Wednesday, November 5, 2025
The UGE Review: Basic Roleplaying 2023
The 2008 edition of Chaosium's Basic Roleplaying (BRP), a solid book with a bright yellow cover and distinctive cover design, is often referred to as the "Big Golden Book" or BGB. In terms of impact, it's one of the most significant RPG releases in the history of the hobby.
Often referred to as a systems tool-kit, it could also be thought of as a compendium, a collection of games. The BGB effectively contains RuneQuest, Call of Cthulhu, Stormbringer, and the outline of a system for sci-fi and supers, all based on a direct and highly playable system and a collection of spot rules that easily scales in complexity and detail. If the BGB has a weakness, the number of options can be overwhelming and there are a lot of choices to navigate from the idea of a game to play at a table. But as someone who had spent years with RuneQuest 3, applied as a generic base for fantasy, it was a seamless transition from the BGB to a successful campaign set in Middle-earth.
BRP in 2023 comes in a revised edition subtitled "Universal Game Engine" and so the UGE is the new BGB, though it shares the same iconic cover illustration. The virtues of BRP are are still fully present. The system is consistent and flexible. In practice, one of the most astounding things about a book the size of BRP is that it mostly stays behind you on the shelf. Once the characters are generated and the GM has prepared the scenario, everything you need to play is in the sheets and notes before you. Then you can close the book and put it aside. Since most checks are percentile, roll under against a given value, it's easy to glance down and assess the chances of success without a stack of modifiers; and since it's skill-based, there isn't a reference-sheet of special abilities and cases-by-case instances to consider. The rules fit together logically, and so it's easy to house-rule and adapt from a few basic principles.
Overall, any edition version of BRP feels grounded and believable. Hit points are tied to Strength and Constitution, so they don't keep escalating and soar above the level of stress and damage a person could conceivably take. Skill gains are incremental and tied to actions the character takes. The aim is not accurate simulation but verisimilitude, the sense that the fiction is credible and runs true to plausibility and expectation.
The revisions for UGE are well-chosen and necessary. Character generation is slightly streamlined and the options are better explained. The skill descriptions have less detail of the various levels of success (critical, special, etc.), which were not often referenced at the table. The bestiary section displays characteristic scores in a horizontal table, which saves space and is easier to read. The illustration style is more coherent and the images are generally interesting and evocative, although they tilt somewhat to historical settings.
The gains in layout make it all the more unfortunate that the tables are presented in a squintingly small typeface, which is hard to read even with sharp eyesight (or glasses on) and bright lighting. No one, for instance, is going to be able to roll and then quickly look up a result on the Major Wounds Table in the middle of play. The need for readable tables alone is a good reason to keep one's old copy of the BGB at hand during a session.
Apart from that, I have a few minor gripes: scope for changes in BRP that the UGE could have included. Given the "universal" tag, it would be nice to have at least one version of a fantasy or pre-modern character sheet that didn't list modern skills. Noting will knock you out of the moment than your elf character player sorting though a list of skills that include Psychotherapy and Heavy Machinery. And, given that the system is meant to be scaleable to different power levels, why is there no option for giving magicians more power to deal damage in combat? A single magic spell level which yields 1d6 damage costs a sharp 3 power points, which means that on average a magician is spending almost a power point per point of damage dealt.
Of course, the UGE gives you the tools to dial up and down the complexity of your game and transfer concepts seamlessly between settings – with a little work – but that's why it's so powerful as a base system. UGE is an "old school" system in that it doesn't present a pre-packaged and thematically pre-scripted world for you to start in, but a familiar, grounded, and conceptually coherent system from which you can build your own worlds and adventures.
Friday, November 18, 2022
A faster BRP
There's no doubt here that Basic Roleplaying is an excellent system that's surprisingly easy for beginners, adaptable, and can support extended play. But even if you were to leap in with the Basic Roleplaying SRD as your compact rules, many of the systems grouped under the OSR label, and early versions of D&D itself, have one significant advantage for new players: it's quicker to roll up a new character and get started.
Now, with a group of interested adults 30–60 minutes rolling characteristics, assigning and calculating skills, deriving HP and MP and the rest, creates a substantial, interesting character sheet that will serve well for a long time. But it would be fun, sometimes, to just create a character and go in half the time or less.
To that end, here are some notes towards faster BRP characters. The skills and professions offered heavily favor fantasy and historical worlds.
Faster characters for Basic Roleplaying
Characteristics
Adventuring Skills
- Jump 45%
- Climb 55%
- Perception 35%: replaces Listen, Spot, Sense, Insight, etc. May also be used to track targets with a suitable profession indicated.
- Stealth 25%: Used for all covert movement and covers hiding also. Hiding (without moving) is generally easier (+20% bonus).
- Swim 30% or DEX x 5 if Lucky or approved by GM as suitable to background.
- Throw 45%
- Brawl 45%: fighting with hands and feet, or commonplace and improvised weapons (knives, sticks, etc.).
- First Aid 45%
Professional Skills
Warrior
- Ride (DEX x 5%): may substitute another mode of transport or Strategy (INT x 5%).
- Warrior (Average STR, INT, DEX) x 5% in 3 weapons (maximum 75%).
Expert
- Literacy INT x 5%
- Expertise (Field) INT x 5%: field may be any area of specialist training: medicine, exploration, trade, engineering, performance, spy-craft, alchemy, and so on.
Magician
- Literacy INT x 5%
- Spells: define four spells at INT x 3% chance to cast
Rogue
- Sleight DEX x 5%: replaces the Fine Manipulation skill, and tends towards pick-pocketing, snaffling and concealing small items, and so on.
- Tinker DEX x 5%: crafting and improvising with materials at hand, but also tampering with devices such as locks and traps, forcing chests and windows, and so forth.
Hybrid
Background Skills
As a finishing touch, distribute INTx5 across all skills, including weapons, which have the same base skill rating as the SRD. Can be used to acquire or improve spells with GM approval.Identity
Back to Basics
Tuesday, May 24, 2022
Roll on the random notes table
It's been a while: some random notes and impressions.
Roll a d6:
1. Warhammer FRP 4E
- The map on the inside cover should be evocative, but the coloring is too green-grey, the detail too fine, to make it engaging, let alone readable.
- Years ago, I converted the classic WHFRP adventure "Night of Blood" to RuneQuest 3, and it was an easy conversion and an excellent adventure in play.
- All the classes and careers would make an excellent sourcebook to convert to Whitehack (see below).
- Even better, convert to BRP using the SRD (see below).
2. Whitehack 3E
- There are a few intriguing pages in Whitehack about converting ability scores to use those of other systems. This means with relatively little work, you could convert content from almost any ability score and hit points system to run with Whitehack. I looked at the old ICE Middle Earth Role-Playing (MERP) modules and the idea was very tempting (Strength=St, Dexterity=Ag, etc.).
3. The One Ring 2E
- On the other hand, the descriptions of cultures and locations, the way that Eriador is presented, is exactly how I'd like to play that old corner of Middle-earth. BRP would make a better fit, but also the freedom of XD20.
4. Basic Roleplaying SRD
- Download it, print a copy, decide on your skills list—you could run your game in the Old World or Middle-earth with this. (OK, for WHFRP you'll have to add the Consume Alcohol skill.)
5. XD20 2E
- If TAC=Strong, PSYCH=Deft, and WAH=Wise, you basically have the means at hand to play any fantasy setting.
6. Roll a d100 instead
- Grim 15
- Perilous 30
- Risky 50
- Uncertain 70
- Favorable 85
Roll d100 under the situation number to prevail.
Character can use a Quality to reprise a roll (reroll a single die) or change the situation (if feasible).
EXAMPLE: Linz, the boatman, find himself on the river as a possibly magical storm sweeps through. Suddenly, the situation is Perilous! Linz decides to try and run to shore. The first roll is 42! Linz can reroll the 40 die to try and reach safety, or use the next round to steer into the current to find a better course (roll Risky).
Your character has a Station in life (roll situation and read accordingly), a significant Characteristic (Strong, Quick, Smart, etc.) a current Career and two related Qualities.
A character has Toughness (3) points and sometimes armor points (1-3) with which to fend off wounds. Each wound taken then potentially makes their situation worse.
Wednesday, March 8, 2017
Looking at BRP Worlds of Wonder "Magic World"
Magic World extends on and requires the core WoW Basic Roleplaying booklet, but the system is a minor masterpiece for quick, ready-to-play rules. These days, it's hard to find in print, and the gamer inclined to research this online will have to dig into the wayback machine archives.
Magic World has about the quickest character generation I've come across in the BRP line, almost as fast as Basic D&D. A player can choose to simply roll the characteristics and then start play with the default BRP skills and scores. Or, they can select from one of four professions: warrior, rogue, sage, and sorcerer. Each profession provides some prior experience and skills, which are usually a sum, or multiple of the average, of several characteristics (for example, warriors pick up three weapons at the average of STR, CON, and DEX x 5%). Although these may seem like class descriptions, there are no restrictions on eventual cross-training, and each profession suggests a variety of possible backgrounds. Even the sage is a viable scholar-adventurer, who may be anything from a healer, to a merchant, to an elf-friend. One can imagine rolling-up a Magic World adventurer in relatively short order, selecting a few professional skills, and filling in the default skills as the game goes on. A character will be relying on good initial rolls for good skills, but that's where a little player skill, a willingness to play a character rather than an optimized build, comes in.
Compared to a modern system the line between skill and skill description is sometime blurry and requires some interpretation. The "Cut Purse" skill, for example (DEX x 5% for rogues), includes "skill to Pick Pockets, Cut Purses, Remove Brooches, etc.," which could all be rejiggered as "Thievery" or "Sleight" on the character sheet.
The magic system is compact but robust, with each spell having its own percentile chance to cast (like one of the magic systems in the BGB). Unlike the BGB, Magic World spells are relatively effective (dealing1d6 damage per magic point/level, for instance), so starting sorcerers don't feel under-powered.
Finally, the combat system, although simple, includes scope for critical hits and fumbles.
Recently, reading through Roan Studios' The Bay of Spirits setting book, which is beautifully illustrated but lightly stated out only for D&D, the thought occurred that the ideal would be a compact, robust ruleset that would make it easy to generate characters and play in (almost) any fantasy setting. WoW Magic World seems to fit the bill, and it's interesting to speculate what might have been if this version of Magic World, revised and clarified, had been the basis for Chaosium's later releases.
Friday, June 10, 2016
Notes for BRP Encounters
RuneQuest is a fine game, but for any version of RuneQuest this would mean stopping to fill rows of characteristics, skills, and AP and HP for every hit location.
Even for BRP (without hit locations) or Magic World, if you go by the book you complete something like this:
Hill Bandit
STR 12
CON 10
SIZ 13
INT 10
POW 9
DEX 14
APP 10
Move: 8
Hit Points: 12
Damage Bonus: +1d4
Attacks: Hand Axe 35%, 1d6+1+1d4, Recurved bow 35%, 1d8+2
Armor: 1d6-1 points leather
The Encounter Note
Key
Friday, March 25, 2016
On Magic World
We have plenty of time for RuneQuest as a rules set, but Glorantha is not our fantasy lozenge floating on an infinite sea. Its massive timeline, overlapping pantheons, entangled myths, and cultural melange are fascinating but too hard to buy in to, like a club whose rules are too obscure to encourage joining, especially when we're looking for a world of our own to create (which is probably a slipstream version of Middle-Earth and the world of Firetop Mountain, illustrated by Russ Nicholson). Consequently, it might be time to take a closer look at Magic World before it slips out of view.
In many ways, Magic World exhibits the strengths and weaknesses of the recent BRP era at Chaosium. Its rules are a compilation of some of the best of the BRP percentile, skill-based system: smooth and easy to pick up, especially if you're familiar with any other iteration. Character generation in particular is probably one of the easiest tasks in the BRP family: roll Characteristics, calculate secondary scores (HP, MP, damage bonus, skill category modifiers) and then add set percentiles (60% at most) to a specified number of skills. Combat, once you decode the wonky presentation, is also quick and intuitive (there are no location hit points to slow you down, and only one kind of special or critical). Overall, it's a highly playable system and probably an excellent place to get into your own version of Middle-Earth or Allansia.
On the other hand, the rules are clearly recycled from earlier systems: the Chaosium Stormbringer RPG in particular and RuneQuest III. This leaves us reading some eerily familiar passages, and tumbling over rules that don't apply, such as references to fatigue in the bestiary. Of course, there are errata, but the point is that the errata are too long. And the wider point is that the presentation suffers from this copy-and-paste approach. The BRP combat sequence, for example, has a fair few steps but they all flow fairly cleanly: declare intent, set initiative, roll, compare attack and parry/dodge, assign results. But the "Combat" chapter is unnecessarily long, and the effect is somewhat scattershot. Skimming headings, you see "Actions in a Round", then "Resolving Combat", then "Order of Actions", then "Actions", then "Resolution" and yet the next section resumes "Hand-to-Hand Combat" with "Game Procedures" – how many times are we told about actions and resolution? Compare this to the tight presentation in the BRP Quickstart, and you realize that the whole chapter should have been thoroughly adapted and revised, especially for new players.
The reused artwork, a mishmash of styles and settings, similarly does not always capture the intended feel of the game, and although the sorcery magic system is serviceable, since it's based on the spells from Stormbringer, which were themselves added on to a system mainly designed around summoning and binding Moorcockian demons, the spell selection is not particularly inspiring. To play a sorcerer, your choices revolve mainly around spells that enhance or diminish effects (such as damage, armor, or characteristics) or a number of nasty offensive magics, reflecting the chaos influence of Stormbringer magic. That's not especially a problem if you want a low-magic campaign (there are no fireballs or lightning bolts here) or to grab your spell ideas from other sources, but the book is called Magic World after all, but offers only a few interesting or engaging spells.
The sample setting, the Southern Reaches, is more like Roman Britain than medieval Europe, a former frontier where first supernatural powers ruled before retreating, and where an empire has now replaced the roaming tribes of humans and orcs. It's effectively a colonial province, and designed with plenty of built-in conflict, with the return of the shadowy, shape-shifting fay and tensions between the two ruling houses presenting the most potential for adventure. The Southern Reaches are therefore an excellent sample setting, but they sit only lightly on top of the main rules. The rules for Allegiance between Light, Shadow, and Balance, for instance, would work nicely in heroic fantasy but it's not clear how they apply in the Southern Reaches, or to the fay. It might have been better to explore how the Magic World rules could be used to run a variety of different fantasy settings with varying themes and tones, as per the excellent guidelines in the "Settings" chapter of the BRP rulebook.
Given time and more design and editing, Magic World could have been an excellent product, but it now sits uncomfortably between being the "Fantasy BRP" and a minor game due to be eclipsed by RuneQuest and Glorantha. Depending on the quality and design of the new BRP Essentials, it could remain a fine go-to game for fantasy adventure, but its chance to capture the high ground among fantasy RPGs has passed. Not a fumble by any means, but a hit, parried.
Tuesday, February 3, 2015
BRP for Middle-earth
Why BRP? Because it's a very flexible rules-medium system which runs smoothly at the table and makes sense even to beginners, and once the rules are understood in principle there's little need to frequently reference the rule book. The relatively realistic rules fit with the tone of Middle-earth, the details and the sense of hardship, but there are still opportunities for heroism. Combat is swift and decisive. And most of what a player and the GM need to know is located on the character sheet.
But because BRP is such a broad collection of options, here are the particular options I use for adventures in Middle-earth.
I'm also sharing my BRP-ME character record sheets, as character sheets in BRP contain a lot of rules information, as well as my thinking on this adaptation.
Character creation
- For skill point allocation, use the BRP heroic option (325 points), so that character can be highly capable in at least a few areas. However, no skill should begin at higher than 75%, as 80% is the point were success begins to feel almost automatic.
- Use the personal point pool (INTx10) for custom and cultural skills.
- The extra skill points from personality type option (Step 6) are not used.
- I also use skill category modifiers to add a connection from ability to skill for characters, but prefer the simpler bonuses (based on INT or DEX, see p. 31). In future, I plan on basing Communication on APP/2, Physical on CON/2, and Combat on STR/2).
- For typical Middle-earth races, such as elves, dwarves, or hobbits, I use the stats in the creatures section of the BGB or the old Runequest 3 Creature Book, making adjustments on the fly as necessary. As a rule, the tall Edain get a bonus for SIZ.
Skills
- Obviously, many of the BGB skills, from Psychotherapy to Science to Demolitions, are not suitable for Middle-earth, so strip these out.
- Not caring for the clunky skill name Fine Manipulation, I use Devise to represent tampering with locks, traps, and other small mechanism (in any case, mechanical locks will be very rare in Middle-earth).
- All characters have a knowledge of their own culture equal to their Own Language skill.
- I use the skill Bearing rather than Etiquette. Bearing represents how well characters carries themselves in social situations, whether the rules of etiquette are known to them or not: think of the first meeting with the Riders of Rohan, or Frodo greeting the elves in the woods, or even Bilbo welcoming unexpected dwarves into his parlour.
- I allow martial characters to train in the Martial Arts skill, representing their combat discipline, be it the Dunadan longsword or elvish blade. This is a very powerful skill, which should advance at no more than 1% a step, to a maximum of DEX+STR. It reflects the fearsomeness we see in characters like Boromir or Aragorn, who can slay many foes with a single strike.
Combat options
- To speed combat, use Hit Points with Major Wounds (not location hit points).
- My players, however, are particularly fond of aimed shots with missile weapons. I assign these a difficult rating, but adjudicate a Major Wound like effect if the shot hits a particular target (such as the knee joint of a troll).
Fatigue
Magic
- Elves use spells similar to RuneQuest spirit magic, with effects that could be taken for extraordinary skill or grace (such as bladesharp or sure-shot or silence). A simple Luck roll is used to activate a spell. The spells add bonuses (5% /+1 per magic point) to actions.
- Wizardry, if used at all, should be skill-based and centred on certain skills or areas of study, such as Smoke and Fire, Silence and Disguise, Beasts and Birds, and so on.
- All spells that dominate the will of others are sorceries, and inherently corrupting.