hawkeyefan
Legend
Perhaps it's not so much generic systems that you don't enjoy. You just don't enjoy the direction of most generic systems that bill themselves as such? Cortex leans narrative, but isn't really. I notice you don't list Fate or any of its iterations which I think would be the most narrative leaning generic that I know of (though it's still a bit crunchy other than accelerated)
I have almost zero experience with Fate. I’ve thumbed through it a bit, but I’ve never played it. I’m not sure what it is but whenever I read it, it just loses me. I do want to try it at some point just for the experience pf actually playing it… but there are other games I am eagerly looking forward to playing, so it’s pretty far down the list.
I am not sure FitD fits the idea of a universal system much. Can you explain how you think it does?
Yeah, this is kind of what I was asking in my last post. What exactly is the distinction between a game that bills itself as a universal system and a system that gets used for many different games across several genres?
Part of it, at least seems to be a matter of intent on the part of the designer. GURPS was designed to be a generic system. Forged in the Dark was designed for Blades in the Dark. The idea of allowing others to use the system for their own games was I’d say a secondary concern for John Harper.
But is that the only distinction? I think there’s more to it, but I’m not sure what. I think perhaps a part of it is that a truly generic or universal system tries to provide all the material possibly needed, so that a GM or play group can select what they want from existing material. But I’m not sure if that’s exactly right.
I’m curious what others consider the important differences to be.







