BESM

Some people may have been thinking "Gee, what happened to that site review that Chris Reid used to write?" Other people may have been thinking "Hah! I knew he wouldn’t keep up writing that darned site review!" Indeed, there might even be another group of people, far more numerous than the first, that have been thinking "Who is Chris Reid, an why should I care what he’s writing?" Have no fear, intrepid reader. I will answer all of these questions, except for the last one. Actually, I won’t answer the other two either. Instead, I will use obfuscation and other forms of misdirection to…uhhh…direct your attention elsewhere.

Thus begins a temporary column called "Stuff I Write to Distract People from the Fact that I haven’t Been Writing Stuff."

The subject of today’s Stuff column is BESM. No, I didn’t sneeze. BESM stands for "Big Eyes, Small Mouth." It is a roleplaying game based on anime themes, and as such, the name is rather appropriate (it has also spawned countless humorous other attempts to decipher its meaning). If you really do read my column on a regular basis, you will recognize that I did a web site review on a BESM site not too long ago. I’m not counting on this, though, so I will go over the basics.

What can BESM handle? Yes. As long as it’s anime/manga themed, BESM seems to be able to handle it most excellently. I haven’t tested it out much with standard roleplaying themes, but I’m sure it would translate over pretty easily.

BESM’s main strength is in its simplicity and smoothness. Even more so than just about any other system I’ve seen, it remains in the background, adding a bit of chance to the game, but never interrupting. Character creation is rather easy, and very fun. After the first couple of times making a character, it’s very possible that an extremely in-depth one could be made in a few minutes. The rules governing character creation, and in fact, the whole game are very flexible, and can easily take into account almost any variations a person would likely come up with. They also have convenient guidelines for different sub- themes in the game, such as a medieval based one, or a space opera style.

While the ease of rules certainly lends itself to a more creative and dialog driven story, the system does stand up to combat pretty well. In the game that I ran, there averaged about one combat per game session. The dice rolling was easy, very little math to do, which let both the players and myself spend that extra time being more creative about what the characters were doing. The combat system is not very realistic. It’s not supposed to be so. If you’ve watched anime or read manga, you’ll know what I mean. If you haven’t, read some and watch some, then pick up the book.

The simplicity that I’ve been raving about, could also be considered this game’s one downside. I personally don’t think so, but some players like their games couched well in rules. I prefer it to read more like a story, much like freeform roleplaying.

All in all, I rate this game an 8 out of 9. I picked it up as a joke, but I was seriously impressed by the work they put into it, and how well it turned out. I think you’ll find yourself feeling the same way.


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Text Copyright © 2001 Chris Reid

E-mail Chris at: Tembuki@aol.com