RPGnet
 

Webs Basic Gaming System 2 Edition

Webs Basic Gaming System 2 Edition Capsule Review by Shanya Almafeta on 25/08/02
Style: 1 (Unintelligible)
Substance: 2 (Sparse)
As charming as a junked '57 Studebaker and thrice as useless.
Product: Webs Basic Gaming System 2 Edition
Author: Keith Bailey
Category: RPG
Company/Publisher: Webs Games
Line: Webs
Cost: 14.95 USD
Page count: 90
Year published: 1980
ISBN: 1-57872-001-X
SKU: 0001BG
Comp copy?: no
Capsule Review by Shanya Almafeta on 25/08/02
Genre tags: Fantasy Science Fiction Far Future Space Superhero Generic
The designer warns you in the beginning of the book that he hasn't updated his RPG since 1975. Considering the gaming industry as a whole came into existance abotu 1974, that's not saying much. A direct quote was "The rules didn't change much (and still haven't) and hopefully never will be obliged to." Which is very unfortunate; the fixing of a few major problems and the addition of explanations and play examples would have made this system a true contender.

Introduction: I idly noticed that it seemed like most of the introduction was an explanation of why some of the larger games and companies -- Chaosium, Steve Jackson Games, Palladium, TSR, Warhammer FRP, all of which he obviously ripped off of -- can't sue him. A short explanation (get used to that phrase) telling the circumstances that he created the game in (wanting a higher-powered, more universal D&D). No game design theory other than an "I like it this way and if you don't like it, tough" sort of attitude.

Prime Attributes: There are 7 prime attributes, obviously from D&D: Strength, Agility, Constitution, Intelligence, Wisdom, Charm, and Voice (prime stat of spellcasters). These are generated on a d20, giving almost the same range as the 'classic' 3d6 roll, except when you roll very low. Everything else is bought on points; why statistics are randomly generated in a point-bought system, I'll never know.

Derived Attributes: The derived attributes are your standard grab bag, from Hit Points and Will to Concentration and Blood Type. They are clearly based on a magic-using world. However, they are not consistant. I mean, GURPS uses a lot of derived attributes, but attributes of the same type are at least calculated the same way. Not so in Webs. For example, some of the attributes use the exact same formula to generate (for example, Perception, Will, and Concentration are all equal to Int Wis); why have seperate stats at all, then? Most stats can be bought up, but Luck (which is based on your Intelligence, Wisdom, and Charisma. Movement is based on your height multiplied by your Agility; since Height is generated arbitrarily based on your character's race; no short people allowed! Some stats are the exact same for every member of a race (for example, Magic Resistance is 5 for all humans). During this part, many rules are referenced that don't exist.

Buy Points: Depending on what race you have, you get a certain number of Buy Points to spend; most races have 1000 or 1500 buy points, while Humans, the default race, get 2000 buy points to purchase skills. If Buy Points directly translated into skills (for example, 50 BP buying a skill of 50%), it wouldn't be too bad; however, it's not that simple. Also, 2000 BP is a lot (roughly equal to a 10th level d20 character, or 200 points in GURPS); there's no way to make your characters more skilled (heavens forbid) or less skilled. You can take disadvantages to gain a few more Buy Points, but these are free-form; some better examples. The entire Disadvantage list is Age, Bezerk, Dependence, Dependents, Distinctive Features, Hunted/Enemy, Physical Limitations, Psychological Limitations, Reputation, and Weakness. They cover all of four pages, with about twenty sentences of explanations and examples between them.

Skills: The part that breaks the system, the calculation of a skill's level and cost is as friendly as a tax form. Each skill has two costs: a Base Cost, which you must pay to get at the Base Percentile, and a Percentile Cost, which There are two different ways to calculate stats: Either start with Base Cost plus the Prime Attribute and buy up from there; or, start at 50%, modify this beginning percentile based on how far your stat is from Racial Average, and then buy up. If you want to buy a skill with prerequisites, you need to have the prerequisites at 50%; if you do so, you gain a 5% bonus to the usage (sorta like d20's synergy rules, but not as well explained). Some skills you can take more than once; for example, in the Robin Hood sample character in the back of the book, he has the "Weapon Mastery: Hunting Bow" at 110%, 100%, 100%, and 80%. Just why you do this, however, is not explained.

Although this is the system's second weakest point, it's not all bad. For example, look at Childhood Skills. At character creation, you may pick up to 6 skills with no prerequisites; you automatically get these at 90%. A very interisting way to let your past benefit you without having to pay for it. Character Skill Packages are available, that give you a set of skills at 50% plus your statistic. If more of these had been listed in the main book, the system would have gotten another bump up for substance. Finally, the skill set is universal; they run the gamut of high fantasy to wuxia to gritty sci-fi.

Psionics: The psionic system is decent. For example, say you wanted to purchase the "Light" psion. First, you'd have to buy the Field it's in; in this case, Field of Alterations Energy. 50 BP. Before you can do that, you buy the Circle that that Field is in (Circle of Alterations). And to buy that at all, you must purchase the Psionic 'advantage', another 50 BP. You get bonus psi power points for having lots of psionic skills; the list of powers is decent, but the explanations of the powers are confusing (When do you roll vs. Concentration, and how do you apply the penalties? When do you pay endurance, when do you pay PSP, and when do you pay both?).

Masterys: One of my favorite systems, Masteries are sets of skills that can provide a bonus to a type of player -- but you can only pick one. You can't be a Spellmaster, Psimaster, and a Weaponmaster. (If you want to do that, go play Storyteller. *duck*) Finally, there are Physical Adepts -- near-supernatural abilities that are nowhere near common, but require no esoteric explanations; you just know how to do it.

Equipment: The Weapon list is interisting; weapons lose "hit percentage" based on the AC of the armor and the distance of the attack. For example, a cutlass is -5%/AC and -30%/3' thrown, a scythe is -1%/AC but cannot be thrown, a disruptor is -1%/5AC and -10% per 25%. Each of these has a buy point and a monetary cost associated with it. Unfortunately, the rest of the equipment list doesn't seem to be quite up to par.

Combat: The worst system in the book. You get Moves based on your AG, I think, in which to use attacks; your AG tells you how many rounds you can keep fighting, I believe, but I can't figure out the "Combat Segments" chart which was given. To their credit; there's actually an example of play; however, it's hard to understand, and I still am not sure how combat works. There's a laughable attempt at a beastiary. ("Oh No! Run, boy, the goats are after us!")

Finally, there's the totally messed up Hit Point Distribution rule. You divide your sixteen hit points between the six areas of your body, giving an average of 3 HP an area. When you run out of HP in an area, you lose usage of that area. Considering that even a lowly punch does 1d6 points of damage, you better get used to broken limbs!

Art: The author of the book did all his own art. That's always a bad sign. I accidentally dropped this book on the floor, cover-side-up, once; my brother looked at the cover art and began rolling on the floor in hysterical laughter. Scout's honor.

Formatting: Luckily, YOU'LL be too busy cursing at ALL the odd formatting and RANDOM USAGE OF CAPITALIZATION that you won't have time to Notice any of the shoddy art.

The Saving Grace: Reading the book gives me lots and lots of ideas to improve the system, if not understand how it works.

Do You Get Your Money's Worth?: The Webs Basic Gaming System is the cheapest I've ever seen (save BESM), but unless you get the same thrill out of refurbishing RPGs that some people get out of restoring junked cars, you'll feel cheated. If you're cash-strapped, spend your money elsewhere.

The Final Verdict: Granted, Kieth Bailey (creator of the game) has more narrative capacity in his little finger than I do in I do in my entire body. (I'll explain why I say so when I review some of his other work). When he runs this system, it probably runs like a dream. However, when the game has to stand on its own laurels, it falls apart like so much rotted meat.

Go to forum! (Due to spamming, old forum discussions are no linked.)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.