Okay, a word of caution: I really love the Rattrap Games for what they are, so there's a tendency.
- More story driven gaming
Check. The encounter system works perfectly to drive you through a story.
- "Random" events etc
Check, see above.
- More character detail
Check. There are lots of predesigned characters available, but you can easily make your own, too. Admittedly, there are some powerplay combinations to be avoided.
The stuff that's putting me off:
- Possibly too fiddly?
Might be an issue, because sometimes you have to remember quite a few special rules. Book-keeping is essential.
- Too much prep time?
You need a hand for scenario design and story-telling. The more you put into that (by preparing "clue cards" and the like) the more rewarding it becomes. But in the end it's down to the people you're gaming with.
- Not as easily adaptable?
It's highly adaptable. For example, we used it for our historical Dark Ages campaign.
- Proprietary setting
No such thing.
- Much bigger book
Nope, all you need on a few pages.
- Hero centric?
Oh yes, it IS centered on heroic action. You could reduce that by avoiding 'high grades', but let's face it: BA is made for Fantasy, so you want your heroes (or villains) to be exceptional.
What I've loved about SOBH:
- Small playing surface (even smaller in BA)
Check. Average table size is 2'x2'.
- Small amount of minis (also smaller in BA)
Check. I've played a game with just one miniature (that had to discover some things linked to following scenario).
- Easy to learn
Erm, yes. You probably need a game or two to get the hang. If someone can guide you through the game the better.
- Stream lined and fast play
Depending on your selection of encounters games can be finished in a rush (for example, find three of those markers to find your way out of here - and you find three in a row). Normal games take about half an hour, an hour at most. Stream lined doesn't describe the rules well me thinks: As said above, there are a lot of possible special rules and tweaks that can slow down the gamers a bit.
- Generic rule set
All Rattrap games share the same mechanics, so you can quite easily adapt rules from different sets/supplements. Character building makes it more specific, so I wouldn't call the rules as such generic.
- VERY easy to incorporate my D&D minis collection into the game.
I'm sure you could make up some character sheets for most of them. There are also some rules for creating beasts and monsters in BA. But be careful, most non-humans become very deadly very fast. Better don't get carried away.
- Pick up and play, basically.
See above. You need to put in some thoughts into scenario design, if you don't play a pregenerated campaign from one of the other books.
What I'm not liking so much about SOBH:
- Fizzled turns when a two dice activation fails
BA is all about initiative. Players roll for it at the beginning of each turn. Their highest grades move first, then the next and so on.
- Slightly wonky morale rules
Morale isn't an issue here. You test if you see something gruesome/irregular etc. or if you take a hit. That's it.
- A bit too simple and abstracted
Nope. See above.
- Not as suitable for a narrative, as a scenario can end in 15 minutes due to a few poor dice rolls
See above, too. Scenarios COULD, but mostly it WON'T end after a short time.
I've recently looked at Savage Worlds, and Broadsword Adventures feels similar. Just can't get my head around the format in which BA is played.
- For instance, is it suitable for solo/co-op play or does it require a "GM" of sorts?
It is suited for solo-play, as by setting encounters you could easily play against 'the game' - we've done that before. Therefore a GM is completly optional, too. Anything goes. Average games have one guy playing the heroes and the other one taking the baddies; the latter cannot win, normally, but they can provide a good fight, anyway.