Wombat
First Post
I think the mechanics, in general, are less important than the chemistry between the GM and the group playing the game.
Example: I am really not fond of the GURPS system for a variety of reasons. However I participated in a great GURPS-Tekumel game. The campaign ran for a year, we were all satisfied, but none of us (other than the GM) were in the slightest bit interested in picking up the core GURPS rules ever (GURPS supplements are another matter altogether).
I know rules that I love that I have yet to create a succesful game group around (Nobilis, I'm lookin' at you!) and mediocre systems that have led to good, bad, and mediocre campaigns.
If the players and the GM are all in the right space, though, that feeling can overwhelm any problems or marginalities of the system.
Example: I am really not fond of the GURPS system for a variety of reasons. However I participated in a great GURPS-Tekumel game. The campaign ran for a year, we were all satisfied, but none of us (other than the GM) were in the slightest bit interested in picking up the core GURPS rules ever (GURPS supplements are another matter altogether).
I know rules that I love that I have yet to create a succesful game group around (Nobilis, I'm lookin' at you!) and mediocre systems that have led to good, bad, and mediocre campaigns.
If the players and the GM are all in the right space, though, that feeling can overwhelm any problems or marginalities of the system.