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General Tabletop Discussion
*TTRPGs General
Which gaming system has the best mechanics and why?
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<blockquote data-quote="Tony Vargas" data-source="post: 6670466" data-attributes="member: 996"><p>A 'genre' <em>of game,</em> in a marketing sense, perhaps, in that you can speak coherently of universal as opposed to multi-genre as opposed to genre-specific as opposed to licensed games. In the sense that we were using it, though, in the sense of what genre does the game model, no, a universal system is meant to be able to model any genre, not model the 'universal genre.'</p><p></p><p> A poor analogy: RPG systems are complex by their very nature (even 'rules lite' systems just punt that complexity to the GM or even GM+players), more like large toolkits than a single tool. </p><p>The answer to 'what's the best toolkit' can be narrowed down if it's to be used for a specific purpose (repairing a watch, plumbing, working on cars, working on a 1964 mustang, whatever) or limited by philosophy ('right tool for the job,' 'I can make my own tools,' 'the human hand is the most efficient tool ever designed,' 'I can't afford anything fancy,' whatever) - if not, you need a more complete kit with all sorts of tools, English, metric, whatever... and adjustable and interchangeable tools start becoming very efficient choices.</p><p></p><p>The other reason I personally find universal systems good candidates for 'best' system is that they can always be compared to other systems, so there's no denying the question.</p><p></p><p>(And, another good reason to prefer, if not consider 'best,' such systems - which also applies to multi-genre systems, and core systems like d20 - is that it saves you from needing to master many different systems.)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6670466, member: 996"] A 'genre' [i]of game,[/i] in a marketing sense, perhaps, in that you can speak coherently of universal as opposed to multi-genre as opposed to genre-specific as opposed to licensed games. In the sense that we were using it, though, in the sense of what genre does the game model, no, a universal system is meant to be able to model any genre, not model the 'universal genre.' A poor analogy: RPG systems are complex by their very nature (even 'rules lite' systems just punt that complexity to the GM or even GM+players), more like large toolkits than a single tool. The answer to 'what's the best toolkit' can be narrowed down if it's to be used for a specific purpose (repairing a watch, plumbing, working on cars, working on a 1964 mustang, whatever) or limited by philosophy ('right tool for the job,' 'I can make my own tools,' 'the human hand is the most efficient tool ever designed,' 'I can't afford anything fancy,' whatever) - if not, you need a more complete kit with all sorts of tools, English, metric, whatever... and adjustable and interchangeable tools start becoming very efficient choices. The other reason I personally find universal systems good candidates for 'best' system is that they can always be compared to other systems, so there's no denying the question. (And, another good reason to prefer, if not consider 'best,' such systems - which also applies to multi-genre systems, and core systems like d20 - is that it saves you from needing to master many different systems.) [/QUOTE]
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Which gaming system has the best mechanics and why?
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