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Elder Scrolls, Witcher, Dragon Age, Assassin's Creed, etc - System Uniqueness

I was recently reading the DM's Guide (5E) and came across the Core Assumptions. The line "The rules of the game are based on the following core assumptions about the game world." Not necessarily an Edison moment for most, but I started to digest it, and delve into it. And, that translated into my thoughts about video game worlds, specifically, how their world and playstyle should dictate the system's core rules.

I know Dragon Age created a new set of rules. But when playing the game, outside of lore, it doesn't feel like Dragon Age. Well, Elder Scrolls, as great as what the attempts have been, doesn't feel like D&D 5e or Elder Scrolls. Nor does it seem like Assassin's Creed will either. (Full disclosure: just read about this conversion and have not played it.) As for Witcher, from my understanding they are simply taking the Cyberpunk core system and tweaking that. In fact, from what I've read, you are encouraged to play something other than a Witcher. Not sure how or if characters are balanced, but my guess would be they can't unless you remove the basic premise of the world. This thought of changing the world and playstyle to match the game seems silly to me.

So, I'm asking others what they think about these translations. Do you like them? If so, why? If not, why? Do they still have the "feel" of the playstyle of the game? How?

Thanks for reading and answering. I am very curious to hear what others who have tried these things have to say.
 

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Well, in general I prefer it if RPG system are custom-designed to fit a particular setting. Assuming the designers know what they're doing, the result will always be better than trying to shoe-horn an existing, generic rule system into the setting; see "The One Ring" as a perfect example.

There's a second aspect to your question, though:
When using a setting based on novels or movies, you often have the problem of overwhelmingly powerful protagonists. I think this is the case with the Witcher. It's also a problem in the Star Wars setting: what if everyone wants to play a jedi master? Imho, the best solution is to either set the campaign world in a time where these overwhelmingly powerful characters don't exist or relegate them to npc status; working in the background with as little (direct) contact to the PCs as possible.
I don't think an RPG where every PC is as powerful as the Witcher would work well or be much fun. (Although there are RPG systems that have found a way to make something like this work, e.g. "Amber - the diceless RPG".)
 

I do not know Amber, but I will check it out. I completely agree with you about The One Ring.

As for the Witcher, I understand your comment. I think it's particularly spot-on regarding timelines. Although, I do believe the opposite could be true; maybe hosting the game a few years after the Conjunction of Spheres: all the Witcher schools, a lot more monsters needed to be hunted, and a populace just learning about magic.

Thanks for the feedback.
 

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