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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="Dethklok" data-source="post: 6257105" data-attributes="member: 6746469"><p>I wish more people could grasp this.</p><p></p><p></p><p>One point that I don't think has yet been raised is that <em>it is only complexity which allows diversity</em>. At the maximum end of simplicity, all systems are exactly alike: The GM decides what happens. It isn't hard to see, then, that if one uses very simple games, a similar family of character generation systems, conflict resolution systems, and character advancement systems would arise even in response to highly distinct settings.</p><p></p><p>A case in point: My gaming group and I made a simple game for adventuring Ancient Egypt. Changing the monsters, some equipment, the coinage system, and a few spells, it rapidly became a game for adventuring in Hellenic Greece. It wasn't that we refused to make changes that would break the mold, but that after rebuilding everything we needed in order to capture the spirit of rationalism and seafaring that marked ancient Greece, the core of the system was exactly the same.</p><p></p><p>So while I do agree in principle that mechanics meshed with setting are much better than generic systems, if one is willing to move in a minimalist direction, I also think that the idea of finding One True System that does everything becomes much more feasible.</p><p></p><p></p><p>Out of curiosity, why would you say that is?</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6257105, member: 6746469"] I wish more people could grasp this. One point that I don't think has yet been raised is that [i]it is only complexity which allows diversity[/i]. At the maximum end of simplicity, all systems are exactly alike: The GM decides what happens. It isn't hard to see, then, that if one uses very simple games, a similar family of character generation systems, conflict resolution systems, and character advancement systems would arise even in response to highly distinct settings. A case in point: My gaming group and I made a simple game for adventuring Ancient Egypt. Changing the monsters, some equipment, the coinage system, and a few spells, it rapidly became a game for adventuring in Hellenic Greece. It wasn't that we refused to make changes that would break the mold, but that after rebuilding everything we needed in order to capture the spirit of rationalism and seafaring that marked ancient Greece, the core of the system was exactly the same. So while I do agree in principle that mechanics meshed with setting are much better than generic systems, if one is willing to move in a minimalist direction, I also think that the idea of finding One True System that does everything becomes much more feasible. Out of curiosity, why would you say that is? [/QUOTE]
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The Quest for the "One True System" Is It a Myth or Something More?
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