New review:
I like this system somewhat more upon rereading it. I still think there's a frustratingly large number of editing glitches, even more so than average for RPG books. And I also feel like the mutations system is pretty much useless because it relies far to much on the GM handwaving up something. I'd much rather have a longer, more detailed list of good and bad mutations. However, the Sorcery magic system is still one of my favorite magic systems in gaming. The mechanics don't do much that's revolutionary, though they are a nice hybrid between D&D magic and MP based stuff, but the spells themselves are full of flavor, with abilities like seeing through the eyes of rats and birds and conjuring immense amounts of earth, wind, fire, or water. The basic magic and psychic systems are fun, and I appreciate that superpowers is point buy and has a nod towards using it for gadgets as well as built-in powers. It makes me wonder what the dedicated SuperWorld books are like. I love the Settings chapter because it gives a nice overview of a number of time periods, from prehistory to the Star Trekesque future. Inspirational sources and potential adventures are discussed, and there's a list of possible rules options. I am disappointed that there are fewer neat optional rules than I remember. None of them are mindblowing, and some, like hit locations and strike ranks, seem like they'd slow down an otherwise fairly elegant system. I do like the attempt at including an action point style mechanic, even if it feels a bit underwhelming to me. The basic system is old school, and a little clunky with stuff like the Resistance table (even though stats can be turned to percent scores by multiplying them by five, let's have a big table to use for stat vs. stat instead), but I feel like it would accomplish the goal of getting out of the way of the roleplaying pretty well. I like the idea of characters growing based on what skills they use, the lack of levels, and the abstract money system, which works well for modern or future campaigns. Combat is straightforward and deadly, though it'd be easy to alter that a bit by making characters better at weapons and giving them more hit points. All in all, this is a pretty nice rulebook, and I actually don't mind that it's sort of a toolkit approach rather than one predefined game, because the book is good about outlining what you should use depending on your playstyle. I'm not sure whether I'm likely to run this much, or at all, since I think I'm more interested in the Call of Cthulhu game this is built from. It does seem like it could be a fun game for beginners and I like the nice elegant roll under core mechanic, especially compared to the complications in the related Mythras. Plus, while there aren't as many options as I thought, the ones that are here are mostly good. I'm glad I have this game, and I had fun reading it again, and if I ever do play or run it, I'm sure I'll have plenty of fun with that too.
Original Review, 2012: The system is interesting, and does seem like it could be a good fit for people new to roleplaying. However, there are a lot of editing issues and some amount of vagueness in the rules that I'm not hugely fond of. While I'm okay with strange or vague rules in older RPGs, I like more recent ones to be more clearly written. Thus, while this is interesting, and I do like Call of Cthulhu, which is based on this system, I get the feeling that I'm unlikely to use BRP that much, except perhaps for play by post games. I feel like I'd rather use Savage Worlds, which seems to occupy roughly the same niche and does a better job, at least in my opinion.