It doesn't encourage any play style, it also doesn't discourage any. Thus 'supporting' (working for) any.Keeping the two (fluff & crunch) separated doesn't always help to encourage more playstyles though.
Nod. What's really aweful is when a game does lay down a very clear world, voluminous flavor text and 'fluff,' and then delivers mechanics that not only 'don't encourage' that, but outright contradict it.It is my opinion that there would be less of a disconnect between what the rules say is going on and what the fluff says the story is if the two aspects of the game had a relationship which did a better job of complimenting each other.
Demons being 'scourges of the land' but meat for 18th level PCs, for instance, isn't much of a problem, if most of the land isn't even 5th level, and only the PCs have a shot at reaching 18th. OTOH, if every town constable is 19th level or higher, it's an issue. Or, if demons /aren't even modeled in the game/, that's a problem.
Hero and GURPS have some similarities, but Hero just drops the whole set of genre-neutral mechanics on you and says 'have fun, maybe we'll do a sourcebook someday,' while GURPS lays some basic mechanics on you, and then comes up with a /very/ detailed & well-researched source book that supports a genre or setting quite specifically, including adding and changing rules as needed to really support /just/ that genre/setting as the guy doing the sourcebook sees it.I am not familiar with HERO, but I do play GURPS, so I totally understanding the idea of allowing groups to use mechanics in a variety of ways without hardwired fluff getting in the way.
GURPS & Hero are two things that are the same, yet completely different.