I disagree. The match between rules set and GM is critical -- but the GM's preferred approach is a key part of that side of the equation! The notion that it makes no difference whether one selects Rolemaster or Legendary Lives does not hold up in light of my experience, and flies in the face of common sense. There is a reason people set out to design different games in the first place, or else we'd all still be playing Gygax and Perren's Chainmail.Oni said:So when you want to run a game of some sort you have to go choose the tool you want to use and decide how you want to use it. How you choose to approach the job doesn't dictate what tool you use, you choose the one you're most comfortable with (since they're all basically made for the same set of tasks).
I agree with Hobo that there was a disjunction in 2E between mechanics and advice on play, and even within the latter. (Consistency and sheer volume of tone-setting material seems to me more significant in White Wolf designs than any nod to narrative in mechanics).
One might say that the full development of the 2E line, in rules supplements, scenarios and campaign settings, was what really parted it from sympathy with the ethos of the "old school". The core books get an unfair rap in that quarter, perhaps -- yet the game has a strong presence at Dragonsfoot, "home of 1st Edition AD&D".
With 4E, I see -- despite its being another design by committee -- a return to coherent vision. It's a very different vision from the Gygaxian, realized in appropriately different approaches.