BRP's very best incarnation is probably Elric!/Stormbringer (same game, different packaging). Some would argue about that statement, of course, but I think most would admit it is good. It has been used for D&D style games occasionally. My own 'project' was a Magic World/Stormbringer/homebrew, and it was a long lasting series of campaigns with the same core group.
My list of games run and/or played : D&D, AD&D 1e and 2e, Gamma World, Stormbringer, Element Masters/Gatewar, TFT, CoC, Worlds of Wonder, Hawkmoon, Ringworld, Elfquest, C&S, Swordbearer, Talislanta, Tekumel, Arcanum, Palladium fantasy, Fifth Cycle, 7th Sea, Deadlands, RQ 2 and 3, Space 1889, Dark Conspiracy, probably others I can't think of right now. I always return to BRP or something close to it.
I started in college with D&D. We couldn't figure out the rules, so we got the MicroGames Melee and Wizard and sort of pasted them over the combat and spell systems. When AD&D came out the group moved up to it, but it felt too restricting to me (I have NEVER had a D&D character I was happy with). When I ran the game I would go back to our old hybrid. Then RQ2 showed up and the group split, some continuing to play AD&D and others moving on to RQ. I jumped from RQ to Stormbringer a year or two later and have mostly stayed with that style of game ever since.
That group split is how I came to divide rpg players in D&D/not D&D mindset camps. The others wanted the high hit points, rigid structure, alignment, classes, all of it. The rest of us wanted to be able to let the characters grow organically (if that makes sense to you), reactive combat (being able to defend yourself), skills (define the character), being able to engage in the combat aspect without a hit chart (we were still years before 2e and thac0), and so on. Instead of piling on hit points we wanted to be competent characters who never got hit at all. And we wanted the sense of danger and excitement from being vulnerable to death even as we got more and more skilled. Like having the excitement of low levels in D&D permanently, plus gaining the power of high levels. When a player got a PC through an adventure in RQ or Stormbringer or CoC it feels like an accomplishment. Always, even with high skill levels. All forms of D&D that I have ever played lost that excitement for me after 4 or 5 levels, usually.
When 3e D&D came out I was excited. So I did a hard sell to the group I was in at the time (pretty hard line RQ players) and ran it. To fourth level, and it was getting to be not fun for me. I was mindset in a different type of game. The others wanted to run or play something else, so we jumped to a couple of other games. Which I forgot to list above, Wasteworld, Alternity, and WFRP in quick succession. Then Deadlands and back to my BRP homebrew. Again.
MRQ is attracting me because I want a system that I enjoy playing without a lot of houseruling plus a good flow of material being published for it. That will be a new experience for me if it happens. There are currently two other games I will most likely pick up, Epic rpg and the BRP Delux book. The latter, being essentially a BRP cookbook, should be right up my alley.
I told you it would be boring, but I couldn't resist. :roll: