2 minutes ago, Dawngreeter said:I get what you're saying, my point was just that there is no math where developing two systems is more efficient than developing just one. If they want to optimize for the initial ROI and old fan conversion, then keep the old system and give it a once-over, as you do for any incremental edition release. If you want a new system, double down on Genesys. I can get behind both of those approaches. But this is the worst of both worlds and it is baffling.
And, anyway, if Genesys is a system that would have to be "jammed" anywhere, then it is a failure. But I suspect that is not the case, it's just fans of 90s fantasy heartbreaker RPG systems being innovation-averse.
Well, efficiency is not always the bottom line. Actually, from listening to them talk sometimes, they have so much work to do efficiency is the least of their motivations.
Anyway, I once heard in an interview with a video game developer who is currently directing 2+ games at once; he was asked if it was too much work to develop multiple games at once, and his answer was that he actually prefers it. As a creator, he liked being able to juggle ideas between projects--if he thought of something but found it wouldn't work for Game A, Game B would benefit from it, either by fitting the idea better, or by not having to test a dud idea more than once.
So, at least in concept, having more than one game system to work on may be more stimulating for creativity than working with just the one. An idea conceived for Genesys may not work out... but it would fit perfectly with L5R, and vice versa.