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<blockquote data-quote="TreChriron" data-source="post: 7234047" data-attributes="member: 5046"><p>I love this term! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>I think I was a system-tourist, looking for that "perfect" system. I've played and tested a large pile of games. But in the end it's the setting that inspires our imaginations. Without a solid setting, the game is just procedures and numbers without a soul. These days I'm looking for both, combined together in a creative way that inspires the players to engage in the world and for myself to be inspired to become that world (as the GM).</p><p></p><p>For example, I love GURPS 4e for all it's crunch, but found that even at it's most basic, the procedures just make play less fun for me. The system is gold, but I'm no longer interested in that level of detail. I have played several Savage Worlds settings and in the end they start to feel the same. I believe I have changed my tastes dramatically from a "one system to rule them all" generic fan to a "make these things blend seamlessly into something that clicks." Not to say that those games are bad or broken or any other nonsense! They are great games and appeal to their supporters because they hit the right buttons for them.</p><p></p><p>Right now I'm working on a setting for the Radiance RPG. Some day here in the future, when I embark on polishing up Dark Portals, I plan on writing a system specifically for my setting and putting it in one work. No longer will I wring my hands over - "how might this work in {insert genre here}?" Certainly you can create a "platform" for your system but that framework doesn't need to be apparent to the players or your casual GMs. Another example; Mystic Throne Entertainment has a generic system akin to Savage Worlds and Mongoose's Legend had a child (Entropic Gaming System), and it seems like a solid fun game. However, MTE's modern setting of conspiracy and horror intrigues me more to play it vs. having to convert it to a setting. Certainly I'm interested as a publisher but as a GM it's so much more work and I don't feel like most GMs have the time to put together a setting + adventure/campaign.</p></blockquote><p></p>
[QUOTE="TreChriron, post: 7234047, member: 5046"] I love this term! :D I think I was a system-tourist, looking for that "perfect" system. I've played and tested a large pile of games. But in the end it's the setting that inspires our imaginations. Without a solid setting, the game is just procedures and numbers without a soul. These days I'm looking for both, combined together in a creative way that inspires the players to engage in the world and for myself to be inspired to become that world (as the GM). For example, I love GURPS 4e for all it's crunch, but found that even at it's most basic, the procedures just make play less fun for me. The system is gold, but I'm no longer interested in that level of detail. I have played several Savage Worlds settings and in the end they start to feel the same. I believe I have changed my tastes dramatically from a "one system to rule them all" generic fan to a "make these things blend seamlessly into something that clicks." Not to say that those games are bad or broken or any other nonsense! They are great games and appeal to their supporters because they hit the right buttons for them. Right now I'm working on a setting for the Radiance RPG. Some day here in the future, when I embark on polishing up Dark Portals, I plan on writing a system specifically for my setting and putting it in one work. No longer will I wring my hands over - "how might this work in {insert genre here}?" Certainly you can create a "platform" for your system but that framework doesn't need to be apparent to the players or your casual GMs. Another example; Mystic Throne Entertainment has a generic system akin to Savage Worlds and Mongoose's Legend had a child (Entropic Gaming System), and it seems like a solid fun game. However, MTE's modern setting of conspiracy and horror intrigues me more to play it vs. having to convert it to a setting. Certainly I'm interested as a publisher but as a GM it's so much more work and I don't feel like most GMs have the time to put together a setting + adventure/campaign. [/QUOTE]
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