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The older i get the less I need.
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<blockquote data-quote="Thomas Shey" data-source="post: 9522674" data-attributes="member: 7026617"><p>Oh no, you've definitely got the batteries; but you're buying an erector set or tinkertoys (i.e. you have all the components, but you'll need to put them together). Sometimes the assembly is easy (almost any of the three I mentioned can produce a modern-adventure game with minimal or no work for example) some times its hard (those games don't have magic systems per se (at least in the core book), what they have is the tools to put one together in a coherent way. Same things for things like nonhuman characters and the like.</p><p></p><p>There are, of course, hybrid cases like GURPS or Savage Worlds which may supply you with more up-front tools--but won't really give you much help when building something off the beaten path. GURPS is better about magic systems than it used to be (in terms of supplying you more varieties so one might land on or close enough to what you want), in contrast to its first and second edition which offered a somewhat broad skill-based system, but still one that didn't work for a lot of concepts and if it didn't you were entirely on your own. Savage Worlds still suffers from this a bit.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9522674, member: 7026617"] Oh no, you've definitely got the batteries; but you're buying an erector set or tinkertoys (i.e. you have all the components, but you'll need to put them together). Sometimes the assembly is easy (almost any of the three I mentioned can produce a modern-adventure game with minimal or no work for example) some times its hard (those games don't have magic systems per se (at least in the core book), what they have is the tools to put one together in a coherent way. Same things for things like nonhuman characters and the like. There are, of course, hybrid cases like GURPS or Savage Worlds which may supply you with more up-front tools--but won't really give you much help when building something off the beaten path. GURPS is better about magic systems than it used to be (in terms of supplying you more varieties so one might land on or close enough to what you want), in contrast to its first and second edition which offered a somewhat broad skill-based system, but still one that didn't work for a lot of concepts and if it didn't you were entirely on your own. Savage Worlds still suffers from this a bit. [/QUOTE]
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