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<blockquote data-quote="Thomas Shey" data-source="post: 9714735" data-attributes="member: 7026617"><p>Though sometimes its really striking when they do.</p><p></p><p>Bob Charrette and Paul Hume wrote a couple of RPG systems in the 80's called <em>Aftermath!</em> and <em>Daredevils</em>. The system was relatively complex and detailed (though people sometimes overstate how much of a problem this was in play; most of it was pretty intuitive after a little experience and some of the more complex elements only came up intermittantly).</p><p></p><p><em>Aftermath! </em>was a generally usable post-apocalypse game, with some focus on actual rebuilding of things and supporting things like repair and building, and leaned a little into the gritty. The system served a lot of the kind of experience pretty well there, and was doing desirable work for that purpose.</p><p></p><p>Daredevils was a pulp adventure game, theoretically for the typical fast-adventure Indiana Jones thing you saw in the cinematic expressions. The system could not have been more poorly suited for that other than its ability to do characters with a variety of orientations and foci.</p><p></p><p></p><p>This is a perfect example of when if you're going to do a generic system, or reuse it for multiple games you have to apply some tools to customize the system for the purpose.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9714735, member: 7026617"] Though sometimes its really striking when they do. Bob Charrette and Paul Hume wrote a couple of RPG systems in the 80's called [I]Aftermath![/I] and [I]Daredevils[/I]. The system was relatively complex and detailed (though people sometimes overstate how much of a problem this was in play; most of it was pretty intuitive after a little experience and some of the more complex elements only came up intermittantly). [I]Aftermath! [/I]was a generally usable post-apocalypse game, with some focus on actual rebuilding of things and supporting things like repair and building, and leaned a little into the gritty. The system served a lot of the kind of experience pretty well there, and was doing desirable work for that purpose. Daredevils was a pulp adventure game, theoretically for the typical fast-adventure Indiana Jones thing you saw in the cinematic expressions. The system could not have been more poorly suited for that other than its ability to do characters with a variety of orientations and foci. This is a perfect example of when if you're going to do a generic system, or reuse it for multiple games you have to apply some tools to customize the system for the purpose. [/QUOTE]
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