To each their own. But Duskvol and its surrounding world failed to impress me. I get its meta-contextual purpose, largely to prevent players from escaping the consequences of their actions in the city, but the city and the world feel flat and two-dimensional to me. So if the setting and rules work together, but the setting is flat, then that also leads to a problem with the everything else.Oh I love the setting. Or, probably more accurately, I love the presentation of the setting and I love how the setting and the rules work together.
But to me, Blades works so well because the rules and setting bounce off each other in such interesting ways.
I do like the rules of the game, and what the game achieves, but the setting is my biggest hurdle for playing the game because it's not the sort of setting that I particularly like even if I like what the mechanics are doing and how they could be ported to other sorts of games.
I am aware of these settings. The science fantasy space opera setting of Scum and Villainy probably presents the most generic setting so far of the FitD games we have been discussing. Band of Blades is arguably far more setting specific in its scope than Blades in the Dark.So far, the Forged in the Dark system has been used for a couple of other genres, most notably sci-fi in Scum and Villainy and fantasy military in Band of Blades. Both are solid, and make some necessary tweaks to rig the system for the new setting. There are also plenty of other hacks, of varying degrees of quality. I think the system can be used for other games, if properly crafted.
But this is also why I sometimes dislike setting-specific systems. If I dislike the connected setting, then I have no interest in playing the system or game. So I have to find something that enables me to create the sort of game that I am looking to run or play.Generic systems are difficult for me. I think some systems can indeed serve as a chassis for multiple games, such as PbtA, but still need strong design choices that make them unique.
So for me one of the undeniable strengths of generic systems, is that I can use them as a toolkit for the sort of settings that I would like to run. With PbtA, I would need to find a setting that is appropriate. Failing that, I would have to devise entire setting-appropriate playbooks and/or moves. Going back to True20, however, it may be just readjusting the classes a bit and providing an acceptable list of setting-appropriate powers. The transparent math even showed how you can adjust the scaling of powers.
The flexibility of its toolkit is also what I enjoy about Fate. Many of the settings that Evil Hat has published as supplements are often meant to serve as examples for different ways you can utilize the Fate toolkit.