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<blockquote data-quote="Staffan" data-source="post: 9667129" data-attributes="member: 907"><p>I think that goes back further than Feng Shui. The first game I encountered that really tried to emulate a particular genre was James Bond 007. You had detailed rules for car chases and seduction (through multiple stages), as well as details like being more attractive costing fewer character points, because (a) attractive secret agents were in-genre and (b) high attractiveness also translated to higher Fame, meaning you'd be more easily recognized.</p><p></p><p>Going back further you have things like Pendragon (at least I think that's older than Bond, but I can't be hedgehogged to check), but that's more of a set of Arthurian mechanics bolted onto a BRP-based system rather than built ground-up.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9667129, member: 907"] I think that goes back further than Feng Shui. The first game I encountered that really tried to emulate a particular genre was James Bond 007. You had detailed rules for car chases and seduction (through multiple stages), as well as details like being more attractive costing fewer character points, because (a) attractive secret agents were in-genre and (b) high attractiveness also translated to higher Fame, meaning you'd be more easily recognized. Going back further you have things like Pendragon (at least I think that's older than Bond, but I can't be hedgehogged to check), but that's more of a set of Arthurian mechanics bolted onto a BRP-based system rather than built ground-up. [/QUOTE]
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