Same. I value the ability to jump into game play relatively quickly and mechanics that are straightforward for play.
I don’t know if it’s a matter of having less time or what, but I’m all for simplicity when possible in game design. I’m not against complexity...but if you’re gonna be complex you better make sure it’s worth it. Most complex games don’t seem to be worth it, to me.
On the other hand, I have a mixed opinion about this. While I agree that having mechanics and setting designed hand-in-hand help reinforce the feel of the game, such as BitD, it also can make it more difficult to take good set of system mechanics that you like and make them your own for a different setting. BitD is a good example, because it has great game play, but I find the BitD setting kinda dull and not the sort of setting that I would like to actually run. The setting was my biggest hang-up with even picking up the book. This also my problem with a number of the PbtA games. They are often so incredibly narrow in their slice of genre that if you don't like it, then you either have to design your own or look for the appropriate genre flavor you are looking for in another system.
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.
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 to me, Blades works so well because the rules and setting bounce off each other in such interesting ways.
One of my favorite systems was True20 because it offered a relatively generic ruleset that allowed me to heavily customize for whatever genre or world that I was running. The books even discussed the math so you could easily design your own classes and the like relatively easy. Or you could adjust power lists so that they were genre/setting appropriate. So while my gaming tastes have moved beyond its antiquated d20 system in favor of more narrative games, I miss having that sort of customization for designing character options for settings.
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.
Ironsworn may be a sign of the PbtA system being pushed in that direction, even if it is setting specific. It removes playbooks in favor of Asset cards that players can just pick at character creation and as they level. So I do think that the PbtA system can potentially handle more customization that is a bit more divorced from setting.
I’ve looked at Ironsworn a bit, but not in depth. The solo play aspect caught my attention; I’m curious how that would work.
But I think it’s likely a good example of how one system can be modified pretty heavily in order to create a game that, although it has similar elements, feels like its own thing.