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General Tabletop Discussion
*TTRPGs General
The Quest for the "One True System" Is It a Myth or Something More?
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<blockquote data-quote="Balesir" data-source="post: 6246176" data-attributes="member: 27160"><p>I don't think so, no.</p><p></p><p>That's not to say that a system can't do a number of things - spreading accross genres is completely feasible, for example. The problem is that some styles require, or at least are hugely aided by, a completely different approach from the ground up. An example is the "rules or rulings" dichotomy. DDN, to pick a "modular" system at random <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />, took a specific position on this right from the start. But whether the resolution is by rules that all can read or by judgement of some agreed party can be crucial to the success of a system for some styles of play. Likewise, whether the resolution mechanism resolves the outcome of described <em>actions</em> or resolves the outcome of expressed <em>intentions</em> of the character makes a huge difference to what play will focus on - whether it be on <em>player intentions</em> or on <em>player competence</em> (either with the rules system or with understanding the judge of outcomes).</p><p></p><p>A system that aims to be a "toolbox" can only go so far. If the very fundamentals of the game need to be changed for one "configuration", then it's not really the same game. You need a chassis to attach the tools to, and if the chassis is wrong then the tools you attach don't matter that much.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6246176, member: 27160"] I don't think so, no. That's not to say that a system can't do a number of things - spreading accross genres is completely feasible, for example. The problem is that some styles require, or at least are hugely aided by, a completely different approach from the ground up. An example is the "rules or rulings" dichotomy. DDN, to pick a "modular" system at random ;), took a specific position on this right from the start. But whether the resolution is by rules that all can read or by judgement of some agreed party can be crucial to the success of a system for some styles of play. Likewise, whether the resolution mechanism resolves the outcome of described [I]actions[/I] or resolves the outcome of expressed [I]intentions[/I] of the character makes a huge difference to what play will focus on - whether it be on [I]player intentions[/I] or on [I]player competence[/I] (either with the rules system or with understanding the judge of outcomes). A system that aims to be a "toolbox" can only go so far. If the very fundamentals of the game need to be changed for one "configuration", then it's not really the same game. You need a chassis to attach the tools to, and if the chassis is wrong then the tools you attach don't matter that much. [/QUOTE]
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The Quest for the "One True System" Is It a Myth or Something More?
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