There is a great deal of fun to be had with BB:SS but it does not always succeed in its purpose. BB:SS offers a stripped down version of the D&D engine without a magic system. Magic systems are a notorious cause of rules bloat and are the bane of solo play, which requires mechanical consistency from the rules in order to differentiate gaming from daydreaming. BB:SS's 'sinewy' combat feat system is much more useful. On the other hand this set is hobbled by an unintuitive approach to saving throws: notably the designer himself has abandoned the the BB:SS ST rules in his more recent Blood & Treasure 2nd edn. BB:SS also imposes a cap of sixth level on character advancement; the level cap has been a bugbear of 'basic' rules since Holmes Blue Book. The Armsman, however, is an exceptionally fun version of the Fighter to play. In the end I hacked BB:SS with elements of Blood & Treasure and Bloody Basic: Weird Fantasy - the 'out of the box' experiment failed, but in fruitful fashion.
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