So I picked up Magic World by Chaosium, the latest iteration of fantasy role-playing for the d100 system. Though broadly similar to the other contenders, RuneQuest 6 by The Design Mechanism and Legend by Mongoose, Magic World, not surprisingly, more closely adheres to the Basic RolePlaying game system. Interestingly, it doesn't use the expanded magic system presented in The Magic Book, released in 2011, which updated the magic rules from older editions of Chaosium's RuneQuest for use with BRP. Rather, Magic World expands the sorcery rules from the basic BRP game. In other words, all magic in Magic World is sorcery. If The Magic Book is derived from RuneQuest, Magic World seems more influenced by another old Chaosium game, Stormbringer. Though the darker aspects of Stormbringer and its later edition Elric! have been toned down in Magic World, the rules for summoning demons and elementals are there. If you can get your hands on the excellent Elric! supplement, The Bronze Grimoire, to incorporate its more detailed summoning and necromancy rules, Magic World would make an excellent ruleset to run a dark fantasy campaign.