Done. We could really use better descriptions (as opposed to just the pro/con stuff) on more of the systems listed, but I don't know them well enough to do it.
Previous Trope Repair Shop thread: Complaining, started by KarjamP on Jun 14th 2014 at 5:59:14 PM
"For a successful technology, reality must take precedence over public relations, for Nature cannot be fooled." - Richard FeynmanThe description of the D6 System's "Cons" confuse me. What does the original Troper meant by "Skill advancement has never really worked", "feels samey" and "makes almost any setting feel like The Thrawn Trilogy, so not truly 'generic'"?
To be brutally honest, R. Talsorian's "Interlock System" is more a Vaporware ambition than an actual Universal System; the rules-as-written don't cover arbitrary character powers, which would be necessary for portraying settings like "dungeon" fantasy or traditional comicbook superheroes. (Mekton isn't even really a "universal mecha system", since what it makes easy or hard isn't relative to the complexity of the idea but its likelihood of appearing in Real Robot stories — statting up even the iconic and conceptually simple Rocket Punch attack is either a headache or a Handwave). While no doubt someone could make home rules to cover its blind spots, counting home rules justifies anything as a Universal System...
I'm eyeing the difference between this and House System, and considering a bit of rework to separate them. Specifically, I'd like to make the distinction that Universal System is separately published in a generic version, while House System is a system that one or more publishers use as a multi-genre system but that is not published as a generic. GURPS and Cypher System would be Universal System, while d20 and 2d20 would be House System.
Does this seem reasonable to people?
Hide / Show Replies