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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: 9888694" data-attributes="member: 20564"><p>Of course. At no point did I say they had to be bespoke, I just said the rules have to <u>actively</u> support it. Just to assume bespoke systems in a universal RPG is quite a stretch, I'm not sure why you'd think I was requiring that to cover a situation.</p><p></p><p>For example, I had several that mentioned chases. Want that to be part of a wider opposed skill challenge mechanic? Go for it, that's a great mechanical framework for something wanting to be universal. Want to use that same mechanic for combat, including vehicle combat? Go for it. Want to use it for heists? Go for it, though heists also need mechanics to avoid the "three hours of planning, goes off the rails 15 minutes in" syndrome that games like Shadowrun show us is prevalent and things like Blades in the Dark address.</p><p></p><p>Again, you need rules that actively support the setting and (sub)genre you are trying for, not just allow them. How it does that, via broad resolution systems, rules modules to add, knobs to adjust, go for it. Mind you, it is still looking for a broad resolution system that can support the feel of high powered supers, grimdark fantasy, and teen drama without giving results outside what furthers the theme, but since it doesn't exist in a vacuum the supporting bits like character creation/advancement can do a lot of that tuning if you have a flexible mechanic.</p></blockquote><p></p>
[QUOTE="Blue, post: 9888694, member: 20564"] Of course. At no point did I say they had to be bespoke, I just said the rules have to [U]actively[/U] support it. Just to assume bespoke systems in a universal RPG is quite a stretch, I'm not sure why you'd think I was requiring that to cover a situation. For example, I had several that mentioned chases. Want that to be part of a wider opposed skill challenge mechanic? Go for it, that's a great mechanical framework for something wanting to be universal. Want to use that same mechanic for combat, including vehicle combat? Go for it. Want to use it for heists? Go for it, though heists also need mechanics to avoid the "three hours of planning, goes off the rails 15 minutes in" syndrome that games like Shadowrun show us is prevalent and things like Blades in the Dark address. Again, you need rules that actively support the setting and (sub)genre you are trying for, not just allow them. How it does that, via broad resolution systems, rules modules to add, knobs to adjust, go for it. Mind you, it is still looking for a broad resolution system that can support the feel of high powered supers, grimdark fantasy, and teen drama without giving results outside what furthers the theme, but since it doesn't exist in a vacuum the supporting bits like character creation/advancement can do a lot of that tuning if you have a flexible mechanic. [/QUOTE]
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Do you have a "litmus test" setting for generic rule sets?
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