Likewise, The Fall of Delta Green is in the DG setting but set in the 1960s. I have a player who has used the same character in both settings (although I'm only involved in one of them).
Both Traveller and Ars Magica have set new editions of the game at differing points of their timeline. And...
Anything that uses a chart to determine a result is not modern. Any system that uses more than one mechanic to resolve activities isn't modern (I'll call combat an edge case - hit point subsystems arguably constitute a second mechanic, and they are 50 years old!).
OSRIC systems are designed to...
If you are only writing for yourself, you can cut corners you wouldn't do when writing for an audience. Of course, many of us develop our thoughts further when we do write things down, but even then you can be less consistent and clear in your personal writing.
I think the biggest trap is to...
I am looking for up to 3 or 4 souls to try a play by post adventure using The Fall of Delta Green. The PCs will be members of that group investigating a multi-day rock festival in Rhode Island; think Woodstock with Cthulhu.
Player buy in is almost as important as in a horror game. At a minimum I would want all players to agree whether secret identities are important or not (since this affects the kind of personal stories you can use), and whether the heroes will be keeping to a moral code with respect to killing...
The d10 is a latecomer, probably because it's not a platonic solid.
In some instances, the Genesys rules have you apply the dice results mathematically, but in others, they allow for narrative interpretation. So it can feel inconsistent. In play I thought Genesys handles large combats as well...
I can't say it any better that that, so I will add "mechanics that promote synergies in team fighting itself."
Supers gaming suffers from a variation of James Bond's laser watch problem, where the emulation of other media in an rpg strains to operate. If a character has two powers, but one is...