EDIT 4/26/03: Just wanted to emphasize that although the system is basically done, the book isn't. So watch this space
Hope I've piqued your interest. Here is the link for the book in .rtf file format: Big Book in rtfThe Big Book of B&B wrote: The Ideas Behind the Game
This game originally evolved from Advanced Dungeons and Dragons, Second Edition. It was created because I felt that the aforementioned game did not suit my tastes. I started out by changing rules individually, then I began to change large groups of rules, and one day realized that my version of the game could no longer be called AD&D. That game eventually became Blades & Barmaids, which underwent several major overhauls before appearing in its present form. Previous versions of B&B were cumbersome and too heavy on realism, sometimes sacrificing game balance and playability for its sake. In its present form, B&B is not an evolution of AD&D or any other RPG, rather a completely original work.
Since D&D is and always has been the most popular RPG, B&B is best compared with that game. There are numerous problems with D&D. The first lies in the ultra-powerful heroes. Sometimes it is fun to have a character that can win fights against 10 to 1 odds, or fell the mightiest giant, and sometimes a more realistic game is desired. Once the early feeble levels are passed through, the heroes become very powerful very quickly. D&D can not be adapted to suit different settings or styles of play without major overhauls of the rules. B&B is designed to be modular. The system can be adjusted quickly and easily to suit the power level and complexity desired by the GM and the gaming group. This allows for both high fantasy dragon slaying and gritty realistic games with no change in the rule sets. This modularity is accomplished in three simple and intuitive ways: First, the amount of Hit Points available to characters is a multiple of the Body Stat, but it is left up to the GM to decide what the co-efficient is. Low co-efficients favor realistic games with vulnerable PCs, while high co-efficients favor D&D style high fantasy. Second, the amount of XP to give initially and award later is completely up to the GM, allowing him to control how powerful the characters are when they start, and how quickly they advance. Third, all rules follow a few similar patterns and formulas, and are not inter-depedent. In other words, you can remove a rule and everything else will still make sense.
The main problem with D&D, however, lies in the difficulty of conducting good roleplaying. The class system, the alignment system, and the leveling system serve to pigeonhole characters and limit the imaginations of players. It’s impossible to roleplay well when there’s no believability and perspective. B&B is designed so that the player can have an intuitive feel for what his character can and can’t do. How many of us would have to think before deciding that attacking a 10 foot tall troll is a bad idea? But in D&D, where a thin elf can easily be just as strong as a troll, it becomes hazy. The player has no perspective. The concept of class also limits role-playing, particularly when the classes play to people’s pre-conceived notions (fighter, mage, priest, thief). B&B’s character creation system allows players to build their characters by purchasing skills that they want through experience. There is no class, and there are few restrictions.
Things That are not Present in this Book
In this book, you will not find detailed lists of monsters, spells, campaign worlds, maps, or the like. These things are unnecessary for GMs with a vivid imagination or access to previously published RPG books with cute drawings and high production values. It is not difficult to convert monsters or spells to B&B. Just look at the monster, read its discription, and compare them to other things in B&B. For instance, “These things look muscular and weigh 600 pounds, while an average human weighs about 200 pounds and has 5 Body, so this monster should have 15 Body.” D&D books are quite expensive, but there are plenty of other, more obscure roleplaying games with the same material for $10 or less. Maybe in the future I will release some sample NPCs and spells, but don’t expect me to re-invent the wheel.
Big Book in doc
EDIT: Last updated 4/27/03 at 9:50 PM PST
Keep in mind that only the very basic rules have been enumerated so far, and in its current state, it's a mere skeleton of what I use. I've been working on adding to the book off and on, but how motivated I am will really depend on the kind of feedback I get.
EDIT 4/27/03: Now it's starting to approach what I actually use, although I'm sure the new sections read like crap since it's their first draft. I must say I've done more to the book today than any other day based on the interest and feedback. Thanks guys!