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<blockquote data-quote="woodelf" data-source="post: 2260316" data-attributes="member: 10201"><p>Which is why tennis, basketball, golf, and baseball all use the same basic rules. Or why Settlers of Catan, Monopoly, and Trivial Pursuit all use the same rules.</p><p></p><p>Point is, while there are virtues to similarity/constancy of system, there are also virtues to new systems, and/or systems tailored to different goals/playstyles. For some of us, the very chance to try different mechanics is part of the impetus to try new RPGs. Just as i don't merely want all my movies to be action-adventure movies, just set in different settings (space opera, high fantasy, 1930s, modern day, etc.), but also want to see different filmatographic styles.</p><p></p><p>Related point: it's <em>just not that hard</em> to learn a new system. Especially after you've already learned one--the conceptual leap from other games to RPGs (or activities) is <em>so</em> much more than the leap from pretty much any RPG to pretty much any other as to be almost a non-issue, IME. </p><p></p><p>The only thing that's at all hard to learn is complex systems--that's a point against D20 System, not in it's favor. I've watched complete newbies play 3 different [rules-lite] RPGs in 3 different weeks with no problems, and i've watched newbies take months [of weekly sessions] to come to grips with D20 System. [Probably Hero System, GURPS, and other crunchy systems would have similar results, but i've never run them.]</p><p></p><p><em>edit: more, less, whatever. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </em></p></blockquote><p></p>
[QUOTE="woodelf, post: 2260316, member: 10201"] Which is why tennis, basketball, golf, and baseball all use the same basic rules. Or why Settlers of Catan, Monopoly, and Trivial Pursuit all use the same rules. Point is, while there are virtues to similarity/constancy of system, there are also virtues to new systems, and/or systems tailored to different goals/playstyles. For some of us, the very chance to try different mechanics is part of the impetus to try new RPGs. Just as i don't merely want all my movies to be action-adventure movies, just set in different settings (space opera, high fantasy, 1930s, modern day, etc.), but also want to see different filmatographic styles. Related point: it's [i]just not that hard[/i] to learn a new system. Especially after you've already learned one--the conceptual leap from other games to RPGs (or activities) is [i]so[/i] much more than the leap from pretty much any RPG to pretty much any other as to be almost a non-issue, IME. The only thing that's at all hard to learn is complex systems--that's a point against D20 System, not in it's favor. I've watched complete newbies play 3 different [rules-lite] RPGs in 3 different weeks with no problems, and i've watched newbies take months [of weekly sessions] to come to grips with D20 System. [Probably Hero System, GURPS, and other crunchy systems would have similar results, but i've never run them.] [i]edit: more, less, whatever. :D [/i] [/QUOTE]
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