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The One Brain Cell Roleplaying Rules

The One Brain Cell Roleplaying Rules Capsule Review by MetalMan on 01/11/01
Style: 3 (Average)
Substance: 3 (Average)
A quick and fast system that is wonderful for cinematics... with some potential issues.
Product: The One Brain Cell Roleplaying Rules
Author: unknown
Category: RPG
Company/Publisher: Canis Publications
Line: Free RPG
Cost: FREE
Page count: 4
Year published:
ISBN:
SKU:
Comp copy?: no
Capsule Review by MetalMan on 01/11/01
Genre tags: Other

"The object is to allow play to proceed rapidly wit the minimum of interference from the rules."

MetalMan's Review of "The One Brain Cell RPG Rules" by Canis Publications

The Premise:
The One Brain Cell RPG Rules, hereafter referred to as OBCRR, is a mechanics system developed to speed gameplay as quickly as possible while only resorting to the use of dice when mechanics become necessary such as combat situations.

What Ya Get:
The OBCRR is a simple HTML document that comes out to four pages if you run it through your printer.

Cost:
Nothing. Zip. Zilch. Zero. Gratis. Free.

Appearance:
There isn't a lot to be said. It is a standard HTML document but it is very clean and well-organized. The use of graphics are kept ot a minimum with the exception of an image showing how to make your own set of Outcome Dice. Its easy to read on the screen which is a rarity and should be commented on and lauded. My eyes already hurt enough without more blue-on-black or extra long white-on-black text displays.

The Rules:
Character generation is a simple affair with no dice rolling. A character is described. Each character is composed of six descriptions: Name, Character Concept, Primary Ability, 2 Secondary Abilities, Character Weakness, Character Secret and Character Goal. Reproduced below is a sample character that I made up using the chargen rules:

Name: Edward "The Basilisk" McCombs
Character Concept: Furtive and quiet anti-hero
Primary Ability: "White Hat" computer hacker
Secondary Ability No. 1: Excellent at jury-rigging equipment
Secondary Ability NO. 2: Proficient at cracking cryptographic codes
Character Weakness: Has a mercenary outlook on almost everything
Character Secret: Is a fry cook at Burger World
Character Goal: To make that one "big job" and retire rich for life

There are two types of dice involved in the game: Outcome Dice and a Dilemma Die. The Dilemma die is listed as an optional rule in that it is recommended for use in action/adventure games, but I think that its a good enough mechanic to be applied to almost any kind of game you care to run. Instructions are given on how to make them using blank dice but you can use normal six-siders if don't want to use or can't find blanks.

Task resolution is where some people are going to start hating the OBCRR. The GM determines exactly how many dice (between 1 and 5) he is willing to allow the player to roll based on his estimate on how skilled the character would be in the given situation. The GM also determines the number of successes required to be rolled on the dice. One is typical but very hard or time consuming actions might require two or more. Rolling a tick mark or a "5" is a success. Rolling a tick mark and a roll again message or a "6" is a success and they roll that die again.

If you are using the Dilemma die, you roll it whenever you take an action requiring a dice roll. If it comes up "Dilemma" or a "1" something bad happens even if the roll was a success. An example would be that you managed to shoot your target but the gun immediately jams after the shot, you fall down, or something along those lines.

The character is also assigned Plot Points that are used to potentially modify events in the game. Characters can use plot points to swing events in their favor such as finding weapons in the nick of time, miraculous objects appear to break falls, etc. Unfortunately, no guidelines are given on exactly how many points to give characters other than high adventure games should award more points. The GM always has the right to not allow the use of a plot point if he feels that the plot requires the action against the character to happen. Yes. This is railroading. Your views on this may vary wildly. I don't mind it as I'm used to railroading my players but your players could go ballistic.

OBCRR wraps up with four examples of play that illustrate how each aspect of the game operates. Its a nice touch but does eat up a goodly amount of space. I thought the rules were clearly defined in the text and that the examples weren't really necessary but you may appreciate them.

Overall Impression:
Your milage out of The One Brain Cell RPG Rules is probably going to vary. As a GM, I can appreciate the need for speed as I especially enjoy cinematic play and I like the mechanics for determining success. However, I have some qualms about allowing msyelf to be sole arbitrator of the player's extent of their actions. Some players are not going to like this control by the GM and the railroading aspect of the denal of Plot Points to further the story could really get some of them steamed. If your group can overlook or deal with these stipulations in the rules, The One Brain Cell RPG Rules is a nice little system that deserves some of your attention.


MetalMan signing off.


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