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Oroborus

Author: David F. Nalle
Category: game
Company/Publisher: Ragnarok Press
Cost: free
Page count: Appx 40-60
ISBN: 1-58408-100-7
Capsule Review by Alan Masefield on 12/10/98.
Genre tags: none
This is my first attempt to review one of the many RPGs which are now available as e-text or in online versions, so bear with me if I address some aspects of the game a bit strangely.

Oroborus is the latest RPG to be released for free on the internet, but there are some important differences between how Oroborus is being presented on the net and the approach taken with most other free RPGs. Other internet-based RPGs are available in rough text format or in a very few cases in the rather awkward and limiting PDF format. Oroborus is available in straight HTML format, but using in-text tables, graphics and links to make a very effective HTML presentation of the rules. This is significant, because you can go to the Oroborus page, read the rules in an attractive layout immediately, and move around very easily within the text. In addition, when using Netscape 4.1 the rules printed out excellently at about 60 pages, with tables, art and graphics intact, looking pretty much the way it looks on screen. This means that with my own printer and a stapler I got a playable, attractive rule book for the cost of paper and ink. The only thing lacking was a full-color cover, because the graphic of the cover is too small to blow up and print decently.

Oroborus is also interesting because it takes a very unusual approach to handling multiple genres. The traditional approach with generic systems is to provide rules for every possible situation likely to come up in play, and then add even more rules to adapt the generic rules to a particular setting. This often makes generic systems more complex and more detailed than other game systems, with a lot of specialized mechanics or optional and alternate rules. Oroborus takes virtually the opposite approach. The rules are very simple and very flexible, apparently designed around the idea that a few general rules that can be applied to almost any situation will handle the challenges of different settings better than a large selection of customized mechanics. This approach is a welcome change from the standard method, and while it may not suit the style of every campaign, it solves a lot of problems in a simple and elegant way. This is not to say that Oroborus is a vague game. It is very detailed in some areas, most notably in the resources which it provides for character development.

Oroborus puts a lot of responsibility in the hands of the players from the very start. Characters are created by point allocation to 9 characteristics, followed by allocating skill points to two groups of skills in a mechanically simple, but sometimes bewildering system of cascading secondary distribution. Character creation only takes about 20 minutes, but you end up with a character which is surprisingly detailed. The rules call this a 'descriptive' system, because a lot of emphasis is put on thinking your character out in advance and using the rules to translate your ideas into hard numbers. Character creation works well, and it produces interesting, diverse characters without resorting to templates or character classes. A few small restrictions, such as splitting skills into two groups with separate points for each, and providing personalized skill lists based on nationality and profession, help guide characters into compatibility with the setting.

The system for using skills is flexible and potentially powerful. Because very little balancing of skills is needed, it is easy to add new skills, and the resolution system handles a wide range of possibilities in a very simple and direct way. All skills are resolved by rolling 1D100 within a predetermined percentage. Lower rolls can produce superior results. The Gamemaster can assign difficulty to a task to reduce the effectiveness of results, and if the use of the skill is opposed by another skill that can also reduce effectiveness. It all meshes very well, and makes it surprisingly practical for characters of a wide range of experience and skill to work together without destructive competition. The diversity of skills and flexibility of the resoltion system make it possible for any character to contribute something in most situations.

Combat is handled as a sub-set of the skill system. It is quick and pretty deadly, and allows room for a lot of strategy in the combination of different possible skills and actions. This could become complex with the detailed Action Point system included in the rules, but a simple alternate version is included for those more interested in speed than accuracy. The method of resolving aimed blows is unique, though some players may find it surprising that they get to choose where their characters are hit in many situations, but the outcome is very believable. I have yet to play in a modern setting, but from going over the firearm rules I strongly urge characters to avoid getting caught in firefights.

Rules are provided for paranormal powers, designed to handle everything from magic to psionics to mutant superhero powers. This system is integrated into the skill system like a separate set of skills which are only available if you are given Bonus Points to spend on them, essentially a third type of skill points. The mechanics of paranormal powers are a bit more complex than standard skills, because most powers depend on the use of two coordinated skills to produce specific and unique results. The system works, but it requires a lot of interpretation either by players or by the gamemaster. It's a lot of fun to have so much control over the weird things your character can do, but in the hands of inexperienced or abusive players the gamemaster may have to take a firm hand in defining the specific implications of how powers are used. It's a very flexible system, but also holds the potential for abusable power.

What's most lacking in the current release of Oroborus are detailed guidelines on how to use the system in various possible settings, but they are actively working to add these as quickly as possible. Because of the flexible approach taken in the rules, much less of this kind of adaptation is needed than with other generic rules, but it would be nice to have more examples. There are several interesting adventures included, and they apparently have plans to add even more. The game is scheduled to come out in print soon, along with several settings books. This may address a lot of the current shortcomings. I hope to review the print edition when it becomes available.

On the whole, Oroborus is an excellent rule system. Mechanically it is probably the most flexible and easy to use system available online. It does lack some of the frills and fully developed settings, but experienced players should be able to adapt the rules to just about any campaign. It would be an excellent set of mechanics to plug in to replace the rules provided with some of the popular games which are strong on background, but weak on rules.

Oroborus is worth checking out, and hard to beat at the price. You can find it at www.oroborus.net.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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