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BareBones Fantasy RPG

Started by Zachary The First, January 27, 2013, 12:15:45 PM

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Zachary The First

You might say there are two types of rules-light games. There are those that give you the basic essentials you need to run and play a game--the briefest of outlines, so to speak. Then there are those that manage to remain simple and easy to use, but still manage to give robust support to the Game Master, and an excellent outline for creativity and expansion.

It is precisely because BareBones Fantasy falls into the latter, more elusive category that I can happily recommend it to gamers.

BareBones Fantasy (aka BBF) is by DwD Studios, and comes to you by some of the names responsible for the continued support and revival of the old Star Frontiers RPG. Fittingly enough, the rules borrow some of the conventions of that game, albeit in a neatly presented and updated format.

Let's start with the basics. This 82-page dynamo uses a roll-under percentile system, with doubles (44, 77, etc.) being treated as critical successes or failures, depending on if the roll is under or over the target number. 00-05 is always a success on a reasonable attempt, and a 95-99 always fails.

BareBones has 4 stats, or Abilities, which can either be rolled randomly or assigned via point buy. Strength (STR), Dexterity (DEX), Logic (LOG), and Will (WIL), should be self-explanatory for most any gamer. These Abilities are used for checks (STR check to lift things, resist poison; DEX to jump out of the way of something, etc.), and also play an important part in class/skill, as we're about to see.

There are the 4 basic fantasy races in here (though I understand a supplement with additional races is forthcoming)--Human, Elf, Dwarf, and Halfling. Each of these races gets a bonus to one Ability, and a few other add-ons as well.

The game uses one of my favorite, and regrettably lesser-used conventions in gaming--class as skill. There are 8 skills, which are Cleric, Enchanter, Leader, Scholar, Spellcaster, Scout, Thief and Warrior. The last three of that list can be used unskilled by all characters; the others must be trained. Each character gets a primary and secondary skill to start with, each of which get a corresponding bonus. The starting percentage (before bonuses) for a skill is half the governing Ability. A list of what each skill can do is provided--Spellcaster ties to your capacity to cast spells, Cleric links to your religious knowledge and divine gifts, and so on down the line.

A brief word on magic: there are only 17 spells in this game, which might seem like a small amount, but the spells can be customized based on desired effect. For example, the Charm spell can be used not only to magically win folks over to your side, but also to drop them into a deep sleep, intimidate them into fleeing in fear, and so on. A Spellcasting roll is required to cast--and that's the danger to the caster really, the specter of a critical failure. A lucky caster can sling spells all day long--there's no worries of Mana or Spells Per Day here.

From there, you pick out equipment from the provided list, and then derive a couple of secondary stats--your starting Body Points (yep, Hit Points), your Initiative, your Damage Reduction (adjusted by your armor choice), and your Movement (how many spaces you can move in a turn). It's all quite quick and painless.

For a rules-light game, there are some cool aspects of rounding out your character. The Alignment code reminds me of Pendragon, with players defining their character as Somewhat/Very/Totally Kind or Cruel, Focused or Unfocused, Selfless or Selfish, Honorable or Deceitful, and Brave or Cowardly. The player also specifies two Descriptors, one negative ("Drinks too much") and one positive ("Well-mannered") to further flesh out the character. I also appreciate the step-by-step examples and inclusion of sample character to help character creation along. It's all ridiculously simple, but it's still a nice, reassuring sort of feature.

Perhaps the biggest positive takeaway for me on character generation is how you can have an interesting hybrid sort of character without having a be-all and end-all sort of supreme "special snowflake". You can have a character that wears heavy armor and can still Spellcast, but he'd better have a high enough Strength to pull it off. And if you throw all your points in making that work, you're going to kick butt, yet you'll still have your weak areas. Players should have a lot of fun diversifying their characters and find the right balance between specialization, and the siren call of being a jack-of-all-trades, master of none.

There aren't many pages (barely two) spent explaining the basic mechanics, mainly because a) they're simple, and b) the author, one Mr. Larry Moore (along with co-designer Mr. Bill Logan), has a wonderful penchant for explaining things in a clear, succinct matter. There's a brief description of Contested Rolls between characters, Resistance checks (which are the same as doing an Ability check), and a few words on healing, and then we're ready for combat.

The combat section is short and sweet. First you roll initiative. If you have an initiative rating of 2, you roll 2d10s and pick the best d10 roll of the two. (A bit off the beaten path, but fun). Then you attack, trying to roll under either your Warrior (Melee) or Warrior (Ranged) skill. Your opponent can try to Dodge, using a DEX check. If you hit, you roll damage for your weapon, taking into account any armor worn by your foe and subtracting its rating from the total.

If you want to act more than once in a round, each additional action has a -20% penalty. So, you can try to tumble across the spiked floor, throw your dagger at the high priest, punch the guard square in the jaw, and then Dodge when he tries to headbutt you on his turn, but your chances of success grow dimmer the later in the sequence an action is. Being roll-under percentile, there's always at least a chance of success, but you're also in trouble if you get too carried away.

Leveling up is a matter of earning Development Points (DPs). There's a checklist in here for the Game Master, to reward. DPs are granted each session if the character plays to alignment and descriptors, if they are an active participant, for completing in-game goals, etc. You can spend them on bumping up Skills, learning new languages, or increasing Abilities.

Now, many rules-light RPGs might stop there. If all BareBones did was present a rules-light system, throw in a few monsters and some generic GM advice and call it quits, it would still be an attractive gaming option. But where BareBones Fantasy thrives is in making this light game feel well-supported and full of options and good material.

There's the section on magic items, and magic item creation. There are charts and tables--in abundance, I should say. For the chart-o-phile as well as the harried GM, this game has you covered. There are charts for adventure creations, charts for dungeon creation. There are treasure charts, magic item tables, and even a fun one for alternate rewards--how about a noble title or deific blessing, if your quest was epic enough?

The best part is, none of the above feels hand-wavey or an afterthought. This game is easy, true, but that does not mean it doesn't give the Game Master tons of toys to play with.

A long list of magic items, a very stripped-down, "broad brushstrokes" setting (Keranak Kingdoms, which also has a book all its own), a bestiary, a glossary, and the all-important index round this work out. It's amazing just how much is in this book. I've read 200-page RPGs that offer less and are more impenetrable in doing so. If you want to talk about top page count value, this one just might be it.

If I've heard one complaint, it's that the monster section is too short--there are about 45 creatures presented--but that is mitigated somewhat by a template system to make your own baddies. It's quick, it's smart, and it works. Really, a lot of the game supports tinkering, whether you like running games right out of the box, or tweaking them until they're juuuuust right, BBF has you covered.

Presentation of the product is logical, orderly, with clear writing and a well-considered layout. If you were going to give a clinic on how to present an RPG, you could do far worse than to start here. I have no doubt other RPGs offer much of what BareBones does, but BBF just makes it all so concise and straightforward. Mr. Moore and company should be congratulated for what is an all-too-rare feat in gaming on that account.

BareBones Fantasy is available in both pdf and softcover from RPGNow, and I would recommend gamers looking for a smart, rules-light fantasy RPG that manages to be different, clever, and surprisingly thorough start here. I've seen it mentioned in the same breath as neoclassical and Old School Renaissance rulesets, and I suppose there's something to it, given this game's lineage. Yet I think pigeonholing it as such would be  a disservice to the game, as it occupies its own ground somewhere in the middle. I've used it with Keep On The Borderlands, but I daresay a group raised on Pathfinder looking for something lighter would find just as much utility here, as well.

This game should appeal to groups without the time to chew through 400-page rulebooks, those who want something light yet robust, fans of good percentile-based systems, and even novice gamers just jumping into a system. I plan on running my 8 year-old daughter through a game of BBF quite soon, and I doubt she'll have any issues with it. For parents, I'd recommend checking into this one, too.

I'm not one to always trust reviews from any site trying to sell me stuff, but BareBones has over 20+ reviews on RPGNow/DriveThruRPG, and they're almost all wildly positive. In this instance, they're right on the money. So is BareBones Fantasy when it comes to delivering a lot of smart fantasy gaming at a good price. Consider this an enthusiastic endorsement of the product, start to finish, and one of the few 10/10s I've ever handed out.
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brettmb

Sounds like a pretty cool little game.

Zachary The First

#2
It is! I've actually been using my Disposable Heroes with it, too. Minis aren't necessary with it, but it seemed to work well with it. :hatsoff:

EDIT: Come to think of it, the last game I gave a 10 to was probably Two-Fisted Tales! So this is rarefied air indeed! :)
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danbuter

I've got this on my wishlist. It sounds pretty cool, from everything I've seen.
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Zachary The First

Quote from: danbuter;622539I've got this on my wishlist. It sounds pretty cool, from everything I've seen.

Definitely. If you look, it's one of the more-reviewed products at RPGNow. I think it gets a little more press on G+ than on here or Big Purple so far, but that might change.
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Patrick

Excellent review!  I bought the book+PDF yesterday and it looks incredibly simple and fun.

Zachary The First

Quote from: Patrick;623870Excellent review!  I bought the book+PDF yesterday and it looks incredibly simple and fun.

Very cool! I'm hoping we get a few more players/GMs around here. It's an absolute blast. I've been working on an herbs & poisons article or supplement (not sure yet), and have been having a lot of fun running it, as well.
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K Peterson

Quote from: Zachary The First;622378...and then derive a couple of secondary stats-- ... your Movement (how many spaces you can move in a turn).
So, Movement is measured in 'spaces'? Are those something like 5' squares or hexes? Are ranged weapons... uh.. range given in spaces as well? What about the distance for spell effects?

You mention that minis aren't a necessity. I'm curious if BBF sticks with a 'spaces' measurement throughout, or if it includes distance in feet, yards, meters, whatever..

Zachary The First

Quote from: K Peterson;624589So, Movement is measured in 'spaces'? Are those something like 5' squares or hexes? Are ranged weapons... uh.. range given in spaces as well? What about the distance for spell effects?

You mention that minis aren't a necessity. I'm curious if BBF sticks with a 'spaces' measurement throughout, or if it includes distance in feet, yards, meters, whatever..

Sorry, just saw this. Interesting question and point. Essentially, the MOV score can be abstracted, but it's essentially referencing 1" on the tabletop. If you take note through the game, although it's not said anywhere, this essentially boils down to an inch square representing the usual 5 feet many fantasy games use.

Here's a relevant quote from the game; hopefully the DwD guys don't mind:

Quote from: BareBones FantasyThis game uses an abstract unit of measurement called “spaces.” If using miniatures, a space could be measured in inches, meters, or the width of a quarter. The GM will let you know how far you are from something. For instance, on one map representing a dungeon room the GM might rule that each one inch square represents one space; on another map representing larger scale situations, he may rule that each one inch square represents 2 spaces, etc.

Honestly, if you go with either the standard 1 in. equals 5ft. or even 2 meters/yards, you're going to be fine.

Spell effects are given in "spaces", as well. So for, example, a recent game saw a character cast Entangle. Entangle's range is "10 Spaces per spellcaster level". So, as a Level 1 caster, her range was 10 spaces, or 50 feet for our reckoning.

As far as weapons, they're actually represented in feet--very close to their d20/Pathfinder SRD values for the same (a shortbow is listed as Range 60, same as the 60' of the d20 SRD). If you want your spaces, just divide by 5 (a Range 60 is 12 Spaces, for example).

If there's anything else I missed or you'd like me to go into further detail regarding, please just let me know!
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Eisenmann

Zachary,

I picked this one up because of your review. I was able to hold out for a few months but could hold out no more.

To add a few cents, BareBones Fantasy a pretty danged nifty little game. What's cool is that you can easily play it as-is or mod till your heart's content.

BBF has enough neat bits to make it a good value while being loose enough to bring in some nifty features from other d100 games like OpenQuest or RuneQuest. Heck, I'm going to run it tomorrow with Rolemaster's Crit table.

Zachary The First

Quote from: Eisenmann;628686Zachary,

I picked this one up because of your review. I was able to hold out for a few months but could hold out no more.

To add a few cents, BareBones Fantasy a pretty danged nifty little game. What's cool is that you can easily play it as-is or mod till your heart's content.

BBF has enough neat bits to make it a good value while being loose enough to bring in some nifty features from other d100 games like OpenQuest or RuneQuest. Heck, I'm going to run it tomorrow with Rolemaster's Crit table.


Right on! I'm working on some smaller crit tables that should be in an issue of their Decahedron Magazine (assuming they accept them)! I really think a lot of us fans of percentile-based systems are finding BBF a pretty cool go-to game.

I hope you really enjoy it--I see where the game just went Gold status over at RPGNow, so it's pretty clear it's scratching the itch for a quite a few of us. :)
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Patrick

I ordered both the PDF and the hard copy- it was too reasonable to not get both.  I was mulling over a system to use for my tabletop hack of the Witcher video game and it was looking like a pain in the ass until I realized Witcher is a BBF skill, and you are done!  Very happy I got this game! I am hoping it plays as well as it reads.

Patrick

Quote from: Eisenmann;628686Heck, I'm going to run it tomorrow with Rolemaster's Crit table.

You sir, are a genius.

Zachary The First

Quote from: Patrick;629868I ordered both the PDF and the hard copy- it was too reasonable to not get both.  I was mulling over a system to use for my tabletop hack of the Witcher video game and it was looking like a pain in the ass until I realized Witcher is a BBF skill, and you are done!  Very happy I got this game! I am hoping it plays as well as it reads.

Awesome! I've had no poor AP experiences, which is great. I'm busy creating away for the game. :)

Yes, I believe someone did a Witcher add-on for BBF that was pretty well-received. I'm not familiar with the game, but I recall seeing it either on the boards or G+.

Quote from: Patrick;629871You sir, are a genius.

He is, totally. My crit tables were obviously very influenced by Rolemaster. I think they give the game just the right amount of lethality that I like in my games.
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Zachary The First

Just as an update, it looks like the Hardcover version is now available over at RPGNow, for those interested.
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