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General Tabletop Discussion
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Your thoughts on Generic versus Bespoke systems.
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<blockquote data-quote="The Shadow" data-source="post: 8934582" data-attributes="member: 16760"><p>Totally!! I love Fate to pieces for this - it's become my group's favorite game. The power of Aspects to reinforce the campaign premises simply cannot be overstated.</p><p></p><p>Nevertheless, one issue is that if you do want to introduce crunch beyond aspects and stunts, you're pretty much on your own. The Toolkit books help, as do the Worlds of Adventure (which usually have rules tweaks), but still.</p><p></p><p>That's one reason why I'm intrigued by Cortex Prime, which somebody here pointed me at. It seems to have a more organic way of tweaking how things work by choosing your "prime set". I think I see ways to tweak Fate skills to get a similar effect, now that I've seen Cortex.</p><p></p><p>It's pretty much axiomatic that no system, no matter how generic, is good at everything. Fate, for example, is designed to work with highly competent, proactive characters. You can certainly try to relax those constraints to play zero-to-hero or horror, but the system will tend to fight you. Like, I don't think starting with a +2 skill pyramid would be much fun at all.</p><p></p><p>Hero (which I played A LOT in the 90's) was originally developed for superheroes, and it shows. I'm not saying it can't do other things - it certainly can - but it comes across as comic-book versions of those things. (This is doubly true for Mutants & Masterminds.) Which can be great fun! But isn't the best feel for everything.</p><p></p><p>I played several campaigns of GURPS back in the day too, and it also isn't good at everything. They've made valiant attempts at it, to be sure! I personally think that our modern Psionics game was pitch-perfect, but that a medieval fantasy game we tried didn't seem to quite hit the mark somehow. (I'm prescinding here from what are, for me, some glaring design flaws in GURPS and concentrating simply on how things felt.)</p><p></p><p>I'm sure Cortex will likewise have things it doesn't do as well, but I won't know what until I've actually tried it.</p></blockquote><p></p>
[QUOTE="The Shadow, post: 8934582, member: 16760"] Totally!! I love Fate to pieces for this - it's become my group's favorite game. The power of Aspects to reinforce the campaign premises simply cannot be overstated. Nevertheless, one issue is that if you do want to introduce crunch beyond aspects and stunts, you're pretty much on your own. The Toolkit books help, as do the Worlds of Adventure (which usually have rules tweaks), but still. That's one reason why I'm intrigued by Cortex Prime, which somebody here pointed me at. It seems to have a more organic way of tweaking how things work by choosing your "prime set". I think I see ways to tweak Fate skills to get a similar effect, now that I've seen Cortex. It's pretty much axiomatic that no system, no matter how generic, is good at everything. Fate, for example, is designed to work with highly competent, proactive characters. You can certainly try to relax those constraints to play zero-to-hero or horror, but the system will tend to fight you. Like, I don't think starting with a +2 skill pyramid would be much fun at all. Hero (which I played A LOT in the 90's) was originally developed for superheroes, and it shows. I'm not saying it can't do other things - it certainly can - but it comes across as comic-book versions of those things. (This is doubly true for Mutants & Masterminds.) Which can be great fun! But isn't the best feel for everything. I played several campaigns of GURPS back in the day too, and it also isn't good at everything. They've made valiant attempts at it, to be sure! I personally think that our modern Psionics game was pitch-perfect, but that a medieval fantasy game we tried didn't seem to quite hit the mark somehow. (I'm prescinding here from what are, for me, some glaring design flaws in GURPS and concentrating simply on how things felt.) I'm sure Cortex will likewise have things it doesn't do as well, but I won't know what until I've actually tried it. [/QUOTE]
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