robertsconley
Hero
As someone who’s spent years with GURPS, Hero System, Fate, and other genre-flexible RPGs, I think the comparison to D&D deserves a more nuanced take.I'm sorry, are you trying to all seriousness argue that a very much non-generic, heroic fantasy-specific RPG is "basically the same" as RPGs intentionally and consciously designed to be generic and genre-mutable? Because you should pull the other one, that one has bells on!
That's just funny and deeply unserious position. D&D is obviously not designed for that, and is much narrower and more specific than any of those three, all of which are actually designed to bend/flex to accommodate genres.
D&D isn’t generic out of the box like GURPS is. But if you understand its design history, how hit points, armor class, and ability scores evolved, it becomes clear how it can be repurposed for settings with different assumptions and even other genres. It's not designed for flexibility in the same way as BRP or Fate, but it's not locked into a single expression either. The core structure can be adapted.
The real work in making D&D genre-flexible isn’t in the mechanics so much as in the "stuff", character options, monsters, equipment, spell lists, and so on. With enough effort, you can swap out those lists and make the game feel like something entirely different.
It's also worth noting that not all “generic” systems are plug-and-play. GURPS, especially in its early 4th edition years, leaned heavily into the toolkit approach. For a long time, it lacked ready-to-run materials like monster lists or adventures. That changed with releases like Dungeon Fantasy, Monster Hunters, and Action!, but building a playable GURPS campaign still takes a lot of work.
So when you compare the effort to realize a specific setting using GURPS, BRP, or Hero System to doing the same with the chassis of D&D, the gap isn’t as wide as you suggest.
That said, there are exceptions. D&D 4e, with its exception-based design, is much harder to retool. Repurposing 4e for a different genre is comparable to designing a full release of Magic: The Gathering, individual elements are manageable, but the sheer volume makes the workload massive. D&D 5e’s 20-level progression poses similar issues, though they’re not nearly as extreme.
The key point here is that most RPGs, whether generic or genre-specific, center gameplay around what human(oid) characters can do. That shared baseline serves as a kind of Rosetta Stone, letting designers port systems into wildly different settings. It’s still work, but in my experience, D&D, especially classic editions, doesn’t present unusual obstacles in that regard.