BRP - Quick-Start Edition.pdf

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Basic Roleplaying Quick-Start Edition is published by Chaosium Inc.
Basic Roleplaying is copyright ©1981, 1983, 1992, 1993, 1995, 1998, 1999, 2001, 2004,
2008, 2009 by Chaosium Inc.; all rights reserved.
Basic Roleplaying ® is the registered trademark of Chaosium Inc.
Similarities between characters in Basic Roleplaying and persons living, dead, or otherwise are strictly coincidental.
The reproduction of material from within this book for the purposes of personal or corporate profit, by photographic,
optical, electronic, or other media or methods of storage and retrieval, is prohibited.
Address questions and comments by mail to
Chaosium, Inc.
22568 Mission Blvd. #423
Hayward CA 94541 U.S.A.
Please do not phone in game questions; the quickest answer may not be the best answer.
Our web site www.chaosium.com always contains latest release information and current prices.
Chaosium Publication 2021. ISBN 1-56882-297-9
Published in April 2009. Printed in USA.
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Revised by
Jason Durall and friends
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Spot Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
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T his is the quick start version of Basic
Roleplaying ; Chaosium, Inc’s D100 roleplay-
ing game system. The Basic Roleplaying sys-
tem (BRP for short) has been utilized in some of
the most influential roleplaying games published
in the past thirty years (among them Call of
Cthulhu , RuneQuest , Stormbringer , and others). This
streamlined set of BRP rules is usable in a variety
of settings. Presented here is basic character cre-
ation; the system; combat; equipment; and a sam-
ple combat.
Though the Basic Roleplaying core rulebook is
recommended for the variety of options and
details it provides, these fast play rules contain
enough information for enterprising players and
gamemasters to run game sessions and even cam-
paigns without further reference. Only imagina-
tion and some “homework” are required to turn
these quick start rules into a BRP campaign.
Despite the size of the core rulebook, the
beauty of the BRP system is its brevity. The fun-
damentals of the game rules can be described in a
few pages, which is the mission of this quick start
version.
What is a Roleplaying Game?
The book you hold in your hands is a roleplaying
game, a rules framework that allows players to
enact stories of adventure, acting out the parts of
the main characters. The game rules provide
guidelines for what can or can’t be done, and dice
rolls determine whether the characters succeed or
fail at what they attempt to do. In roleplaying
games, one player takes on the role of the
gamemaster (GM), while the other players
assume the roles of player characters (PCs). The
GM also acts out the roles of characters not guid-
ed by players: these are called non-player charac-
ters (NPCs).
Roleplaying is a social game, like improvising
a story for a play, television show, or movie.
Player characters are the primary roles: PCs are
the protagonists the stories revolve around. A PC
might be a swaggering gunfighter, depressed pri-
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Players create PCs by defining them with rules that
help measure capabilities in quantifiable terms. This
information is written down on the character sheet.
Information on a character sheet includes things like
strength, intelligence, speed, education, skills, and
other abstract elements that make up a person – though
‘personality’ is evoked by how the PC is played by the
player. For example, though there is no numerical value for ‘irri-
table’, the player may speak in such a manner and give that per-
sonality to the PC . The PC’s character sheet is a cross
between a résumé and a report card: it defines what he
or she can do, and how good he or she is at it.
Roleplaying is what brings the character to life.
There is a major difference between what the play-
er knows and what the PC knows. At the gaming table
players are privy to “behind the scenes” information
that PCs don’t have, and they must be careful not to
take advantage of this knowledge. Dice rolls are used to
determine if a PC will know something, even when the
player may already know the answer. Similarly, there is
no reason a PC’s expertise is limited to things the play-
er knows—a PC can be an expert in fields the player has
no idea about.
The purpose of roleplaying is to have a good time.
It’s fun to deal with dangers that are not truly danger-
ous, threats that vanish when everyone rises from the
table, and monsters that evaporate when the lights go
on. If play goes well, the players feel that they’ve been
to an exciting new world for a while, find strength in
coping with it, and may even know victory.
The Basic Roleplaying
Core Rulebook
F or 30 years Chaosium, Inc. has published games
using the Basic Roleplaying system. These cover a
range of settings, from period horror ( Call of
Cthulhu, Cthulhu Dark Ages ), heroic fantasy ( Rune -
Quest and ElfQuest ), super heroics ( Superworld ), sci-
ence fiction ( Ringworld ), sword-and-sorcery ( Storm -
bringer, Hawkmoon, and Elric! ), and others (including
Worlds of Wonder , which contained fantasy, super
heroics, and science fiction in one box). All of these
games used the BRP system, though variants called
for additional or different rules required for the set-
ting.
Because of its flexible and near-transparent
design, the BRP system was highly influential in
games to come, introducing new concepts and
mechanics as well as new paradigms for game play
and character development. It was even more suc-
cessful among players themselves, and many GMs
used a variety of BRP games to cobble together
“dream” rules sets, utilizing rules from one BRP
game to augment play in another.
In summer 2008, Chaosium, Inc. published Basic
Roleplaying , a weighty 400-page core rulebook com-
piling all of the variant rules and systems, unifying
the system into a comprehensive set of core rules,
including a wide variety of optional rules to allow
each GM to customize his or her individual game as
desired.
Length of Play
How long does role playing take? There are three ways
to measure time spent role playing. First is the session .
This is the actual amount required to play a game.
Game sessions usually last from three to five hours,
though some are shorter and sometimes they go for
much longer. The second measure of game time is the
scenario . This is a chapter of the story. There is usually a
beginning, middle, and an ending to a scenario, con-
sisting of some roleplaying, some action, and a dramat-
ic resolution. The longest measure of game time is the
campaign , a series of scenarios linked together to form an
epic or engrossing longer story. For an easy way to wrap
your head around it, liken it to reading a novel. The ses-
sion is the amount of time to read a chapter. The sce-
nario is one or more chapters. The campaign is the
whole novel itself. ‘One–shot’ games are scenarios that
do not have a place in a campaign—they’re like short
stories. They may take longer than one sitting to read,
but they do not continue beyond the end of the story.
vate eye, mighty sorcerer, brightly–clad super hero, or a
humble spacefarer trying to make ends meet. The GM
devises and presents the situations that the players
adventure through, describing the world where they
roam and how that world is affected by the PCs’ actions.
While each player plays only one PC, the GM presents
the entire game setting—representing all of its people,
places, monsters, and even gods.
The GM has a story to present, an interactive sce-
nario in which the PCs are challenged to interact with
NPCs that the GM personifies. Play is mostly conversa-
tion: the GM outlines some situation or encounter and
the players say what the PCs say or attempt to do. Rules
provide impartial guidelines for successes and failures of
actions attempted. Using the game rules, players
announce what the PCs will do, and roll dice to deter-
mine what happens. If needed, the GM interprets how
the PCs’ actions affect the game world (NPCs, etc.).
The PCs will use skills and abilities to face these chal-
lenges, oppose other PCs and NPCs, and to explore the
setting the GM has created.
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