innerdude
Legend
Over the course of the many decades I've run games, I've pretty much come to the conclusion that the game needs:
1) A clear and focused vision/goal/premise (this includes genre)
2) PC build mechanics and a coherent rewards cycle for the players that aligns with their character's interests/motivations
3) Transparent, user-friendly (with respect to intuitiveness, table handling time, and mental overhead) resolution mechanics and a coherent and abundantly clear GMing approach/ethos that perpetuates the robust testing of 2 which in turn yields 1 as the inevitable output of play.
This is interesting, because for me, now having 5 years of experience with it, Savage Worlds solidly checks all three boxes:
1. "Savage Worlds seeks to provide fast-paced, pulp action adventures, where the protagonists are cast as strong, capable, yet imperfect heroes. While the rules contain very few mechanics that give full narrative control to the players, mechanical choices in player build allow the PCs tight control over over their fictional positioning. The action focuses on heroics that could be categorized as 'real life plus', where heroes are certainly more capable than the average citizen, but still vulnerable."
2. "PCs have total flexibility to build PCs as they see fit through an open-ended, skill-based character design. Character choices, both combat and non-combat, have defined resolution mechanics to ensure PCs can contribute in a broad variety of areas and scene frames. Choosing to follow characters' designed strengths leads to positive feedback/reinforcement of their roles, while the system's focus on maintaining broad cross-area competencies allows everyone opportunity to contribute in nearly all cases."
3. "The fast, easy-to-grasp, largely intuitive resolution mechanics make it easy for players to map external metagame mechanics to in-character decisions. Playing to a character's defined strengths/role almost always leads to satisfying play. In the majority of cases, following the mechanics leads to results that accentuate the 'feel' put forward as the system's best traits. The mechanics are designed to dramatically mitigate encounter design prep, and adjusting encounters on the fly is ridiculously easy while remaining largely transparent to the players."