I try to choose the rule set that best matches my expectations for genre, character power-level, trappings, and focus on aspects I want to explore in the game.
A focus on a setting to some degree is very helpful: it provides a ready source of inspiration, sets a common expectation among the players, and helps set the game apart from others on the market.
I don’t like a game that gets so specific with the setting that it becomes annoying to try to use the rules while tweaking or changing the setting.
Conspiracy-X is an example. I’ve liked the Uni-system since I encountered it in All Flesh Must Be Eaten so I figured it would be a good contender for a X-Files style modern mystery/conspiracy game.
The setting is too tightly intertwined with the rule set for my taste. The player abilities, the antagonists, and the characters' roles are bound up in the setting trappings to the point where a whole bunch of work is necessary to run a game with a different world background.
A focus on a setting to some degree is very helpful: it provides a ready source of inspiration, sets a common expectation among the players, and helps set the game apart from others on the market.
I don’t like a game that gets so specific with the setting that it becomes annoying to try to use the rules while tweaking or changing the setting.
Conspiracy-X is an example. I’ve liked the Uni-system since I encountered it in All Flesh Must Be Eaten so I figured it would be a good contender for a X-Files style modern mystery/conspiracy game.
The setting is too tightly intertwined with the rule set for my taste. The player abilities, the antagonists, and the characters' roles are bound up in the setting trappings to the point where a whole bunch of work is necessary to run a game with a different world background.