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The Quest for the "One True System" Is It a Myth or Something More?
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<blockquote data-quote="amerigoV" data-source="post: 6241093"><p>I'll chime in from my own experience. I used to be like your players. I thought I only like D&D/fantasy. What it turned out to be was I am a system mastery guy. 3.x (and I presume 4th) has a lot of material. I found that I did not want to stray from that "Investment", be it knowledge and monetary. While some wanted d20 to be universal, it really ported poorly to other genres - other than "roll a d20 + bonus vs. Target", the rest of the system tended to have to be revamped (wound/vitality, how do guns work in, etc). So I would not even like playing another genre using the d20 "system."</p><p></p><p>Eventually, 3.x dragged me down to where I did not want to GM it anymore. Savage Worlds quickly won out as my go-to system (and I would say my One True System). Now I can master the system and then apply it to other genres. It also made me realize that there are a number of other systems do not have the heavy crunch side like D&D. I am more willing to give them a whirl at a Con than I would have been in the past.</p><p></p><p>For my group, Savage Worlds was a group saver. D&D just did not fit what the broad group really could handle (be it 3.x, Monte's Arcana Unearthed, or 4e). The group was always fighting against the system. The system mastery aspect of 3.x really created a huge gap between some of the players. Now we can play any genre without the group struggle through new rules. This is very important to my group as we are an older group - kids, work travel, etc - so there is not much time between sessions for most to invest time. SW struck that balance that its crunchy enough for system mastery guys like me, flexible as hell to GM, and light enough for those with less time to attain a level of competence such that they enjoy the game as well. So for my group, searching out the One True System was worth the effort.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6241093"] I'll chime in from my own experience. I used to be like your players. I thought I only like D&D/fantasy. What it turned out to be was I am a system mastery guy. 3.x (and I presume 4th) has a lot of material. I found that I did not want to stray from that "Investment", be it knowledge and monetary. While some wanted d20 to be universal, it really ported poorly to other genres - other than "roll a d20 + bonus vs. Target", the rest of the system tended to have to be revamped (wound/vitality, how do guns work in, etc). So I would not even like playing another genre using the d20 "system." Eventually, 3.x dragged me down to where I did not want to GM it anymore. Savage Worlds quickly won out as my go-to system (and I would say my One True System). Now I can master the system and then apply it to other genres. It also made me realize that there are a number of other systems do not have the heavy crunch side like D&D. I am more willing to give them a whirl at a Con than I would have been in the past. For my group, Savage Worlds was a group saver. D&D just did not fit what the broad group really could handle (be it 3.x, Monte's Arcana Unearthed, or 4e). The group was always fighting against the system. The system mastery aspect of 3.x really created a huge gap between some of the players. Now we can play any genre without the group struggle through new rules. This is very important to my group as we are an older group - kids, work travel, etc - so there is not much time between sessions for most to invest time. SW struck that balance that its crunchy enough for system mastery guys like me, flexible as hell to GM, and light enough for those with less time to attain a level of competence such that they enjoy the game as well. So for my group, searching out the One True System was worth the effort. [/QUOTE]
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