dead said:
I never said d20 systems all "felt like D&D". No, some d20 systems have bastardized the core rules so much that they don't feel like D&D and all you've got left is the thin thread: roll a d20 against DC that makes them "d20".
and skills, feats, the six ability scores, classes, hit points, experience, etc. not every d20 game uses every part, but they all use enough that they are all recognizably "d20". even M&M (one of the most altered) has more than a "thin thread" connecting it to the rest of the d20 continuum.
But that's the point. d20 fails as a "generic" system because you have to change it so much to get it to work (specifically science fiction).
that's not a bug; it's a feature. changing the rules to fit the genre is a
good thing -- it means the designers understand the genre well enough to try to model it's basic assumptions, especially when they are different from other iterations of the d20 system. thus Sanity in CoC, superpowers in M&M, etc.
A good "generic" system allows you to use the rules in any genre without changing them. You can take a PC from one campaign and it could conceivably work in another.
no, that's a
bad generic system -- because it's not taking into account the differences between genres. as a 10-year veteran of GURPS, i can tell you that one of the things that always annoyed me about the system was that GURPS fantasy felt more like GURPS sci fi than Lord of the Rings, and GURPS sci fi felt more like GURPS fantasy than Star Wars. and such. in other words, every GURPS game regardless of genre feels like a GURPS game,
because the rules are the pretty much the same over multiple genres. IMO the system doesn't do a very good job of capturing the essence of the various genres it's trying to model -- it instead tries to shoehorn in every genre into the GURPS style. GURPS Supers does a poor job of emulating comic books compared to M&M, and GURPS Fantasy does a poor job of emulating fantasy novels compared to D&D and other d20 fantasy games, IMO.
d20 doesn't fall into this trap. different iterations of the d20 system feel very different because the designers took the time to modify the various systems to match the mood of the genre they were trying to emulate.
I mean, just take a look at the statistics. Probably 80% of d20 products are "sword & sorcery" type worlds while 20% are sci-fi/modern. I think this is telling us that d20 (err . . . D&D) is only "truly" suitable for medieval fantasy.
no, it's telling us that (if your made-up statistics are even true) that 80% of the RPG market likes fantasy gaming, and the remainder prefer other genres. it's the same across gaming as a whole, not just specific to d20.
On the other hand, take a look at GURPs. About 20% is medieval fantasy; 20% sci-fi; 20% modern; and 20% misc. These stats show that it is a good "generic" system because there is an even spread of genres.
firstly i again have to dispute your statistics. there's no way that 20% of GURPS books are fantasy-based; and a much larger percentage than 20% is sci fi.
but considering that a much larger than 20% slice of the gaming public as a whole
wants fantasy, the fact that there's so few fantasy products in the GURPS line says to me that GURPS just isn't very good at handling fantasy.
But d20 that is not fantasy medieval? No thanks! Non-fantasy medieval d20 has to bastardize the core rules too much to work...
actually, i'm of the opposite mind -- i've pretty much given up on D&D (it just isn't to my taste any more), but i really enjoy other variations on the d20 system -- d20 Modern and Mutants & Masterminds are two of my favorite games right now. i think they work wonderfully and stand fully on their own feet. who cares that they're "bastardized" versions of D&D? they do what they need to do admirably. they took what they needed from D&D and changed what needed to be changed. the results in both cases are excellent games.