OROBORUS - FREQUENTLY ASKED QUESTIONS

Q: I have GURPS, why do I need Oroborus?
A: GURPS is a perfectly fine multi-use RPG system, but the rules are designed for a specific style of play, and if that isn't your preferred approach to roleplaying you might want to try something else. GURPS is a very flexible, very comprehensive system with rules for every possibility. It places most of its emphasis on adaptive mechanics and deemphasizes character development. It is also a dice and modifier heavy appraoch to game mechanics. Oroborus takes a more character-oriented approach to roleplaying, with mechanics which are fundamental and flexible, rather than comprehensive. While GURPS provides a new rule for every possibility, Oroborus presents a few simple rules that can be used in many different situations. By keeping the playing mechanics simpler and reducing the reliance on dice and modifiers, Oroborus leaves the player free to use his imagination more and focus on building and playing an interesting character.

Q: I'm creating a new RPG product. Why should I use Oroborus instead of designing my own rules or licensing another system?
A: Licensing already existing rules as the core mechanics for new RPGs has proven to be an excellent alternative to creating rules from scratch. Not only do you get complete, playtested rules with little time, cost or effort, but you also instantly become part of a community of games which already has an established audience. Oroborus isn't the only game available to be licensed for use as core rules in other games, but it offers an excellent alternative to the main systems which are currently available. Oroborus is much more character-oriented and open-ended than Fuzion, and offers simple, flexible mechanics without the structural limitations and additional work required from FUDGE. Both of these other systems are excellent products, but neither of them offers the coherency of rules or simple flexibility of Oroborus.

Q: My favorite RPG came with rules, why do I need Oroborus?
A: Maybe you don't. But Oroborus can be plugged into almost any setting with minimal work on the part of the gamemaster, and if you like to change genres having a consistent set of rules is a big help for the gamemaster and the players. Unlike some multi-use RPGs Oroborus is designed to work with the already existing campaign and setting material found in other games. You don't need to start a new campaign that's similar to what you want to play, but based on Oroborus, you just need to adapt the characters to Oroborus' versatile system.

Q: What is the relationship between Oroborus and To Challenge Tomorrow?
A: Oroborus was developed out of To Challenge Tomorrow. It is mechanically similar to the 4th edition of TCT, but stripped down to its essentials and made more generally accessible. One of our projects for the future is adapting all of the excellent TCT campaign settings to Oroborus.

Q: What is the relationship between Oroborus and Ysgarth?
A: Oroborus is mechanically very similar to the 7th edition of Ysgarth. The main differences are that Ysgarth has a somewhat more detailed character generation system, and a much more detailed system for handling magic and the supernatural. Oroborus characters can be played side-by-side with Ysgarth characters, or in Ysgarth adventures with almost no adaptation, because skills and combat are handled in exactly the same ways in both systems.


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