20 hours ago, lyinggod said:I wasn't saying that Genesys (NDS) wasn't inflexible. I was saying that most games are inherently inflexible in their approach to outcome resolution and their system mechanics. When I first was introduced to Star Wars, after playing a variety of simulationist and narrative games for many years, I recognized what the Advantage/Threat mechanic was meant to be. It was FFG's attempt to encourage simulationist game players (d20 and the most other games) to think far outside the box, which is to say play narratively and not in the typical binary manner. I wasn't aware, at the time, that Star Wars's NDS was an evolution of FFG's WHFRP 3rd edition.
Yes, I realized that this is a tool kit, as are Gurps, Hero, Fate, Fudge, Otherworlds, and Cypher, to name a few. They are designed to be pick and choose type systems. This concept is what makes them so great. The problem is that the core Hero 1st+ (aka Champions 4th) edition and Gurps 3rd Edition+ (to a lesser degree) books are complete games. This is not from a world perspective (ie Forgotten Realms) but mechanically. The ability to create, design, and do just about everything is completely covered. Genesys is more akin to Fate, Otherworlds, Fudge, and Cypher. Your given basic examples of a few things and then told to essentially "wing it". On the plus side, when GURPS 1st edition came out, it was less defined then even Genesys.
Don't get me wrong, I like Genesys a lot but it seems to me that a lot of was purposefully left out to be placed in upcoming source books. Example: Persistent non-spell abilities such as superpowers ,cybernetics, crafting in any form, and personal flight, are a examples of some of the things that immediately come to mind.
I have had a chance to look at LOT of roleplaying games and many are designed to be simulationist. Success and failure is absolute. They also have an extremely detailed economy regarding character sheets and tracking Hit Points, Ammo, Spells used per day, and a variety of other items. The World of Darkness was one first games designed to be narrative but was dismissed by many because it wasn't about the dungeon crawl and killing for XP. Slowly more games have come out that more narrative to various degrees (Fate, Otherworlds, Cypher, Fudge) but these still in the minority but the minority is growing.
Limited by imagination: I agree and I have always included numerous narrative aspects in all games I have run. My group has (unfortunately) elected to play
PathfinderMathfinder. The same GM also runs Star Wars and is pretty good at it. However He is a long time D20 player and I am trying to get him to treat 1s and 20s as being more then simple fail or pass, but his response is "it's not in the rules". Too many GM's lack imagination and can't escape the ridged mind set of "Rules as Written".
As a long time GURPSer and FUDGE/Fate person, I have to disagree. FUDGE (and Fate to a lesser degree, though this changed in Core somewhat) left an incredible amount up to the GM. In FUDGE, you had to make up EVERYTHING, including the names of the stats or skills you'd have in the game (should we talk about vehicles or magic?). All you got with that book was a "here's a rolling system and some ideas about different genres; good luck!", and that's only if you got the 20th Anniversary edition. Cybernetics? Supers? Hahahahaha...
Fate Core is not complete. Again, lots of decisions about weapons and gear (and if so, there are no guidelines in the book on how to do it except "Make it an Aspect" or "You can have numbers for weapons; no, we have no inclination to guide you on whether or not a pistol should equal a bazooka". In both games (and GURPS, and Genesys for that matter) they don't have mass combat rules unless you buy them separately (for GURPS; for Fate/Fudge, good luck with that, though the Fate Toolkit does outline two different system for fights involving mass groups, so, you'd have to get it separately; to their credit, you can download the PDF for it for free). And again, Supers; anything I ever tried to come up with was a mess. Venture City fixed that, but again, it's a separate supplement.
In almost all cases, you have to define what your magic system smells like. GURPS does this for you, as long as you like spells as skills and like the idea of spells working better the more you know particular spell; you want anything else, you gotta get a supplement book, or figure it out as Advantages; possible, but harder without the Powers book). Also, there are wacky point-break places in GURPS where it's hard to model certain fictional abilities in terms of their "difficulty"; in Star Wars, telekinesis is had by everyone and their grandmother; in GURPS, that's expensive (I remember, very clearly, trying to figure out how to get a starting character at Yoda's ability to lift a tie fighter; and Yoda's implication that Luke could have done so with just the right mindset...).
So, to me, Genesys is as complete as anything else. Savage Worlds is pretty good in these terms; it touches, at least, everything you might expect to some small degree, even social contests and such, which I think GURPS misses out on. Though I'm not a fan of SW die system, but that's a thread for another day.
Edited by StanTheMan