Quote:
Originally Posted by MrWilli
Like I said, I actually like rules-light systems, but want enough diversity in them to make encounters fundamentally different and require some strategy. Savage Worlds is the one I usually -- well, almost always -- play, and I wouldn't call it detail-oriented. Another I've come to like for pulp is the Ubiquity system in Hollow Earth Expedition. That took a little getting use to, but once I got the feel of it, it was fun. I like fast-moving systems. My problem with SOTC -- or, in particular, FATE -- is all your villains and inventory items seem broadly painted with the same brush. That's great if all you want to focus is on the story and don't care whether a character is holding a revolver or a rifle, but from a gamist standpoint, that's kind of bland.
Hey, if you love SOTC, more power to you. I still think it only merits three stars for a system that cuts too many corners and a book tries to meld several genres into one without much success, but I'm only one guy.
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By diversity I assume you mean mathematical diversity, yes?
I've found, in actual play, that I get a far, far more diverse set of threats and challenges when I start invoking and compelling Aspects to introduce new facts into the game fiction. An invoked/compelled Aspect is way more interesting to me than one you just tagged for the +2 or the reroll.
p.