Style can mean several things. For pacing, my favorite example is that the system needs to be able to handle 24-style, you wake up, smell what hit the fan, you put on your boots, and go, go, go. The system also needs to be able to handle the group who does a ton of investigation, interaction, exploring, and other non-combat action, and maybe one combat per week.
For campaign style, I like campaigns where there is stuff happening all the time, whether you're involved in it or not, and you pick up a thread or two, and start working those threads, as more plots intertwine with your path. On that journey, there will be action in multiple forms, chase scenes through city streets, exploring haunted crypts, traversing barren deserts, defending/attacking forts, being involved in wars lasting weeks or months, while dealing with political fall out, capricious guild masters, revolting mercenaries, and religious zealots. I like multi-linear, multi-faceted, diverse campaigns. This is not to say, Star Wars or LotR type linear expectations are out of the question, but like those two examples, details should liven up the environment and choices.
When it comes to combat, I like a combination of detailed tactical 4e style and completely abstract 4e skill-challenge style combat, depending on the requirements of the scene. But for me, for conflict resolution, most important aspect is resolving the scene in the most engaging method within the appropriate time frame of the scene. Trying to resolve a 10 minute scene in 6 second rounds is just not a good idea, even if some fighting is involved. While 4e didn't quite go as far as I would have liked, it gave me the tools to do that in various levels of granularity. I can run pure combat, combat with an ongoing skill challenge, skill challenge where some combat abilities can be used, or pure skill challenge. If a conflict resolution system can allow me to compress or stretch the "ticks" for each segment of the scene, seamlessly while maintaining some verisimilitude, I'd be ecstatic.
For campaign style, I like campaigns where there is stuff happening all the time, whether you're involved in it or not, and you pick up a thread or two, and start working those threads, as more plots intertwine with your path. On that journey, there will be action in multiple forms, chase scenes through city streets, exploring haunted crypts, traversing barren deserts, defending/attacking forts, being involved in wars lasting weeks or months, while dealing with political fall out, capricious guild masters, revolting mercenaries, and religious zealots. I like multi-linear, multi-faceted, diverse campaigns. This is not to say, Star Wars or LotR type linear expectations are out of the question, but like those two examples, details should liven up the environment and choices.
When it comes to combat, I like a combination of detailed tactical 4e style and completely abstract 4e skill-challenge style combat, depending on the requirements of the scene. But for me, for conflict resolution, most important aspect is resolving the scene in the most engaging method within the appropriate time frame of the scene. Trying to resolve a 10 minute scene in 6 second rounds is just not a good idea, even if some fighting is involved. While 4e didn't quite go as far as I would have liked, it gave me the tools to do that in various levels of granularity. I can run pure combat, combat with an ongoing skill challenge, skill challenge where some combat abilities can be used, or pure skill challenge. If a conflict resolution system can allow me to compress or stretch the "ticks" for each segment of the scene, seamlessly while maintaining some verisimilitude, I'd be ecstatic.