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System and Genre

Started by Mcrow, November 24, 2006, 04:59:16 PM

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Mcrow

I see people asking here and elsewhere about what system for X genre.

Its my opinion that most any system can be used for any genre. Then people will ask which one works best. I say whichever system you like best.


So my question here is do you think that systems work better as whole for one genre or the other or that ,really, its just a matter of personal taste?

jrients

I'm going to go with a no, it is not strictly a matter of taste.  If I want suggestions for a system for a space opera game, is it strictly a matter of taste that I wouldn't consider a system with no rules for spaceship, lasers, or robots?  Similarly, I would be daft to recommend Boot Hill's mechanics for, say, high fantasy or supers gaming.
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Silverlion

Quote from: McrowI see people asking here and elsewhere about what system for X genre.

Its my opinion that most any system can be used for any genre. Then people will ask which one works best. I say whichever system you like best.


So my question here is do you think that systems work better as whole for one genre or the other or that ,really, its just a matter of personal taste?

I think trying to use BESM for a gritty urban cop drama may hit some odd issues if the person wants the game to support gritty and urban cop dramas. Some people dont care if the game supports the game/genre. Others feel that such supports help relieve some burdens from the GM and smooth play.

For example without using the optional shock value rule--shooting someone dead whose reasonably average takes a LOT of work in BESM--like 9-10 shots from a handgun IIRC. While adding the shock value rule makes it more like 2-3. (Better but still not gritty enough for some people.)

GURPS 3E on the other hand it was reasonably possible for an average person to die from a single shot. But it doesn't handle superheroes who are superhumanly good at something well (closed roll under system with upward scaling attributes) Spider-Man isn't a reasonably doable and accurate build for example without warping combat far more than his power do in supers genred games.
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Sosthenes

Quote from: McrowIts my opinion that most any system can be used for any genre. Then people will ask which one works best. I say whichever system you like best.

We in the virginal-state-extension-business call that Turing Completeness. You can do any task possible from your relevant problem domain with any programming language (or role-playing system). It just ain't fun.

You don't want to use a hammer for everything. I found out that a vodka martini sometimes works better.
 

Mcrow

I guess more what I'm arguing is that if you like system X, isn't that more important than if system Y (which you don't like) has all the rules for whatever game it is that you are playing. Maybe taking the system you already like and using that? If the game goes right the system shouldn't matter so much. You will be more comfortable with the your go to system any way.

Sosthenes

If your goto system is generic and your new setting is, too, then you might be able to live happily everafter. But there are playing styles and systems incompatible with basic campaign premises. As always the benefits have to outweight the disadvantages. Considering the wide array of choices you have with both system and setting, incompatibilities abound. Are you that hung up on your standard system that familiarity beats ease of use?

Playing Toon with Phoenix Command could prove to be rather painful.
 

James McMurray

Some systems just don't work outside their genre. D&D (or even d20 Modern) isn't going to give you a lot of grit without changes. Silver Age Sentinels would be a silly choice for regular joes vs. zombies. Babylon 5 is not going to do well with Arthurean Camelot.

Even with generic systems you'll frequently come across power level problems.

My advice is to find a system you can enjoy that was designed with your genre in mind, unless you have a lot of time for independent design and playtesting, or don't mind a shoddy fit.

droog

Yes, largely it's a matter of taste, but also of recognizing exactly what your chosen system does, and what your goals are, and how those fit.
The past lives on in your front room
The poor still weak the rich still rule
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flyingmice

Ithink it's more a matter of recognizing what your system doesn't do well - If I try to play supers with the StarCluster System, that won't work well, I can guarantee. Systems usually have a range of what they are very good at, another that they can do with a bit of work, and a far larger one that they can't do without reinventing the system entirely. The ranges vary with each system.

-clash
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droog

QuoteI think it's more a matter of recognizing what your system doesn't do well
Same diff.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

JamesV

I don't think that every system is automatically ready to play every genre, even the generic games, though they tend to do better. However, if you still want to use that system then you have to consider the amount of house rules you'll need to use to shoehorn the system into the genre. Now generic systems have a strength in that the shoehorning they do is transparent, so it's easier to fll in any gaps, but the more specific a game gets, the more house-ruling you'll probably need to do. But hey, some people consider that fun and part of the hobby, so more power to them.
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Balbinus

Having played in a third edition Gurps Supers game, I feel comfortable in saying that not all games are suited to all genres.

Mr. Analytical


Balbinus

Quote from: Mr. AnalyticalMe-OW pussycat!  :D

Curiously, my character was Tiddles, with the superhero identity of The Cheshire Cat.  His background story was that he had been bitten by a radioactive human, which among various other powers gave him the powers of a human which included intelligence, speech and the strength of ten cats.

Great character, but the system blew bloody chunks, usually literally as any encounter using Gurps rules resulted in massive numbers of corpses as the system strove for realism instead of genre emulation.

Settembrini

It´s all about the work involved.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity