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<blockquote data-quote="chuckdee" data-source="post: 9753845" data-attributes="member: 6804357"><p>I think there's one consideration being left out of generic systems that evens the playing field. That is adapting the system for that genre with genre-specific rules. Thereby you have a solid, known foundation, but have this same flexibility when dealing with specific settings. You see this a lot with Fate, Savage Worlds and GURPs, and to a lesser extent (based in-house or not fully open) with YZE and others like it.</p><p></p><p>I think a lot of what drives the flexibility is the designer, not the system, in terms of Generic systems being bland.</p></blockquote><p></p>
[QUOTE="chuckdee, post: 9753845, member: 6804357"] I think there's one consideration being left out of generic systems that evens the playing field. That is adapting the system for that genre with genre-specific rules. Thereby you have a solid, known foundation, but have this same flexibility when dealing with specific settings. You see this a lot with Fate, Savage Worlds and GURPs, and to a lesser extent (based in-house or not fully open) with YZE and others like it. I think a lot of what drives the flexibility is the designer, not the system, in terms of Generic systems being bland. [/QUOTE]
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