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Mike Mearls Talks (er, Tweets) About the Industry
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<blockquote data-quote="Mercule" data-source="post: 7674044" data-attributes="member: 5100"><p>I think these two ideas go well with one another. There're more than one aspect to a game/genre/whatever. Asimov's work is very different from Star Trek, but both could be called science-fiction. I wouldn't want to use the same rules (probably). Fantasy, itself, is split into high fantasy, swords and sorcery, mythic fantasy, and scads of others that can look and feel very different. GURPS is known for being fairly "hard", so I would expect it to be a bit rougher for groups trying to do epic fantasy -- though it might work for swords and sorcery. Westerns are pretty straight-forward, so no worries, there.</p><p></p><p>What I'm saying, is that the difference isn't so much that a single system can't cross multiple genres, it's that they all have characteristics they bring to the table. My group won't do Savage Worlds because they love the truckload of individual spells found in D&D, rather than the generalization of the SW core spells. That's just a reason why there's room for multiple core systems on the market.</p><p></p><p></p><p>Hero is one of my personal favorites because it's so flexible. Given enough effort, the core rules will do just about anything and support just about any genre. The key, there, is "enough effort", and I think it's why Hero has never been a break out success. It was fantastic during college, but is just unreasonable with four kids, a full-time plus job, and other activities. But, if I was given Eberron as adapted to Hero, with a large sampling of races, spells, psionic powers, etc. all included, I'd be very warm to it. That would give me everything I needed, plus a framework from which to draw to fill in group-specific gaps.</p><p></p><p>Hero is actually something of an oddity in that it's almost too abstract. Even something like Fantasy Hero could stand to be a bit more opinionated.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7674044, member: 5100"] I think these two ideas go well with one another. There're more than one aspect to a game/genre/whatever. Asimov's work is very different from Star Trek, but both could be called science-fiction. I wouldn't want to use the same rules (probably). Fantasy, itself, is split into high fantasy, swords and sorcery, mythic fantasy, and scads of others that can look and feel very different. GURPS is known for being fairly "hard", so I would expect it to be a bit rougher for groups trying to do epic fantasy -- though it might work for swords and sorcery. Westerns are pretty straight-forward, so no worries, there. What I'm saying, is that the difference isn't so much that a single system can't cross multiple genres, it's that they all have characteristics they bring to the table. My group won't do Savage Worlds because they love the truckload of individual spells found in D&D, rather than the generalization of the SW core spells. That's just a reason why there's room for multiple core systems on the market. Hero is one of my personal favorites because it's so flexible. Given enough effort, the core rules will do just about anything and support just about any genre. The key, there, is "enough effort", and I think it's why Hero has never been a break out success. It was fantastic during college, but is just unreasonable with four kids, a full-time plus job, and other activities. But, if I was given Eberron as adapted to Hero, with a large sampling of races, spells, psionic powers, etc. all included, I'd be very warm to it. That would give me everything I needed, plus a framework from which to draw to fill in group-specific gaps. Hero is actually something of an oddity in that it's almost too abstract. Even something like Fantasy Hero could stand to be a bit more opinionated. [/QUOTE]
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