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<blockquote data-quote="Ratskinner" data-source="post: 7878399" data-attributes="member: 6688937"><p>Yes. I think that's pretty close to it. Although I would shy away from "impossible" and lean more towards "impractical" or "clunky at best". Which is basically my experience when examining most sim-ish "universal" systems.</p><p></p><p>I don't think that this is some fundamental weakness of wanting simulationism, either. Fundamentally, its a recognition that different genres have different conventions vis-a-vis the "physics" (to use the term loosely) of the universe in which they take place. This is especially true in genres where the "physics" bends to serve the drama. So it will be very difficult to "sim" a system that can traverse the MCU and hard-core military adventure. </p><p></p><p></p><p></p><p>Sure, but that's with one set attribute system. What I was suggesting is that you could mix-n-match attributes as needed. Even if you associate certain moves/triggers/actions (a la Apocalypse World) with certain stats...its an easy task to select from a catalog of such moves to reflect different genres. (Although I would say its non-trivial to develop such a broad set in the first place.)</p><p></p><p></p><p></p><p>I think that that was somewhat intentional on the designers' part. But, drop the Marvel modes and splice in Smallville's values and relationships and you've got a superhero soap-opera....well, another one. In a similar vein, Fate accelerated GMs regularly change their set of modes to better reflect whatever genre they're going for.</p><p></p><p>Fate is, I think, an interesting case here. Because, out-of-the box, the heroes are supposed to be competent proactive characters...but all the things that mechanically reflect that are either A: not scaled vs. any "reality" other than table agreement, or B: presented as "dials" [e.g. Stress Tracks] that the GM/table can alter to fit mood or purpose. That makes it very hard to "pin down" and nowadays you regularly see disagreement between Fate afficianados over exactly what it can't an can do in various genres.</p><p></p><p></p><p></p><p>Not 100% sure what you mean here.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7878399, member: 6688937"] Yes. I think that's pretty close to it. Although I would shy away from "impossible" and lean more towards "impractical" or "clunky at best". Which is basically my experience when examining most sim-ish "universal" systems. I don't think that this is some fundamental weakness of wanting simulationism, either. Fundamentally, its a recognition that different genres have different conventions vis-a-vis the "physics" (to use the term loosely) of the universe in which they take place. This is especially true in genres where the "physics" bends to serve the drama. So it will be very difficult to "sim" a system that can traverse the MCU and hard-core military adventure. Sure, but that's with one set attribute system. What I was suggesting is that you could mix-n-match attributes as needed. Even if you associate certain moves/triggers/actions (a la Apocalypse World) with certain stats...its an easy task to select from a catalog of such moves to reflect different genres. (Although I would say its non-trivial to develop such a broad set in the first place.) I think that that was somewhat intentional on the designers' part. But, drop the Marvel modes and splice in Smallville's values and relationships and you've got a superhero soap-opera....well, another one. In a similar vein, Fate accelerated GMs regularly change their set of modes to better reflect whatever genre they're going for. Fate is, I think, an interesting case here. Because, out-of-the box, the heroes are supposed to be competent proactive characters...but all the things that mechanically reflect that are either A: not scaled vs. any "reality" other than table agreement, or B: presented as "dials" [e.g. Stress Tracks] that the GM/table can alter to fit mood or purpose. That makes it very hard to "pin down" and nowadays you regularly see disagreement between Fate afficianados over exactly what it can't an can do in various genres. Not 100% sure what you mean here. [/QUOTE]
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