Dr. Strangemonkey said:
I think this is the essence of the difference I was trying to get at, but first let me apologize.
No apologies necessary.
Dr. Strangemonkey said:
My problem with Conan as a system is the very thing you bring up as a feature. Every new change it made to the system was in regard to a specific question. Each answer was tailored.
This is not my preferred style of game design. To me it feels too modular and grainy.
I'm not sure what you mean by "modular and grainy" but the difference for me is that Conan has a purpose. Again, I'm still not sure what IH's purpose is.
Dr. Strangemonkey said:
IH does a better job precisely because it is not question specific. The How and Why is only referenced to other parts of the system. It feels more like a complete text and it's easier to get a picture of how the different parts of the system relate to each other than it is something with an organization like Conan where instead of letting the play style demonstrate itself it tells you what it's doing.
I lost you after the first sentence so I will address that. While I agree IH is not advertised as setting-specific, I feel that's one of the problems. The ruleset is VERY specific to
something, the reader just doesn't know what. Honestly, as a DM, I wouldn't really know how to run an IH game. The mechanics are clear and precise but what do you do with them in an actual campaign?
You say IH is a generic system and I say it's not. The ruleset is too hard-coded to be generic. It's even more inflexible than standard D&D. If you want a generic system, you have to go the other way.
Now, if you want to discuss a ruleset that is completely non-specific (and yes, I'm going to bring into this thread), I have to direct your attention to Grim Tales. GT is a completely generic system. The difference with GT is that is truely allows you to use it for any setting that you can imagine. And the cool thing about GT is that if you give it to 10 different people, each person will be inspired to create 10 different settings
just by reading the mechanics.
I don't get that feeling from IH. Conan knows what it wants to be, it tells the reader what it is, and it delivers. Grim Tales know what it is and lets the reader decide what to make of it. I don't think IH does any of that.