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Oroborus

Author: Dave Nalle
Category: game
Company/Publisher: Ragnarok Press
Cost: Free
Page count: n/a
Capsule Review by Al Blumenthal on 12/07/98.
Genre tags: Science_fiction Modern_day Historical Horror Far_Future Space Espionage Generic
I recently got a copy of the new Oroborus RPG off of the web (www.oroborus.net) and am in the process of incorporating the rules into a campaign I'm developing. I thought I would share some of my observations here.

Oroborus is a very streamlined RPG system, but despite that it actually works. Unlike a lot of game systems which are either designed for novices or even non-gamers, or else designed as rule lawyer orgies of complexity, Oroborus has pretty sophisticated ideas, but very simple rules. This seems like just the right combination for gamers with enough experience to make decisions for themselves and the desire to have a system that does what's needed and not much more.

The strongest point of Oroborus are the detailed and flexible skill system and the way that everything else is incorporated into this one system as much as possible. The same model of rolling within a skill percentage, with varying levels of success based on how low you roll is used for all skills, for combat, for super powers and for characteristic rolls. About the only thing it isn't used for is determining damage in combat, and it could actually be used there as well. This means you don't have to memorize a lot of tables or roll a lot of different dice to play. Everything you do has a number and you just roll against it. Very clean.

Some other elements of the game are also rather nice. Lesser systems like the method of resolving hit location are very well conceived. I don't think I've ever seen a game before where the issue of random damage location is resolved by player choice, but it works well. The meta system for paranormal powers is also very adaptable, though it does require some adaptation to work in specific settings.

The shortcomings of Oroborus are few. I don't like the secondary characteristics terribly much. They really don't seem all that necessary. I think that some of them could be eliminated or incorporated into other parts of the system. The Action Point system is also fairly complex, but the rules include a nice, simple alternative which produces pretty much the same results with less math.

This is a very good game system. It's better than the rules in most published games on the market. It isn't a comprehensive rule system, and if you want a lot of very specific rules it won't be for you. But I think it is great as a framework system for players and gamemasters who are pretty self-reliant and want to focus on roleplaying rather than rules.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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