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General Tabletop Discussion
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Your thoughts on Generic versus Bespoke systems.
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<blockquote data-quote="Ruin Explorer" data-source="post: 8940692" data-attributes="member: 18"><p>Yup.</p><p></p><p>Cortex Prime is one of the few toolkits I've seen which genuinely doesn't get in the way of itself and which is highly flexible. It does require a little bit of brain-expanding to make some of the design decisions correctly, but it's very impressive as game-design toolkits go. I used it to make a Mass Effect RPG, and I felt like what I got was a lot closer to what I wanted than any of the countless Mass Effect hacks for other systems I'd seen.</p><p></p><p>This was always my main group's issue with GURPS, particularly.</p><p></p><p>GURPS claims to be Generic and Universal, but the actual way the rules work gives it a very specific vibe, that's slightly brutal, decisive and about characters who you feel would be in an action movie or a thriller TV series, rather than in say, an anime, or really stylized superhero movie. Like, I could absolutely see The Boys (the TV show) working out in GURPS rules, but could I see Ms. Marvel (esp. the finale)? Absolutely not.</p><p></p><p>And I don't even think the tone they picked one was a bad one. When GURPS was created, in the 1980s, like the really the vast majority of American media fit within the "envelope" of GURPS, though it is interesting that superheroes (particularly outside of a sort of '80s comics Batman vibe) and a lot of fantasy did not (though, say, Conan the Barbarian did). As time has gone on, though, I think that envelope has been pushed more and more, and whilst GURPS has come up with various hacks/optional rules to attempt to increase it, it feels, fundamentally, like an artifact of its time.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8940692, member: 18"] Yup. Cortex Prime is one of the few toolkits I've seen which genuinely doesn't get in the way of itself and which is highly flexible. It does require a little bit of brain-expanding to make some of the design decisions correctly, but it's very impressive as game-design toolkits go. I used it to make a Mass Effect RPG, and I felt like what I got was a lot closer to what I wanted than any of the countless Mass Effect hacks for other systems I'd seen. This was always my main group's issue with GURPS, particularly. GURPS claims to be Generic and Universal, but the actual way the rules work gives it a very specific vibe, that's slightly brutal, decisive and about characters who you feel would be in an action movie or a thriller TV series, rather than in say, an anime, or really stylized superhero movie. Like, I could absolutely see The Boys (the TV show) working out in GURPS rules, but could I see Ms. Marvel (esp. the finale)? Absolutely not. And I don't even think the tone they picked one was a bad one. When GURPS was created, in the 1980s, like the really the vast majority of American media fit within the "envelope" of GURPS, though it is interesting that superheroes (particularly outside of a sort of '80s comics Batman vibe) and a lot of fantasy did not (though, say, Conan the Barbarian did). As time has gone on, though, I think that envelope has been pushed more and more, and whilst GURPS has come up with various hacks/optional rules to attempt to increase it, it feels, fundamentally, like an artifact of its time. [/QUOTE]
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