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<blockquote data-quote="Blue" data-source="post: 9241873" data-attributes="member: 20564"><p>I agree. And to expand, even within good systems you might want a different feel.</p><p></p><p>You mentioned Hero System. It's earlier incarnation, Champions, was one of the games I played and ran the most in my teen years. And it's great as an insanely flexible supers physics simulation. But I also enjoy Masks: A New Generation, which is a teen superteam PbtA that puts next to no mechanics behind actually defining numerically and modelling the powers - as long as the player and the GM have a decently close idea on what the power can do, it's golden. But it put a lot of mechanics on relationships, on defining who you are, on being angry or insecure or guilty with mechanical repercussions. Both as superhero RPGs, but they are amazingly different in approach and mechanical focus. Both are good to have in a bag of tricks to be able to run the game you want to run next.</p><p></p><p>I read a lot of people going "I like just this one generic system", and to me that is very close to liking only one system. Because you have the same viewpoint, the same types of challenges (combat, etc) with the same types of repercussions, the same mechanical focus and the same places the mechanics lack support. Liking multiple varied systems like you mention, be them generic, big tent, narrow, or bespoke, I think gives that widened viewpoint as more robust toolbox. No matter how good a single system like Savage Worlds is, it will always have a Savage Worlds feel and not be able to give you something like Masks, or Blades in the Dark, or even Fate where you need to play up your character's flaws in order to power their strengths. Variety is more tools in your toolbox. And even if you don't need one all that often, just that you have it and know about it means you aren't using a rubber mallet when you need a pipe wrench.</p></blockquote><p></p>
[QUOTE="Blue, post: 9241873, member: 20564"] I agree. And to expand, even within good systems you might want a different feel. You mentioned Hero System. It's earlier incarnation, Champions, was one of the games I played and ran the most in my teen years. And it's great as an insanely flexible supers physics simulation. But I also enjoy Masks: A New Generation, which is a teen superteam PbtA that puts next to no mechanics behind actually defining numerically and modelling the powers - as long as the player and the GM have a decently close idea on what the power can do, it's golden. But it put a lot of mechanics on relationships, on defining who you are, on being angry or insecure or guilty with mechanical repercussions. Both as superhero RPGs, but they are amazingly different in approach and mechanical focus. Both are good to have in a bag of tricks to be able to run the game you want to run next. I read a lot of people going "I like just this one generic system", and to me that is very close to liking only one system. Because you have the same viewpoint, the same types of challenges (combat, etc) with the same types of repercussions, the same mechanical focus and the same places the mechanics lack support. Liking multiple varied systems like you mention, be them generic, big tent, narrow, or bespoke, I think gives that widened viewpoint as more robust toolbox. No matter how good a single system like Savage Worlds is, it will always have a Savage Worlds feel and not be able to give you something like Masks, or Blades in the Dark, or even Fate where you need to play up your character's flaws in order to power their strengths. Variety is more tools in your toolbox. And even if you don't need one all that often, just that you have it and know about it means you aren't using a rubber mallet when you need a pipe wrench. [/QUOTE]
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