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Do you have a "litmus test" setting for generic rule sets?
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<blockquote data-quote="Jacob Lewis" data-source="post: 9888576" data-attributes="member: 6667921"><p>Agreed. Continuing down that rabbit hole of thought, I believe there are other systems that are flexible enough to convert most ideas and settings in a similar way. We don't see those very often from publishers because the motive is to broaden their market. Obviously, you're not going to waste a lot of time or money tapping into smaller markets or audiences than your own.</p><p></p><p><em>Savage Worlds</em> immediately comes to mind as a system designed for flexibility and adaptability. I think <em>Deadlands</em> actually thrives better using this ruleset than their own.</p><p></p><p><em>Genesys</em> was born from the core system of the <em>Star Wars RPG</em>. They stripped it down, refined it, and made it suitable for non-specific settings and IPs. But I found the specific settings (Terrinoth, Netrunner) were more interesting than the idea of having "generic" rules themselves. It's like unpainted miniatures; they may look interesting when you buy them, but you still need to do some work before you can enjoy their full potential.</p><p></p><p>Modiphius seems to have figured out their own formula for their game systems. Perhaps a generic system is just really a collecton of mechanics you can use for whatever game you want to play. Assuming the mechanics are designed for the kind of play you enjoy.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9888576, member: 6667921"] Agreed. Continuing down that rabbit hole of thought, I believe there are other systems that are flexible enough to convert most ideas and settings in a similar way. We don't see those very often from publishers because the motive is to broaden their market. Obviously, you're not going to waste a lot of time or money tapping into smaller markets or audiences than your own. [I]Savage Worlds[/I] immediately comes to mind as a system designed for flexibility and adaptability. I think [I]Deadlands[/I] actually thrives better using this ruleset than their own. [I]Genesys[/I] was born from the core system of the [I]Star Wars RPG[/I]. They stripped it down, refined it, and made it suitable for non-specific settings and IPs. But I found the specific settings (Terrinoth, Netrunner) were more interesting than the idea of having "generic" rules themselves. It's like unpainted miniatures; they may look interesting when you buy them, but you still need to do some work before you can enjoy their full potential. Modiphius seems to have figured out their own formula for their game systems. Perhaps a generic system is just really a collecton of mechanics you can use for whatever game you want to play. Assuming the mechanics are designed for the kind of play you enjoy. [/QUOTE]
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