I'm A Banana
Potassium-Rich
pemerton said:I don't think anyone would disagree with this, but I'm not sure what it means as a design principle. Eg suppose I'm designing a Glorantha game, does this slogan tell me I should aim for Runequest, or HeroWars?
Depending on the features of Glorantha you'd like to highlight, you'd probably want mechanics that emphasize common magic (something like at-will spells), metaphysical "dungeons" (so, inherently magical creatures and the stats for dealing with such in whatever challenge you're looking for), monsters that represent "Chaos" in various stripes, rules for playing the various races, etc.
That is, you start with the story elements you want to play with, and bring in rules that support those story elements. RuneQuest and HeroWars might both do that -- there's not one right answer (a la the Three Kinds of Vampire). But there's probably several wrong answers (d20 Modern, for instance, would not be a great system, and any system that relies on rare magic like Call of Cthulu might not be a great fit).
pemerton said:What does cavalier mean here, other than mounted warrior? In which case why is your guy who focuses on archery from horseback not an archer-ranger with a riding skill/feat?
Because there's not just one way to make a mounted warrior? There should be MANY correct answers, not just one, no? These words are multivalent. That's kind of part of the problem, after all: people have different expectations about what a "wizard" should be.