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File: generic game systems.jpg (89 KB, 533x371)
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When it comes to generic game systems, where do you stand in terms of your preferences on the spectrum between "provide detailed simulation rules for every conceivable scenario in every conceivable setting" (e.g. GURPS, BRP) and "provide rules abstract enough to be equally applicable to every conceivable scenario in every conceivable setting" (e.g. Fate, Cortex)?
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>>97401627
I don't like generic game systems.
The higher-detailed ones are limiting to fantasy, where the idea is that the player(s) can decide on whatever functions they want. Even acknowledging the fact they can be pieced together, they often end up being too much of the same thing. Take a little extra time to curate and make something you and any group you might have would want. That's a big benefit of this medium.
The less-detailed ones, meanwhile, aren't games.
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>>97401627
I'm a big fan of fate for it's flexibility and abstraction.
Frankly a majority of problems that other systems have are solved in Fate while only introducing a few minor issues itself that boil down to playing with bad faith players.
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>>97401627
I don't know about Cortex, but I'd actually argue fate isn't about providing abstraction as to be applicable, it's about providing a specific kind of gameplay loop. The central mechanic in fate is the fate point economy, so a game is going to fall into the groove of "PCs get fucked over early on either by circumstances or their own issues, then rise above it and overcome challenges." Savage Worlds is a similar thing, it's a generic but it's mechanics are all going to lead to a gameplay loop of door kicking action movie shenanigans.
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>>97401627
I really like a mid-weight sim universal. Unisystem, some varieties of D6, both great. Some narrative-y features (hero points, etc.) are nice, but may not suit the specific game.
I didn't like Fate, but I really enjoyed Cortex (though it didn't have staying power: you need to be done within 10 sessions IMO).
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>>97401627
I'm biased towards simulationism in general (so GURPS and BRP) but to be fair the deal breaker for me is lack of (rules) completeness. If i'm investing in a rulesystem it has to cover (or work arpund in a satisfactory and efficient way) all sorts of scenarios in a well rounded manner, otherwise it would defeat the purpose of a universal system per se. That said, to better illustrate my biases, in terms of system preference that i tested, my tastes, top down, are GURPS -> BRP -> SWADE -> FATE.



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