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<blockquote data-quote="Odhanan" data-source="post: 2875246" data-attributes="member: 12324"><p>I like to vary game systems. I like to change after a few years with the same system or setting. And as a general ground principle, I think game system and universe should emphasize each other and try to use what's really best about each other. </p><p></p><p>Some "general purpose RPGs" are badly designed, because they in fact emphasize a narrow gaming style but pretend to be "general". For instance, a rules-light system that pretends to be general <em>because it would be rules-light</em>. To me, that means this system, even if setting-neutral, won't be able to represent many of the campaigns I'd like to run. So it's not "general".</p><p></p><p>Other general purpose RPG are well designed, in that they allow for great modularity and adaptation, can be rules-heavy or rules-light, evocative or shock-full of options, according to what the GM chooses and wants to do with them. But still, their basic mechanical principles imply some kind of gaming style, so they won't ever be completely "general". I think GURPS is actually a pretty good example of general purpose RPG that is well-designed for multiples uses.</p><p></p><p>But still, I wouldn't play GURPS only. </p><p></p><p>I like the way specific game mechanics end up representing a part of the setting in my imagination. You tell me "Basic System" and I see Cthulhu, Rune Lords and Elric with Stormbringer in hand. You tell me d20 and I see a fighter, wizard, rogue and cleric exploring a dungeon with torches in hand.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2875246, member: 12324"] I like to vary game systems. I like to change after a few years with the same system or setting. And as a general ground principle, I think game system and universe should emphasize each other and try to use what's really best about each other. Some "general purpose RPGs" are badly designed, because they in fact emphasize a narrow gaming style but pretend to be "general". For instance, a rules-light system that pretends to be general [i]because it would be rules-light[/i]. To me, that means this system, even if setting-neutral, won't be able to represent many of the campaigns I'd like to run. So it's not "general". Other general purpose RPG are well designed, in that they allow for great modularity and adaptation, can be rules-heavy or rules-light, evocative or shock-full of options, according to what the GM chooses and wants to do with them. But still, their basic mechanical principles imply some kind of gaming style, so they won't ever be completely "general". I think GURPS is actually a pretty good example of general purpose RPG that is well-designed for multiples uses. But still, I wouldn't play GURPS only. I like the way specific game mechanics end up representing a part of the setting in my imagination. You tell me "Basic System" and I see Cthulhu, Rune Lords and Elric with Stormbringer in hand. You tell me d20 and I see a fighter, wizard, rogue and cleric exploring a dungeon with torches in hand. [/QUOTE]
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