I agree that narrowly focused RPGs can lack long term playability, or perhaps replayability, for some people. That comes as part of the exchange for tightly focused mechanics that are designed to enhance some of the genre indexing aspects of play. I'm usually quite happy with that exchange. Its far easier to write great mechanics for a narrow genre focus than it is to accomplish the same thing for game that aspires to be kitchen sink.
Im not even sure you can do both. I would descibe it as a sliding scale with narrow genre specifcs at one end and universal rules at the other. For my part, I find that crunch and detail past a certain point loses its ability to enhance my game experience in directed ways. That's probably why I've never been a huge fan of universal rules systems and have become even less so as I get older.
Im not even sure you can do both. I would descibe it as a sliding scale with narrow genre specifcs at one end and universal rules at the other. For my part, I find that crunch and detail past a certain point loses its ability to enhance my game experience in directed ways. That's probably why I've never been a huge fan of universal rules systems and have become even less so as I get older.