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<blockquote data-quote="Umbran" data-source="post: 1959062" data-attributes="member: 177"><p>Yes, but honestly, Eberron is not really significantly different from D&D, making it a poor test case.</p><p></p><p>Marvel Superheroes and WoD 1.0 and Shadowrun are significantly different from D&D. But, any system that can handle power levels from Superman down to Mulder and Scully do so with either too much granularity, or not enough granularity, depending upon which end you sit. Alternatively, they need a clumsy method of patching between the ranges. Bleah.</p><p></p><p></p><p></p><p>Sorry, that sounds less like a setting than it sounds like an excuse to dabble with things without going into any of htem in dpeth.</p><p></p><p></p><p></p><p>Right. Either way the GM has to spend time reworking the system. To-may-to, to-mah-to.</p><p></p><p>My personal basic problem with GURPS (or any other system that tries to be too generic) is that they ignore the basic fact that the root game mechanics strongly influence the flavor of the game. As a GM and as a player, I want a system that works with me to produce flavor. Generic systems cannot do that - since they use the same base mechanic for all genres, they give the same basic flavor to all genres. That flavor may be neutral enough, and it may fail to be an active hindrance, but it also fails to be an active help.</p><p></p><p>For the same amount of work on my part, I'll get more comic book goodness out of my Marvel Superheroes game than I will out of GURPS. And I'll get better dark angsty modern fantasy out of White Wolf Storyteller than I will out of GURPS. It is a matter of choosing the right tool for the job, rather than choosing to carry around one massive multi-tool that is slightly sub-standard for all cases. A well-designed specific tool will always do better at its particular job than a well-designed generic tool will.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1959062, member: 177"] Yes, but honestly, Eberron is not really significantly different from D&D, making it a poor test case. Marvel Superheroes and WoD 1.0 and Shadowrun are significantly different from D&D. But, any system that can handle power levels from Superman down to Mulder and Scully do so with either too much granularity, or not enough granularity, depending upon which end you sit. Alternatively, they need a clumsy method of patching between the ranges. Bleah. Sorry, that sounds less like a setting than it sounds like an excuse to dabble with things without going into any of htem in dpeth. Right. Either way the GM has to spend time reworking the system. To-may-to, to-mah-to. My personal basic problem with GURPS (or any other system that tries to be too generic) is that they ignore the basic fact that the root game mechanics strongly influence the flavor of the game. As a GM and as a player, I want a system that works with me to produce flavor. Generic systems cannot do that - since they use the same base mechanic for all genres, they give the same basic flavor to all genres. That flavor may be neutral enough, and it may fail to be an active hindrance, but it also fails to be an active help. For the same amount of work on my part, I'll get more comic book goodness out of my Marvel Superheroes game than I will out of GURPS. And I'll get better dark angsty modern fantasy out of White Wolf Storyteller than I will out of GURPS. It is a matter of choosing the right tool for the job, rather than choosing to carry around one massive multi-tool that is slightly sub-standard for all cases. A well-designed specific tool will always do better at its particular job than a well-designed generic tool will. [/QUOTE]
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