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General Tabletop Discussion
*TTRPGs General
Your thoughts on Generic versus Bespoke systems.
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<blockquote data-quote="Blue" data-source="post: 8933700" data-attributes="member: 20564"><p>What I like about each:</p><p></p><p><strong>Big tent systems</strong> like D&D tend to have more players, support more modes of play at the same table, and have a greater chance of a robust infrastructure of forums, analysis and discussion on the internet.</p><p></p><p><strong>Bespoke systems</strong> have the ability to very strongly support the premise mechanically. They can laser focus, and provide play experiences that have mechanical support that a wider system doesn't -- and shouldn't -- focus on mechanically. For example, Masks: A New Generation is a teen superteam game, but the mechanical focus on who you are and who you want to become, as well as the "damage" conditions like Insecure, Angry, Guilty, and the like give it a very different play feel than a standard superhero game. Blades in the Dark, with it's very structured play loop around heists, as well as your criminal crew having it's own character sheet, gives a very focused play style unlike others - which some may love and others not as much.</p><p></p><p>I can roleplay without any rules at all. So when I have rules, I want them to (a) mechanically support the feel, genre, and themes I want to explore, and (b) be attractive to players. Bespoke is often stronger on the first, and Generic stronger on the second.</p></blockquote><p></p>
[QUOTE="Blue, post: 8933700, member: 20564"] What I like about each: [B]Big tent systems[/B] like D&D tend to have more players, support more modes of play at the same table, and have a greater chance of a robust infrastructure of forums, analysis and discussion on the internet. [B]Bespoke systems[/B] have the ability to very strongly support the premise mechanically. They can laser focus, and provide play experiences that have mechanical support that a wider system doesn't -- and shouldn't -- focus on mechanically. For example, Masks: A New Generation is a teen superteam game, but the mechanical focus on who you are and who you want to become, as well as the "damage" conditions like Insecure, Angry, Guilty, and the like give it a very different play feel than a standard superhero game. Blades in the Dark, with it's very structured play loop around heists, as well as your criminal crew having it's own character sheet, gives a very focused play style unlike others - which some may love and others not as much. I can roleplay without any rules at all. So when I have rules, I want them to (a) mechanically support the feel, genre, and themes I want to explore, and (b) be attractive to players. Bespoke is often stronger on the first, and Generic stronger on the second. [/QUOTE]
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