The first stream of d100ness we will look at, as it was the first of the d% games is Basic Role Playing.
Basic Role Playing or the in it’s generic form, the “Big Gold Book”, offers a universal RPG core system, based retrospectively on the games from Chaosium that came before it. Storm Bringer/Elric, Call of Cthulhu, Rune Quest, Elf Quest and the “Worlds” games all contributed to the BGB, making it a consistent, but flexible tool kit for any RPG format or subject. It could be a realistic one book option, but why stop there with so many expansions available?
BRP is effectively two sets of games for me. The generic game, with specific off-chutes and the big, all on it’s lonesome, Cthulhu branch. The Cthulhu games are the most consistent series, effectively holding the line (and company) together over the many years of it’s evolution.
The generic game has dozens of expansions covering anything from high fantasy to noir pulp. The mechanics used in most threads are consistent, but not identical so the BGB was produced to both unify and help disseminate these mechanics through the D100 world. I have an early edition and there are many. If you are looking, try to get the later ones, as there is more content, although most is available through the parent games.
The BGB allows the GM to add or subtract combat and spot rules, allow super powers, psionic’s, magic (various) or supernatural themes, or mix any combination desired.
Combat in particular gets a lot of options. As BRP is less overtly combat oriented than D&D style games, there is room to simplify or even soften combat, pushing the game in a more investigative direction or make it deadly and decisive.
This is where Cthulhu comes in under both umbrellas. With several monsters effectively immune to weaponry, investigation, both to procure secrets about and edges against the Old One’s becomes standard play, with combat a last, desperate resort. It is simplified in CoC, but deadly.
Where does it sit?
The BRP/BGB series are my sentimental favourites, especially CoC, but lately they have also become my systemic favourites also. The only thing I dislike (a bit, not terminally) is the core dice pass/fail/crit spread mechanic and the resistance table, both of which are easily fixed 9something for a later post). Hit points with critical hit effects, rather than individual body locations are so much more practical for group combats and seem cleaner overall. I also prefer the initiative order rather than action point system. It is even possible to simplify CoC combat down to a d10 version, so it plays group combats like Savage Worlds.
What is it best at?
BRP is a good generic, low grit, low combat foundation. This may sound odd, seeing as all D100 games are considered gritty, but BRP has a lot of flexibility, starting at a semi lite core. Playing at the pulpy end suits it. If you want to start a game and see where it goes, this one is ideal. The players may start out as post WW1 adventurers and end up facing off against Cthulhu nasties, future Nazi’s in waiting, pulp villains toting weird science, regular monsters of legend or alien invaders. Alternatively, they may face nothing more exotic than a deranged lunatic or two.
I will use the BRP for Cthulhu and historical games at the pulpy end. Magic world is also likely my choice for a standard fantasy system.