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<blockquote data-quote="AbdulAlhazred" data-source="post: 5492171" data-attributes="member: 82106"><p>Old school Champions. You basically just bought mechanics and it was entirely up to you to figure out what it meant or how it worked. Of course it was a horribly broken game in various ways, but there was basically close to zero fluff attached directly to specific mechanics.</p><p></p><p>I'm not sure why you consider classes to be right out of a system like this though. There's no reason why a system can't simply say "you can combine X, Y, and Z like so, but not with A, B, or C". </p><p></p><p>The thing is, systems that are devoid of any kind of fluff or inspiration don't really inspire players and don't really sell. Honestly there are 1000's of people who can design these kinds of mechanics. There are free systems out there that will give you the basics ready-made too. What people want is evocative fluff. Looking at criticisms of 4e vs 3.5 a lot of them also want specific types of mechanics for specific things, or at least mechanics that match closely to specific fluff.</p><p></p><p>Really, look at GURPS. It has been around for ages and does pretty well, but it has always been mostly not the most popular system or even the 2nd or 3rd most popular. It endures but it never captures enough people's imaginations to surpass more genre-specific systems.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5492171, member: 82106"] Old school Champions. You basically just bought mechanics and it was entirely up to you to figure out what it meant or how it worked. Of course it was a horribly broken game in various ways, but there was basically close to zero fluff attached directly to specific mechanics. I'm not sure why you consider classes to be right out of a system like this though. There's no reason why a system can't simply say "you can combine X, Y, and Z like so, but not with A, B, or C". The thing is, systems that are devoid of any kind of fluff or inspiration don't really inspire players and don't really sell. Honestly there are 1000's of people who can design these kinds of mechanics. There are free systems out there that will give you the basics ready-made too. What people want is evocative fluff. Looking at criticisms of 4e vs 3.5 a lot of them also want specific types of mechanics for specific things, or at least mechanics that match closely to specific fluff. Really, look at GURPS. It has been around for ages and does pretty well, but it has always been mostly not the most popular system or even the 2nd or 3rd most popular. It endures but it never captures enough people's imaginations to surpass more genre-specific systems. [/QUOTE]
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