Braunstein was an early roleplaying game created by David Wesely in the late 1960s that influenced later games like Dave Arneson's Blackmoor. It assigned players specific character roles in a fictional city and had an improvisational style of gameplay where players acted out their characters' interactions. Brownstone, created by Duane Jenkins, was based on Braunstein and set in the American Old West, introducing the concept of characters with histories that could develop over multiple games. Brownstone
Braunstein was an early roleplaying game created by David Wesely in the late 1960s that influenced later games like Dave Arneson's Blackmoor. It assigned players specific character roles in a fictional city and had an improvisational style of gameplay where players acted out their characters' interactions. Brownstone, created by Duane Jenkins, was based on Braunstein and set in the American Old West, introducing the concept of characters with histories that could develop over multiple games. Brownstone
Braunstein was an early roleplaying game created by David Wesely in the late 1960s that influenced later games like Dave Arneson's Blackmoor. It assigned players specific character roles in a fictional city and had an improvisational style of gameplay where players acted out their characters' interactions. Brownstone, created by Duane Jenkins, was based on Braunstein and set in the American Old West, introducing the concept of characters with histories that could develop over multiple games. Brownstone
Braunstein was an experimental game invented by David
Wesely in the late 60s, and it was an important and influential element in the history of role-playing games (just think that, when Dave Arneson developed his first version of Blackmoor in 1971, he described it like a "Medieval Braunstein with mythical creatures").
In this game, Wesely assigned specific roles to each player
(including non-military roles such as mayor, banker, and university president). What made Braunstein unique was that players didn't just move armies, they acted as their characters within the city. The first game had an unexpected narrative development as players began to interact with each other through their characters, challenging each other to duels and improvising actions outside the predefined rules, forcing Wesley to improvise rules to solve the actions.
Brownstone on the other hand was a game by Duane
Jenkins based on Braunstein and set in the far west. This game added further elements to the structure introduced by David Wesely, it introduced the concept of providing characters with a history and traits that could be developed and maintained from game to game. Effectively laying the foundations of what we now call a "role-playing campaign". Although there are many game reports of Braunstein, as well as the fact that there are some games that claim to be inspired by its mechanics (such as, for example, Barons of Braunstein), to date there are no precise rules describing how to play Braunstein or Brownstone. This is probably since the game itself was initially experimental and based on improvisation and the Referee experience (I would say: as in the Free Kriegsspiel).
For this reason, what you have in your hands is a simple
treatise that tries to reconstruct how (perhaps) Brownstone was played. However, despite its extreme simplicity, it must be specified that this treatise derives from hours of study of all the available material on Braunstein that I have managed to find.
Even though the rules may not be exact copies of the
original ones due to a lack of more data and the fluid and improvisational nature of the game, the project still aims to capture its essence and provide a structure that allows players to immerse themselves in a similar experience.
Albeit through a different reasoning, there is an involuntarily
(but inevitably) very similar game to this one. I'm referring to Arneson Gaming by Matt Jackson, a little game made with a nod in acknowledgment to Dave Arneson. Brownstone Redux, despite the huge similarities, is not based on Arneson Gaming, but the two games are based on the same principles (FKR) and probably the same reference work (Braunstein). However, I strongly recommend you try Arneson Gaming because it's a beautiful game and it fits in just two pages. Brownstone Redux Brownstone Redux is an experimental project born with the pure informative intent of replicating the Brownstone gaming experience (and consequently the Braunstein games). In this document it is assumed that the reader knows what a role-playing game is; therefore, no information will be provided on how to play, but simply on which rules determine the game.
Since one of Braunstein's foundations was the concept of
"Free Kriegsspiel" (where the impartial judgment of the Referee is the supreme authority and not a set of written rules), Brownstone Redux refers to the principles of the Free Kriegsspiel Revolution (which we can summarize in way: the game world is a real place, the players/characters can act in any way that interacts reasonably with the fictional environment, and that narrative concepts prevail over numbers and abstraction).
The original setting of Brownstone was western and for this
reason it is recommended to set your sessions in the old west, but in fact you are free to play the setting you want most (the important thing is that this is known by all the players and that it is clear what is allowed by the setting and what is not). Basic rules Characters and Roles: Each player plays a character characterized only by his name, his background and 4 specific Traits that describe what he does best (for example: good at riding; can cheat with cards; can use the lasso; good at pistol duels). The character's background doesn't have to be defined, it can also be outlined by playing, just having a vague idea is enough (example: the character could be a tough gunslinger, a skilled bartender, or a cunning outlaw).
Action Resolution: When the consequences of actions
are uncertain, roll 2d6 (two six-sided dice). To be successful, roll an 8 or higher. If a character Trait helps, roll 3d6 and choose the two highest dice.
Definite Challenges: Before deciding whether to roll the
dice to resolve an action, the consequences of failing must be clarified by the Referee. There are no hit points on Brownstone (in its basic rules), and every lethal outcome is made explicit (this rule can be ignored if you decide to apply the proposed optional rules for Luck Points or Hit Points).
Character Progression: During the game sessions, the
characters grow and develop, for this reason the Referee can decide to assign them new Traits. Advanced rules There are many optional and advanced rules that you can apply to the game. Basically, we can say that if the players agree on the functioning of a certain event or on the management of a given situation, then that becomes the rule to follow. What I list below are some rules that I deduced have been used in different games of Braunstein, you decide how and whether to apply them:
Luck Points: each character has 10 Luck Points which,
once spent, cannot be recovered (unless the Referee decides otherwise). A luck point can be spent to avoid a negative consequence.
Hit Points: Basically Brownstone (as far as I know) did not
have Hit Points or similar mechanics, but it’s clear that Arneson introduced this feature in his Blackmoor. In case you wanted to introduce Hit Points then: each character has as many Hit Points as he has Traits of him and when hit he loses one Hit Point. Losing a hit point also causes the momentary loss of a trait (player's choice) until the character is healed.
Weapons: If you use the Hit Points rule then it is
recommended that you assign damage bonuses for weapons. Basically, an attack always does damage, but the weapon could add extra damage (example: a knife could give +1 to damage, a pistol could give +2, a rifle +3).