Personally, I have a particular playstyle in which I like to run games. Indeed, the appeal of RPGs to me is the appeal of that playstyle.* The utility of a game system to me is thus based on how well it innately supports that playstyle, or how easily it can be repurposed to support that playstyle.What do you think about the topic of "intended playstyle"? Or, "opinionated" games, if you will? What is a good example of a game, in your opinion, that had a strong intended playstyle and managed to support it in its overall design? What ones tried and failed? Is it a worthy design goal? Why, or why not?
In my experience, games with an intended playstyle and mechanics designed to push play towards that playstyle are harder to repurpose to support my preferences than systems that are designed to be (or unintentionally end up) more flexible. Accordingly, unless/until I happen to come across a system whose intended playstyle happens to match my idiosyncratic preferences, systems either without an intended playstyle or with a very broad or non-enforced intended playstyle are what I gravitate to as a GM.
*As a player I enjoy a somewhat wider range of RPG playstyles then I enjoy running.






