I was tying my wide versus narrow comment back to the OP, which is restating basically the same thing.Isn't that what I wrote? Maybe I wasn't as clear as I thought.

I was tying my wide versus narrow comment back to the OP, which is restating basically the same thing.Isn't that what I wrote? Maybe I wasn't as clear as I thought.
In general, give me generic: I'd far rather only have to learn one system and then adapt it for different situations and-or playstyles than have to learn a bunch of systems each only good for a very narrow range of things.When it comes to RPGs, how do you feel about "generic" rulesets that intend to allow for broad application, versus bespoke systems that focus on narrow ranges of themes, style and/or genre?
My take on Cortex Prime (disclaimer: I kickstarted it) is that it's more a tool for generating your bespoke RPG than a generic system. Sure, you can pick very generic points, but since you even get to the point of defining what types of characteristics are important for play, it really aims more for you delivering the right rules for the type of game you want to run. The example games they put out also support this. Now, it's the same depth of mechanics (not too much lighter or heavier) and mechanics for player authorial control don't really change, so it's not a deeply bespoke system. But it is more focused then a big tent.I was thinking more about the Cortex Prime system versus a specific game that uses it.
Anyway, what do you prefer?
The storytelling game of personal horr-- er, trenchcoats, katanas and aggressively 90s supergoths.We have all seen games where the rules didn't work as intended, or not even supporting the intention. cough Vampire: the Masquerade cocough
First I absolutely do not consider D&D, with its very specific decisions on combat, magic, and how power levels are measured, and what it lacks to be remotely generic. I consider Blades in the Dark far more generic both in what it covers and in what it can be drifted to cover; Blades is more playstyle than setting.When it comes to RPGs, how do you feel about "generic" rulesets that intend to allow for broad application, versus bespoke systems that focus on narrow ranges of themes, style and/or genre?
Note that by "generic" here I don't necessarily mean "universal." In this context, D&D is "generic" because it (ostensibly) allows for a broad range of high fantasy games. Blades in the Dark, on the other hand, falls into the category I am referring to as "bespoke" because it focuses on a very specific style of play with setting assumptions built into the game mechanics. Of course, it is a continuum as well. Is Mutants and Masterminds generic or bespoke? You can use it for a lot of different styles of play, but most of its inherent systems are geared toward the retro-silver age comics of the late 90s and early 00s.
Anyway, what do you prefer? Does that change based on the genre or style of game you are looking for? If you prefer more generic systems broadly, do you want bespoke subsystems on top (a hesit mechanics in a generic game, for example)? What are your favorite games of either type, or anywhere on the continuum?
I defined my terms in context of the thread.First I absolutely do not consider D&D, with its very specific decisions on combat, magic, and how power levels are measured, and what it lacks to be remotely generic. I consider Blades in the Dark far more generic both in what it covers and in what it can be drifted to cover; Blades is more playstyle than setting.
And unless you just want the system to break ties I always prefer good bespoke as far more interesting. Following that "here and now bespoke" like Fate where you bespeak it as part of the game.