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Webs Basic Gaming System 2nd Edtion

Webs Basic Gaming System 2nd Edtion Capsule Review by Rob Muadib on 30/03/01
Style: 2 (Needs Work)
Substance: 1 (I Wasted My Money)
What other Universal game rulebook offers you stats on Hairbrushes, wood with wood bristles, and plastic with plastic bristles, and prices in gold pieces, and dollars and credits too! you really can be anything you want to be with this game!
Product: Webs Basic Gaming System 2nd Edtion
Author: Keith Bailey
Category: RPG
Company/Publisher: Web Games
Line: Webs
Cost: $14.95 new
Page count: 86
Year published: 1990
ISBN: 1-57872-001-X
SKU:
Capsule Review by Rob Muadib on 30/03/01
Genre tags: Fantasy Science Fiction Modern day Far Future Space Comedy Generic Other
Being a collector of RPG's, and an aspiring game designer myself, I have a large collection of games and rulebooks. They are educational in two ways, first you can see how to make good games and get interesting worlds and background to explore, or second, you can see how to make bad games with trite, boring, redundant settings and ideas. Much to my dissapointment, this game was in the second category.

The game is the WEBS Basic Gaming System, 2nd Edition, published by Web Games, and "designed" by Keith Bailey. (the names have NOT been changed, to protect the innocent: ) It's a Universal RPG system, that promises One Combat System!, One Character Creation System!, One easy to use Magic System! No addendums, no conversion charts, or "special" rules. - You can be anything you want to be, or so the back cover promises.

Ok, This game started out in the hoary old D&D days and reached it's fruition sometime in 1980, and it shows, of course.

You gain some idea that your in trouble when you read the credits page, which is graced with this dire missive:

"At no time was was any of the material contained in this publication taken from any sources other than those legitimate to the cause of representation. There has been no intentional form of copyright infringement between the party of Mr. Bailey and those of any other game manufacturer, and it should be noted that this game was developed long before many other systems which may be deemed similar. All information contained herein was gathered from historical references or from Mr. Bailey's own twisted little mind."

Oh, and not to judge a book by the cover, but it is graced with really bad, really amateur cover art. Where talking worse than bad GURPS art.

(it's like this really bad attempt at a parallel world theme with a poorly drawn pseudo star trek chick brandishing a cheesy blaster who looks the chick from buck rodgers at 50 years old, after plastic surgery to repair damage from a radiation exposure, next to her is this guy who looks scarily like Gallagher, wearing some cheesy white wizard robes with stars and moons on it, and a like a really long nightcap on, with like an ankh attached to it, oh and some spider medallion thing levitation some spheres that curve into the background. IT's not all bad, the background is ok:) oh and the color looks like it was colored with markers and colored pencils.)

Now, I am not one to harp on art quality in a small-press game. Good art costs money. They would have been better off with using a clean graphic design like traveller's little black book or something, rather than losing a point up front.

The Book itself is an 86 or so page perfect bound book, just fine.

Now, to the contents. The game is an obvious D&D cloning project gone awry. They stripped out classes in favor of a skill system, and decided to focus on a Race fetish instead. Your race is most important choice and determines how many buy points you get to buy your Skills and buy up your attributes, how you determine your base attributes, etc.

The little introduction chapter is nice, it gives a short rehash of the traditional what's a roleplahing game and stuff and also includes a handy table of common abbreviations used in the game system. And boy there are a lot of them.

Some of are your important attribute abbreviations, some use 2 letters others 3 or 4 with no particular system. Then there are things such as Movement Allowance MA, and Carrying Capacity, CC. Oh, and CBP, Creation Buy Points, and Psi Power Points (PSP), not to be confused with Perception (PCP), and GM, and PC, and NPC. It also has the obviously important abbreviations for some fantasy monetary system, so you got your gold pieces (GP), and Dwarven Gold Pieces (DGP), and Lead Pieces, and Elvish Rin (ER), sure to be important in your SF campaign, even if you use CR: Credits (cr.). Oh, and just to be complete it has the oddly familiar XS, S, M, L, VL, which mean, extra small, small, medium, large, and very large. Again, stuff you might now if you hadn't played the game before.

Next is the Character Generation chapter. We start off with the Prime Attributes, which are determined by rolling a die based on your race. For humans you roll a D20 to get your attributes, and then you can spend Buy Points (BPs), which may or may not be the same thing as Creation Buy Points (CBP), to increase your attribute if you got screwed on your roll, or to buy up as close to the racial maximum as you can if you rolled decent.

Now there are two types of Prime Attributes, Basic Prime Attributes (?),and Secondary Prime Attributes (?). Oh, secondary PA are determined from basic PA. But, there is a cryptic warning that once you begin play, your Secondary Characteristics will not be affected by raising your Primary Characteristics during play. (Hmm, I wonder if raising my Basic Primary Attributes helps?) It then goes on to list your Secondary Characterisitcs, which include stuff like Perception and Concentration, and Power Points (PP), and Psi Power Points (PSP), and luck and hit points, and stuff. Though I never did see the Secondary Primary Attributes listed.

Next we get to choose our race, 2 options are listed, human or Terrans, which is to say we could, except that only humans are defined in the basic rules. Humans get 2000BP (that's right 2000 points, get out your calculator, or excel), as do Terrans, the Human racial profile tells us. They also have tables for us to roll up things like hair and eye color and Blood Type!

After that there are some disadvantages you can take, but they are only worth between 5 and 100BP, so probably not really worth the trouble.

Next is the Webs Skill System, skills are percentage based in this system. Not only that but there are 2, yes 2 ways to figure up skills. First, there is a slightly easier way to figure skills, You pay the skill cost and get the skill at a base of 50%, plus a modifier based on how far above your racial average the relevant PA is.

Or if your nitpicker, you still buy skills by paying their BP cost, but instead of 50 percent, you get them at value equal to their base cost, plus your PA, and can buy them up above that at their buy ratio. Then there are some rules about prerequisites and skill boosts and stuff. Oh yeah, there are 3 types of skills, childhood skills (CHS) which you get for free and start at 90%, the number of which varies, then there is character skills (no abbreviation), which are used to add character to your umm, character. They cost 1BP for a 90% and include minor skills like basket-weaving and hobbies and such, then there are Life Skills (no abbrevation), which are, logically enough, skills you buy from the skill list with buy points. Then it has some info on skill improvment.

Next there are the skill lists, conveniently laid out alphabetically, without any fussy organizing into skill categories, or by costs, or tech level or any of that stuff. For ease of use, the Skill lists its BP cost, different for every skill, the PA, different for every skill, and the buy ratio, different for every skill.

There are neat skills too, such as Dazzle (30BP, AG, 3BP/pt, no Prereq.), This is the skill allows a character to spin, twirl, and manipulate a specific weapon in such a way that the victim becomes so engrossed in watching the weapon that he fails to dodge the attack (hands are included as weapons.) Only works against 1 charater at a time, and there is the victim's will- your dazzle skill per-game roll different to save. Oh, and don't forget Firewalking/Coldwalking and Consume Alcohol, helps at parties.

After about 10 sparse double columned pages of skills, there is the Psionics umm skills or powers or whatever section. Psions aren't available in all game worlds though, so consult your GM. Oh and Psion character's aren't allowed to use Essence/Spirit magic. After about 6 pages of Psionic skills (which all have different point costs, buy ratios, and special case rules as to how they work.), we get to Magic.

In the magic section where we are told that there are several forms of magic, and that spells are given in game supplements and vary from game to game. Next they list the 17 elements that describe a spell in Webs. then they list a sample spell. And describe the different types of magic and BP cost to use them.

There are also Spellmasters, Psimasters, and Weaponmasters, who have access to extra-special nifty abilities. But you can only be one of the three, and can't learn any of the other skills if you do, and there are Physical Adepts too, with lots of nifty abilities all with different BP costs, buy ratios, and special case rules for how they work.

Then Next is my favorite chapter, Equipment Lists, 24 sparsely filled pages of oh so important information - So you can be anything you want to be. First is important information Money, Old world/Fantasy/Future. Here were told how much each of the money type "weighs" in units, whatever those are, and their exchange rate. Lets see here

10 lead(LP) = 1 bronze (BR) 10 bronze (BR) = 1 copper 10 copper (CP)= 1 silver (SP) 10 silver (SP) = 1 gold 10 gold (GP) = 1 electrum (ELP) 10 electrum (ELP)= 1 Platinum Piece (PP) 10 platinum (PP) = 1 Mythril 1 Dwarven gold Piece (DGP)= 1 (ELP) 1 Elvish Rin = 2 GP 1 Steel (STP) = 1 (SP) 10 shells = 1 LP

(Oh yeah, cr = credits, which is monetary system used in high-tech game settings. The $ Price x3 equals credits)

Just when you thought you were done learning about the monetary exchange market, there is a page or so of Gem values in various pieces.

At the end of which is a short paragraph mentioning that other supplements "might" include their own monetary systems if they are different from the above. And you "might" use different systems in your own game, the above are just guidelines. Next are several pages of weapon stats, including about half a page of specialty weapons, including marbles, hat pins, pencil\pen (-15% AC, 1d6 damage), rolling pins, pool cues, skillets and stuff like shields and nets, and Yo-yos.

Then there is short section on armor, mostly mediaveal, including barding for horses. Oh, and a section on clothing, including the cost of bra, sorry for you fantasy characters, they are NA in fantasy worlds (woohoo?!).

Then there a couple of sparse pages of miscellaneous items, including razors, Disposable and Electric!! Then there is a couple of pages of ammunition costs, and a short page with info on Food and livestocks. Lettuce, Head 0-3cp($1-1.50) .5 unit weight (sales price not specificed though, damn!).Then a column of Luxuries, including ivory, incense, and various pelts and fur coats (no info on resistance to staining from blood/paint.). Then some vehicle stats, including Roller Blades AND roller skates, and skateboards dewd!, and some stuff like cars and airplanes.

Oh, next is the Combat Operation section. It's got 6 pages of combat rules, including the page and a half for the sample combat, the rest of the remaining 22 pages of that chapter include a beastiary with stats for Baboons, badgers, owls, otters, peacocks, quails, rats, and lions and tigers and bears, oh my!!! It seems like it would work. At least until combat is over, as I didn't see any healing or recovery rules. I'd look them up in the index, but there isn't one.

The last 5 sparsely covered pages cover sample characters (robin hood and sherlock holmes, 4 pages total) and game master notes (3 paragraphs.)

And there you have it, the Webs Basic Gaming System. What can I say, it's awesome, it boggles the mind, it's got costs AND weights for hair brushes, wood with wood bristles and plastic with plastic bristles.

Can I stress how cheesy and padded this "rulebook" is? The system itself is probably as workable as the Palladium system I am sure, but at least you actually get something for your money besides pages of useless lists from the designers long dead D&D campaign and SF universe in a palladium book.

I am sure I could use some of the stuff with Fantasy or SF supplements, but, umm why not put it in the supplement where I might want to see it, instead of wasting pages in the rulebook.

Overall, this is one of the weakest games I have ever seen. It has nothing you can't find in other games, a whole lot you CAN find in them, and even more stuff you wouldn't want to find in any game, especially the core rulebook.

Not to make this review all bad. It does have a few good points, it's cheap at only $15, and I am sure you can find used copies of it for much cheaper, in fact I can guarantee you can find one at least.:)

Rob Muadib

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