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View Poll Results: For playing a specific genre, generic rules or genre emulation?
Generic system almost always 25 27.47%
Genre emulation almost always 47 51.65%
Depends (explain below) 19 20.88%
Voters: 91. You may not vote on this poll

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  #1  
Old 11-22-2009, 03:15 PM
drkrash drkrash is offline
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Generic vs. Emulation

I was inspired to ask about this based on a comment in one of the Eclipse Phase threads and my own present game design.

Would you rather play a specific genre or specific flavor of a genre with a generic system, perhaps a favored go-to system, or would you rather use a system meant to specifically emulate the distinctive features of the genre in question?

Simple poll forthcoming.
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  #2  
Old 11-22-2009, 03:30 PM
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Re: Generic vs. Emulation

I run lots of one shots and if I tried to pull out a new rules set everytime I changed genre my players would revolt.
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Old 11-22-2009, 03:36 PM
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Re: Generic vs. Emulation

While I voted genre emulation, I'd gladly play with a generic system that has a solid mechanic for encouraging genre tropes. But basically I think it's better to make a game with a specific focus (pulp fantasy, neo-noir, silver age superheroes etc) and when it works, see what system elements could possibly work in another genre.
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Old 11-22-2009, 03:42 PM
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Thalaba the Destroyer Thalaba the Destroyer is offline
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Re: Generic vs. Emulation

I like both, but the answer depends on whether and how the generic system can model the specific effects the GM is trying to acheive. Not all generic systems are equally good at all things, in my experience. They can be perfect for some, and adequate for others.
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Old 11-22-2009, 04:07 PM
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Re: Generic vs. Emulation

I don't believe there is any substantial difference, where do I vote for it?

Using a "generic" system doesn't mean that you are using the same set of rules for every game. There are optional rules that vary. If you are, it means you are running game that are quite similar in tone and mood, likely in the same setting. It is quite possible, but it's the same as complaining that you are using the same rules when playing two nWoD games with the same splat.
Good generic systems give you genre- and setting-specific rules on top the common core rules.
Good specific systems can be easily tweaked to be used in different settings, as they invariably have strong, well-designed core rules. Just look how many people are using DitV or MG for settings that don't feature guns, cowboys, or talking mouses.
Really, he "generic vs specific" division is meaningless at best.
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Old 11-22-2009, 04:15 PM
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Re: Generic vs. Emulation

I think generic vs. emulation is a pretty meaningless distinction; most generic systems I know of allow for genre emulation as well. A more meaningful distinction would be between effects vs. descriptions systems.

The best explanation of this was once given by the creator of the Exalted on why he created Exalted 1E in reaction to HERO. I do not remember the exact quote, but I recall stephenls quoting it a couple times before.
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Old 11-22-2009, 04:28 PM
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Re: Generic vs. Emulation

Good systems tend to be sufficiently generic to apply to multiple genres, but not necessarily all of them (I'm looking at you, superhero comics). Take, for example, Cinematic Unisystem. Designed from Classic Unisystem, it was adapted to emulate Buffy the Vampire Slayer and does a pretty good job of it. But it can also be used for a variety of cinematic genres from fantasy to western to science fiction (and we're still waiting for the official superhero version). But it would not necessarily work for games where you want a lot of tactical depth (with or without miniatures), "social combat", and/or a more nihilistic tone.

In conclusion, "It depends."
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Old 11-22-2009, 04:52 PM
drkrash drkrash is offline
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Re: Generic vs. Emulation

Based on the past couple responses, I thought I'd add an additional reflection.

My use of "genre emulation" I suppose is a little ambiguous (unintentionally).

By my intended definition, I meant something more specific than, for example, "D&D is a fantasy game - could it's core system do some other genre"?

When I say "genre," I was thinking of something as specific as Slasher Flick. I think that is an excellent game, but I wouldn't seriously try to do high fantasy with it. Yet, in theory, it might be considered a "lesser" game by the standards set by some here in light of the fact that its core mechanic isn't readily usable with other genres.

Just some food for thought. I'm finding the results and the discussion interesting.
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  #9  
Old 11-22-2009, 04:55 PM
John_Elwood John_Elwood is offline
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Re: Generic vs. Emulation

To me the best systems are ones with solid enough mechanics that they don't need to be changed much at all for them to fit with different settings. If it is realistic/reasonable, then it should be able to be mended into any theme you want. Although no set of mechanics are ever perfect and will not work with every setting, I still prefer the generic games that can be reused for different needs.
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Old 11-22-2009, 05:13 PM
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Re: Generic vs. Emulation

I picked "Depends"

I use a modular universal system to emulate a specific genre (really setting more than genre). It can look VERY different each time I pick a new setting.
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