-sided,
8-sided, 6-sided, and 4-sided dice. When two 20·sided dice are
used together, or when one 20-sided die is rolled twice , a num-
ber between 01 · 100 is generated-a 'perce ntile roll.'
Abbreviations are used to designate these dice . The letter 0
stands for the word Dice. This letter
will
be followed by a
number denoting the number of sides on th e die being used.
Thus a 020 is a 20-sided die , a
D6
is a 6-sided die, and a 0100
is a pair of20·sided dice used as pe rcentile dice.
Designations may be preceded by a numbe r. This number
tells the playe r the amount of that kind of dice 10
roll.
For
instance, 206 means that two 6·sided dice should be rolled
and th ei r results added together. If you don'l have the right
number of that kind of die , roll the one you have for th e num-
be r of times indicated, and total the resu lt.
Sometimes additions must be made to die rolls. You might
see " 106+ I". The numbe r following the plu s sign should be
added to the resul t of the I 06 roll. " 106+ I" means that the
fina l res ult must
be
between 2 and 7 , though the exact resu lt
depends on the actual roll of the
D6.
Finally, there are occasional results requiring that differen t
dice be ro Ued at one tim e. If a weapon does 106+204 damage
the actual damage will be fou nd by rolling the th ree requested
dice and summing their results.
READING
THE
DI CE
Most of us are familia r with the good old cubical 06. We
read it by thrOwing it
so
that
it
rolls, and then taltin g the num.
CHARACTER SHEET
On
the nexl page are three
BRP
character fonns. Anyone
fonn holds
all
the immediate characte r info you
11
need about
a particular character. You'll learn laler to
ftll
out the fonn
and what the sections mean. Photo-copy the page so that you
can reuse the fonns; a completed fonn is on page 16.
FIGURES ANO FOCUS
BtlSic Role-Playing
can be played as a slrictly ve rbal game,
as you can see from the example about the fa nner's child com·
ing to the big ci ty . But many games go farthe r than this, and
play with miniature figures and a battJeboard.
Focus is always useful, fo r
all
the players can the n weave
their imaginations into the same framework. Fo r instance, se t·
ting up a marching order for a party of Adventurers to travel
ove rland shows which characters
will
be in a pOSition to speak
to each; this may be signi fi cant late r if a character must choose
one person out of many to aid.
Ai ding rules interpretations is an excell ent reason fo r using
figures. When the figures are on the table,
it
is possible to see
that your friends are blocking the field of fir e your bow might
have, or it
will
show which characters are first assaile d by giant
wasps strilting from the flank, or how long it
will
take for one
character 10 aid another. Wi th figures , measuremen t provides
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