This is a GREAT game! I'm a fan of rules light systems and have collected a lot (too many, its kind of embarrassing) looking for that perfect blend of flexibility and completeness. Every other product has left me wanting in some areas, with Magic systems typically being the most troublesome - too vague and hand wavy, too DnD or 'Vancian,' etc. Others have fiddly bits that can be a little too meta for some groups (Fate/FAE, PBtA, etc.), or mechanics that are overly simplified to the point of all rolls feeling the same (the Tiny D6 series feels a little like this to me). BareBones Fantasy (and the other games in this series) is the only one that to me gets it all right.
Character Creation and Development: Character creation is quick, well explained, flexible enough that you can start your character on the path you envision for them, detailed enough that every character feels unique, and streamlined enough that you're not stuck in a min-maxing analysis-paralysis. Character development is equally flexible, and allows you to tailor your character over time into exactly who you want them to be, all without having to keep track of a dozen different bits (I'm looking at you, Feats, Talents, Perks, etc systems!).
Mechanics: Ever since the first time I played Call of Chthulu a million years ago, I've liked the d100 (roll equal to or under) mechanic because its so easy to grasp - if you've got a 63% of doing something, you know immediately what that means. It also makes it really easy for new players to have an intuitive sense of how good, bad, or meh, they are at something. No curves to figure out, or percentile and mods to multiply by 5, etc. The problem for me has always been that most d100 systems get way too bogged down in minutiae. Hit locations, armor specific to hit locations, strike ranks and strike rank mods and costs, etc. (Not to mention the magic systems....) BBF streamlines everything to where it flows simply, easily and naturally, and yet somehow manages to preserve meaningful options and tactical choices. And it does all of this with one set of consistent mechanics that handles everything other systems have to create subsystems, feats, talents, class level benefits, etc to accomplish.
I'll give you one example from the combat system to illustrate this. Let's say you're in fight and you have the intiative (I also love how BBF handles initiative - simple, brilliant!) and you decide you want to strike quickly and try to take out your opponent before they can hit you. You can choose to attack more than once on your turn. Each action after the first on your turn suffers a cumulative -20 penalty to your score, so for two attacks, the first would be at your skill level and the second would be at skill level -20. Feeling saucy? A third attack would be at -40, but hey, with luck and/or a really high skill rating, you can pull it off. HOWEVER, actively defending against attacks is also an ability roll, so if you commit to multiple attacks, by the time it comes to defend yourself you're going to taking another cumulative -20 to each defense roll. No need for the players or GM to try to keep track of some special class/level/feat benefit that lets someone take multiple attacks and remember the specific penalties associated with those maneuvers. One mechanic, meaningful tactical choices, simple mechanics. Of course you can combine other actions with attacks or defense in combat to create cinematic maneuvers, but it all uses the same concepts. Magic is equally simple and flexible, without being hand-wavy, and the magic-using professions (skills) are different enough to give them each their own unique and distinct flavors, strengths, and limitations, without being cumbersome.
I can't recommend this game, or really any of DwD's products, strongly enough. If you're new to them, I would recommend this one as the gateway game, becuase the others add a little more complexity - but they are built on the same platform, so if you're familiar with BBF, you'll easily catch on. Also, the Keranak Kingdoms, the default setting, is really interesting and rife with adventure possibilities and great lore that get's your imaginitive possibilities flowing. Just like the main game, to me the setting finds that perfect balance of intriguing detail and broad brush strokes that doesn't paint the GM into a canonical box but isn't so vague or generic that it feels like just one of hundreds of fantasy trope worlds.
Recommendation: Buy this product! If you love it like I do, get more stuff and support the publisher so they'll make more great stuff. And spread the word - this small company makes games that are absolute gems and I'd love to see them get the recognition I feel they deserve.
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