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General Tabletop Discussion
*TTRPGs General
Your thoughts on Generic versus Bespoke systems.
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<blockquote data-quote="overgeeked" data-source="post: 8934863" data-attributes="member: 86653"><p>Using your terms, I prefer either universal systems or bespoke systems and tend to greatly dislike generic systems.</p><p></p><p>A well-made purpose built system can absolutely sing when being used for its purpose, but I find a lot of them are too specific so they’re limited to that one style, which is great if there’s a lot of replay there, otherwise not so much. Like Masks. If you like teenage-drama superheroes, it’s the best. But once you want something slightly different, it’s best to use a different system.</p><p></p><p>Generic systems strike me as pointlessly bland. They sacrifice flavor, style, and focus for little to no gain. They effectively put all the work of flavor, style, and focus on the referee. The best I can explain it is by comparison. 5E is a generic fantasy game. Dungeon Crawl Classics is a purpose built sword & sorcery game.</p><p></p><p>But I love universal systems. The lighter the better. To me, the simplicity of the rules and the intentionally “generic” nature serve a purpose. To allow you to use the system for anything. While bespoke mechanics can sing, they are just as often overwrought nightmares to learn. Gimme Fate or Risus or FKR.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8934863, member: 86653"] Using your terms, I prefer either universal systems or bespoke systems and tend to greatly dislike generic systems. A well-made purpose built system can absolutely sing when being used for its purpose, but I find a lot of them are too specific so they’re limited to that one style, which is great if there’s a lot of replay there, otherwise not so much. Like Masks. If you like teenage-drama superheroes, it’s the best. But once you want something slightly different, it’s best to use a different system. Generic systems strike me as pointlessly bland. They sacrifice flavor, style, and focus for little to no gain. They effectively put all the work of flavor, style, and focus on the referee. The best I can explain it is by comparison. 5E is a generic fantasy game. Dungeon Crawl Classics is a purpose built sword & sorcery game. But I love universal systems. The lighter the better. To me, the simplicity of the rules and the intentionally “generic” nature serve a purpose. To allow you to use the system for anything. While bespoke mechanics can sing, they are just as often overwrought nightmares to learn. Gimme Fate or Risus or FKR. [/QUOTE]
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