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Do you have a "litmus test" setting for generic rule sets?
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<blockquote data-quote="Blue" data-source="post: 9888361" data-attributes="member: 20564"><p>Sorry, I have to disagree when it comes to universal RPGs. Not in the general sense of any RPG, but specifically for an RPG that brands itself as universal or generic, you need to mechanically cover the core of what you are running.</p><p></p><p>Let's go back to the point I made -- we can run any genre without rules. You don't <em>need</em> rules. For rules to be worth it, they <strong>must</strong> not just allow you to run in a genre or setting, but actively support the tropes and archetypes of it. Take the load off the GM's shoulders and codify so everyone has a shared, consistant understanding.</p><p></p><p>Now, you'll notice that I didn't cover all of those aspects for every example I gave. Because for any one system you're correct -- not everything is needed. What is <em>needed</em> however are the one that support the core parts of the setting/(sub)genre. Doing a Cthulhu game without mechanics for insanity, or a Mad Max without rules for vehicle chases is a non-starter.</p><p></p><p>So, given that lacking rules to support the core concepts doesn't cut it, then when you are making a <u>universal system</u> you need to cover all of those. It's only the conceit that a system is universal that requires it. And as I mentioned, I'm perfectly fine if the GM picks and chooses what rules modules to enable for their campaign, like Fate or Cortex Prime does it.</p><p></p><p>But I gave a half a dozen reasonable RPG suggestions, along with a few things that the rules need to cover for each. The fact that that covers a large swath of different rules isn't important except when trying to build a system that can run any of them.</p></blockquote><p></p>
[QUOTE="Blue, post: 9888361, member: 20564"] Sorry, I have to disagree when it comes to universal RPGs. Not in the general sense of any RPG, but specifically for an RPG that brands itself as universal or generic, you need to mechanically cover the core of what you are running. Let's go back to the point I made -- we can run any genre without rules. You don't [I]need[/I] rules. For rules to be worth it, they [B]must[/B] not just allow you to run in a genre or setting, but actively support the tropes and archetypes of it. Take the load off the GM's shoulders and codify so everyone has a shared, consistant understanding. Now, you'll notice that I didn't cover all of those aspects for every example I gave. Because for any one system you're correct -- not everything is needed. What is [I]needed[/I] however are the one that support the core parts of the setting/(sub)genre. Doing a Cthulhu game without mechanics for insanity, or a Mad Max without rules for vehicle chases is a non-starter. So, given that lacking rules to support the core concepts doesn't cut it, then when you are making a [U]universal system[/U] you need to cover all of those. It's only the conceit that a system is universal that requires it. And as I mentioned, I'm perfectly fine if the GM picks and chooses what rules modules to enable for their campaign, like Fate or Cortex Prime does it. But I gave a half a dozen reasonable RPG suggestions, along with a few things that the rules need to cover for each. The fact that that covers a large swath of different rules isn't important except when trying to build a system that can run any of them. [/QUOTE]
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Do you have a "litmus test" setting for generic rule sets?
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