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Topic: special kind of Heartbreaker: Universal/Generic
Started by: Jack Spencer Jr
Started on: 1/23/2003
Board: RPG Theory


On 1/23/2003 at 7:49pm, Jack Spencer Jr wrote:
special kind of Heartbreaker: Universal/Generic

Now, like all of his articles, the Fantasy Heartbreaker articles do boil down to basically "what Ron thinks" although he has taken pains to make it something that most people can read and, hopefully agree with. Fantasy Heartbreakers have several features that he has outlined in the articles, many of which that can be debated, but that's a different topic.

The topic here is a very specical kind of heartbreaker that has really only one distinguishing feature because all the other features and highly variable. This, like Ron's articles, boils down to simply "what Jack thinks" but the feature of this variety of Heartbreaker is a simple sentence or phrase that reads in one way or another:

designed to be used with any genre

Or setting or style or whatever. You know what I'm talking about. It's in the subject heading. Generic/Universal Heartbreakers.

As a bit of trivia, the quoted portion above is taken right from a friend's game. Cut & paste. Before I get big-headed, I could have dug into my notebooks and found one of my designs that had a similar phrase in it.

Now, many can and probably will argue that there are more features to a Generic Heartbreaker than that, just that one line. I disagree because this line is the most telling feature. What is a Generic/Universal Heartbreaker apart from this line?

It is either a more or less complete game, like my friend's fantasy game, with a defined setting, situation, color or what. Or it is little more than a naked dice mechanics, possibly with a list of skills and other features, but with no specified, much less fleshed-out "genre."

It is the line that states the author's intention, that their game can be used for any "genre" either as a central goal or as an afterthought in the design. This is what breaks my heart. It when I read this line that I say, out loud, "Oh, man" with that crestfallen sound in my voice. It's because the author has bought a bottle of snake oil or swap land in Florida. They've been rooked, you see. Flim-flammed. Hoodwinked. They have bought into the idea that a Generic/Universal myth. That for a game system to be usable for any "genre" is both doable and desirable. Regardless of whether the game shows any effort to really do this or if they just slapped the line upon their D&D clone.

But then, maybe the line is a Point of Heartbreak. That is, rather than taking a game as a whole and calling it a heartbreaker of not, we can note Points of Heartbreak where the author just goes wrong and breaks our heart. Points of Heartbreak can be the Generic Universal line or labeling derivative mechanics as innovative or using "D&D Fantasy" or whatever. Maybe this is a better way to go so we don't have to deal with the idea of partial Heartbreakers but can identify specific instances of Heartbreak in a given game without having to weight whether or not it is a Heartbreaker in the strict sense or not.

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On 1/23/2003 at 8:17pm, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic


They have bought into the idea that a Generic/Universal myth. That for a game system to be usable for any "genre" is both doable and desirable.


Why's this a myth?

-Marco (who's all set to go set Mr. Jackson *straight* on this point)

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On 1/23/2003 at 8:28pm, Shreyas Sampat wrote:
RE: special kind of Heartbreaker: Universal/Generic

I pose that System Matters, strongly. If you try to make a game system apply to any genre, you can end up with three results:
A game that applies to a subset of genres effectively, and others less so.
A game that applies poorly to all genres.
OR a meta-game; a universal system that creates game systems that can be applied specifically.

Thus, the myth is that you can create a game that is universal, while I believe it's possible to make a meta-system that is universal in that it becomes specific through play.

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On 1/23/2003 at 9:11pm, Jack Spencer Jr wrote:
RE: special kind of Heartbreaker: Universal/Generic

Marco wrote: Why's this a myth?

Well, I know for me personally the desirable is a myth. I suppose it is theoretically "doable" but then only in an eye of the beholder capacity. I don't see it as being especially desirable. But then, I used to own a bottle of snake oil, you see, and I have since learned I had been rooked. Maybe I'm still bitter about that.
(who's all set to go set Mr. Jackson *straight* on this point)

Don't wait for me, go ahead.

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On 1/23/2003 at 9:12pm, Valamir wrote:
RE: special kind of Heartbreaker: Universal/Generic

I think Jack's statement would be more accurate if one replaces "useable" with "ideal".

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On 1/23/2003 at 9:24pm, Jack Spencer Jr wrote:
RE: special kind of Heartbreaker: Universal/Generic

Valamir wrote: I think Jack's statement would be more accurate if one replaces "useable" with "ideal".

Interesting, interesting, interesting, interesting.

This has put a spotlight on a little bit of reading between the lines, I think. I think the telltale tagline is often "'useable' with any genre" but somehow this gets read as "'ideal' for any genre" even though I think that most people realize intellectually that no game system is really ideal for every genre.

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On 1/23/2003 at 9:32pm, talysman wrote:
RE: special kind of Heartbreaker: Universal/Generic

the issue of "is a generic/universal game possible?" is really a very political topic; I doubt we can get everyone to agree that "designed to be used with any genre" automatically makes a game a heartbreaker of some sort, although it obviously breaks Jack's heart. adding the phrase "a universal game system" might be more of a heartbreaker, since calling a system "universal" means something completely different than "generic"; it implies there really is a one-best-system-for-all.

one reservation I have: does the designer seem to really mean it, or to have really thought about making a generic system? or did the designer just tack on that phrase in a moment of excitement, after thinking up a few tweaks that could modify a fantasy game into a space game? I think a lot of generic or genre-less games are really just games that move all genre elements out of the resolution system and into the realm of social contract/drama, or encourage house rules for playing a specific genre. if the designers have put a lot of effort into it, they may add a metasystem for adding genre rules, which is essentially what GURPS does.

another issue: I think some people confuse genre with style. or rather, the way "genre" has come to be used, a given genre may have a number of possible styles. generic rpgs, however, always convey a specific style: GURPS has its default deadly/detailed ("realistic") style, which can be used for a number of genres, but someone wanting to play highly evocative surreal-fantasy will find GURPS lacking. compare that to another SJG product: TOON. the genre is "cartoon", but the style is loose, fast-paced, zany. you wouldn't want to play Jonny Quest in TOON.

I think style is an important issue because even though you can strip genre elements out of the core mechanics, you can't remove the style. GURPS has a specific style to it, RISUS has another, different style. another example: I've mentioned that I'm abstracting a set of core mechanics from my last game; I plan on using those core mechanics in several different genres. am I making a generic game? well, no, because each unique game will have a couple genre-specific rules. will everyone enjoy playing my games? definitely not, because the core mechanic has a highly specific and unusual style. people who love realism in their games won't like my games at all.

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On 1/23/2003 at 9:35pm, cruciel wrote:
RE: special kind of Heartbreaker: Universal/Generic

I can see how the statement "designed to be used with any genre" would leave you unexited. I don't think the designer's failing is so much the actual statement as it is his choice of wording. It's the term genre than ruins the statement. Genre means different things to different people, much like the term balance.

I think Generic/Universal is a genre. No, I did not miss the point, genre could have been a different word - it is the concept that the word genre fills in for in the statement that is the problem.

A Generic/Universal system must still define the fundamental physics of the game universes/settings it is going to cover (a fireball does X damage, time works like blah). Atleast, those fundamental game physics needed to make the core system function. This defines a genre, to a certain degree. The setting is more malliable, but you still have to deal with the game's metaphysical and physical definitions of reality.

So, the error I see is that the designer failed to tell the reader his generic/universal system is just a setting-light system...not an any-setting system. This leaves the reading feeling like he's been tricked by the statement when such and such won't work with the generic/universal system.

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On 1/23/2003 at 10:04pm, Le Joueur wrote:
We're Sorry.

Geez Jack,

I didn't know you felt that way.

I'm really sorry for breaking your heart.

Well, that's it for me then; I quit.

Fang Langford

p. s. Does this mean that Mike and Ralph ought to hang it up too?

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On 1/23/2003 at 10:48pm, Jack Spencer Jr wrote:
Re: We're Sorry.

Le Joueur wrote: Geez Jack,

I didn't know you felt that way.

I'm really sorry for breaking your heart.

Well, that's it for me then; I quit.

Fang Langford

p. s. Does this mean that Mike and Ralph ought to hang it up too?


....

I'm speechless. Seriously. I'm not sure how to respond to this. Well, maybe I should recant a little. Maybe not recant so much as point to the phrase in quotes: "what Jack thinks." Don't let what I think discourage you. If I ever really had the power to discourage there would never have been a sequel to Look Who's Talking.

hmmm....

In any case, feel free to disagree.

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On 1/23/2003 at 11:11pm, Ron Edwards wrote:
RE: special kind of Heartbreaker: Universal/Generic

Hello,

Fang, you're overreacting. Jack is talking about Heartbreakers, not specific design goals. A Heartbreaker, by definition, fails in crucial ways.

Also, this very old thread The "universal" issue carries some of my thoughts on the term "universal," and regardless of the terminology, I hope that we can agree on the basic idea that the "one game to rule them all" is not what we're talking about.

Best,
Ron

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On 1/23/2003 at 11:53pm, Valamir wrote:
RE: Re: We're Sorry.

Le Joueur wrote:
p. s. Does this mean that Mike and Ralph ought to hang it up too?


Heh heh. But Universalis is not a universal game really. It is very specifically focused on a certain type of game. That type is not setting or theme or color dependent which is what most people associate with "genre" but it is still very narrow. For instance you absolutely could not use Universalis to play a tactical combat game in a method that would satisfy a tactical combat enthusiast. You can certainly have tactical combat in the game and resolve it in a manner that puts Rogue Spear or Splinter Cell to shame, but you don't have the intermediate crunchy choices that tactical gamers find appealing. Ergo it really is quite a specialized game.

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On 1/24/2003 at 12:01am, talysman wrote:
RE: special kind of Heartbreaker: Universal/Generic

Ron Edwards wrote:
Also, this very old thread The "universal" issue carries some of my thoughts on the term "universal," and regardless of the terminology, I hope that we can agree on the basic idea that the "one game to rule them all" is not what we're talking about.


thanks for the link, Ron. I hadn't read that particular thread, but I think it states some of the issues I was trying to raise here, but in a clearer way. I think the title of this thread is a bit of a misnomer, since Jack really limited his post to "generic" (I would say "genre-less") systems, but the thread title throws in "universal".

I really haven't studied Scattershot much, but it appears to me to be a genre-less system with a metasystem for developing genre-specific rules. this makes it unusual, because although the system is genre-less, Scattershot is intended to be modified for a specific genre.

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On 1/24/2003 at 12:17am, Le Joueur wrote:
Nope, Too Late. You Can't Change My Mind; Already Lost It.

Ron Edwards wrote: Fang, you're overreacting.

Of course I am; that's what makes it funny. Does it really sound like me to simply give up after all this time? (Note: if anyone takes the following as serious, moreso than satire that can still point out real flaws, they're not listening.)

Some people....

Ron Edwards wrote: Jack is talking about Heartbreakers, not specific design goals. A Heartbreaker, by definition, fails in crucial ways.

With that I agree; Jack has defined it as being possible in simply one way alone. And I think he's pretty clear about it being based on a design goal, one stated and he emphasized it.

Ron Edwards wrote: Also, this very old thread The "universal" issue carries some of my thoughts on the term "universal," and regardless of the terminology, I hope that we can agree on the basic idea that the "one game to rule them all" is not what we're talking about.

I'm well aware of the old 'universal game' argument; I've struggled with that one before. 'Came to call Scattershot a General game 'cuz of it. (Jack clearly isn't talking about games that set out to replace them all.) But let's cut to the chase (emphasis mine):

Jack Spencer Jr wrote: The topic here is a very special kind of heartbreaker that has really only one distinguishing feature because all the other features and highly variable...the feature of this variety of Heartbreaker is a simple sentence or phrase that reads in one way or another:

designed to be used with any genre

Or setting or style or whatever. You know what I'm talking about. It's in the subject heading. Generic/Universal Heartbreakers.

...This line is the most telling feature. What is a Generic/Universal Heartbreaker apart from this line?

...It is the line that states the author's intention, that their game can be used for any "genre"...as a central goal.... This is what breaks my heart. It when I read this line that I say, out loud, "Oh, man" with that crestfallen sound in my voice. It's because the author has bought a bottle of snake oil or swap land in Florida. They've been rooked, you see. Flim-flammed. Hoodwinked. They have bought into the idea that a Generic/Universal myth. That for a game system to be usable for any "genre" is both doable and desirable. Regardless of whether the game shows any effort to really do this....

But then, maybe the line is a Point of Heartbreak....

Well, you know what? The net Jack casts is mighty big...mighty big. It captures everything that 'claims' to be Generic, Universal, or even just General. Not only does he specify "with any genre," he goes on to point out that it is only that Point which disappoints him.

I can see no way in Jack's thread, here, that Scattershot is not exactly this kind of Heartbreaker. (The funny story of it is, it began as nothing more than an honest attempt to write a Champions superhero/GURPS Fantasy Heartbreaker; when I say honest, I mean I literally felt it couldn't be done and would be nothing but derivative.)

If that's what Jack wants, that's what Jack gets.

Jack Spencer Jr wrote:
Le Joueur wrote: Well, that's it for me then; I quit.

I'm speechless. Seriously. I'm not sure how to respond to this. Well, maybe I should recant a little. Maybe not recant so much as point to the phrase in quotes: "what Jack thinks." Don't let what I think discourage you.

In any case, feel free to disagree.

Why? You've pretty much made your case. If "designed to be used with any genre" is all it takes to break your heart, then I'm your posterchild. 'Cuz I'm a card carrying member of the "It Can be Done" crowd.

But, see, nothing I can do will change your mind. Even if I make note of the difference between doing "any genre" and doing "every genre" by creating the concept of Transitional games. Even if I work long and hard (and about half way according to my gut feeling about where I am with Scattershot) on making the 'rewards structure' a polymorphous mass of muscle just waiting for 'the bones' of a genre to make it spring into action. Even if I make explicit note that differing play modes are not only, not functional together, but are a damned important part of those bones (and one the 'reward structure' was designed specifically to encompass). Even if I take note of several reviewers' comments and realize that I have not just a knack, but talent for seeing 'the bones' of a genre (yep, gots me a pair a them Xray Eyes, I do) and make myself the screening element to make "any genre" play possible. [That'd be Jack's "setting" requirement.] Not even if I find something like 72 different ways to focus play to conform to the strengths of "any genre" (4 Approaches [That'd be Jack's "style" requirement.], 3 types of Ambition [Again "style."], 2 'levels of Consciousness', and 3 degrees of Sharing). And not even if I come up with some fresh ideas on how to prevent hassles over who gets say over what (weirdly parallel to The Pool - by the way another "any genre" game - but the 'receiver' of any action defines the details).

Nope, if I say Scattershot is "designed to be used with any genre" then I've already lost you. You've made up your mind, even before I mentioned it. It doesn't matter to look at the work or the potential because you've made it axiomic. An "any genre" game is defined as a Heartbreaker.

No, I'm just fed up with everyone who simply decides 'it cannot be done' simply because of the "any genre" thing, without even giving it a chance, and I'm not gonna take it any more. Sure it can be done badly, everything can, but when you start saying that a Heartbreaker need only one Point to break hearts, yer tossing out the bathwater without checking it first for the babies.

Hey Jack, at least give it a try (I mean, hey, I need the playtesters). Or how about Universalis? Or maybe The Pool?

Fang Langford

p. s. And I'm surprised at you, Ron, don't you realize that by Jack's "setting" requirement, Sorcerer qualifies as a Generic/Universal Heartbreaker?

p. p. s. For those who don't decode satire very well, mostly what I'm saying, in my ever so erasable, soapboxy way, is that using a single "Point of Heartbreak" is a very dangerous thing indeed.

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On 1/24/2003 at 12:23am, Le Joueur wrote:
Can I Use This?

talysman wrote: I really haven't studied Scattershot much, but it appears to me to be a genre-less system with a meta-system for [using various predeveloped] genre-specific rules. This makes it unusual, because although the system is genre-less, Scattershot is intended to be modified for a specific genre [by the author].

That's great ad copy! Mind if I steal it (with the proposed changes, but still with your name attached)?

Fang Langford

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On 1/24/2003 at 12:29am, talysman wrote:
Re: Can I Use This?

Le Joueur wrote:
talysman wrote: I really haven't studied Scattershot much, but it appears to me to be a genre-less system with a meta-system for [using various predeveloped] genre-specific rules. This makes it unusual, because although the system is genre-less, Scattershot is intended to be modified for a specific genre [by the author].

That's great ad copy! Mind if I steal it (with the proposed changes, but still with your name attached)?


be my guest! I'd be honored!

you might want to remove the part about me not having studied Scattershot, though, since as written, the first reaction of a prospective customer would be "well, HELL, if he hasn't read the game, why should I take his recommendation?"

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On 1/24/2003 at 3:39am, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic

On closer inspection rather than a "myth" it looks like merely a (leigtimate) preference for systems where the mechanics are strongly tied to gener. I'll let Stevie go *this time.*

-Marco

Note: I prefer a stronger divorce for most of my games. I've posted three examples of play on The Forge--can one of the SDM crowd tell me which genre-specific system I *shoulda* been using?

Fang: Preach on, brother!

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On 1/25/2003 at 5:32am, M. J. Young wrote:
RE: special kind of Heartbreaker: Universal/Generic

Fang seems to be taking it personally. I don't really blame him; in fact, I'm grateful, as seeing him rant reminds me that I shouldn't take Jack's comments personally. After all, just today I read a new thread on another forum saying that Multiverser didn't seem to have any limits on the kinds of worlds, genres, and games it could run, so at least some people think it's possible.

I think Fang is right. Jack has targeted the concept of univeral/generic (and I don't think those are the same thing, but I've said that elsewhere) as inherently flawed, in critical ways; that it is neither possible nor desirable. Yet there are several games represented by people on these forums and elsewhere that are to some degree universal or generic or both, with some degree of success.

Yet I do think that Jack has brought up a viable topic: that there are generic/universal heartbreakers. These are harder to recognize, perhaps, because they have less of a foundation--or perhaps more of a foundation to which each relates differently. Generic and universal games come from several starting points. One of them is certainly GURPS, the first successful effort to publish a generic system of which I'm aware, and certainly the most successful. However, another is D&D. A lot of generic games are efforts to extend D&D into other kinds of play. I note that even the OAD&D DMG attempted to do this, in two distinct ways: interfacing rules for Boot Hill and Gamma World, and magic/technology balancing rules for alternate prime material planes. It also seems to me that a lot of such games use a Rifts-like concept, in which all the genres blend together by being in connected realms such that sometimes residents wander from one to another, but I don't know whether this comes from the influence of Rifts or somewhere else.

I think that there probably are generic/universal heartbreakers; it's not because they are attempting to be generic or universal, but because they fail in some critical ways. Yet as I consider Ron's article (which, by the way, I did manage to read the other day, and think is an excellent piece), it strikes me that what makes fantasy heartbreakers what they are is that they fail to escape certain fundamental assumptions even as they make some wonderful leaps.

So if we are looking for some understanding of G/U heartbreakers, it would seem to me that we need to find what core assumptions from those foundational games (D&D, GURPS, Rifts, maybe Torg?, I'm not too familiar with Amazing Engine) are plaguing design in this area, along with what brilliant insights have emerged from games otherwise so plagued.

I know a guy who is rather involved in RPGs, maintains a site, writes for RPG sites, I think may have written some published modules and/or magazine articles, who commented in a public forum once that he didn't really pay much attention to the mechanics of a game system, because in play he wasn't going to use them anyway--he was going to use a light rules set he'd cobbled together over the years with which he could run any setting. People believe the Generic/Universal "myth". The problem is not there, but in the execution.

I certainly agree that game systems designed for a specific genre handle that genre better than generic systems, given the same quality of design. That was a major influence in Multiverser's use of interfacing rules: make it possible for the Multiverser campaign to immerse characters into the game system of a genre/setting/style specific game for a time, so that those specific advantages would apply there. Fang is attempting to achieve the same thing with Scattershot, through genre expectations and similar rules. GURPS attempted to do it with add-on rules for specific genres and settings (and people love those setting books who would never use the game). I probably wouldn't use a generic system for precisely that reason. The lure, to me, of a universal system is the ability to move from one sort of play to another as part of the ongoing game. That's me. Some people like the idea of a core rules system that's portable, so they don't have to learn a lot of other game systems. That reminds me that Fudge is this sort of game, and very popular, precisely because people learn the basics and then modify it slightly for particular applications. It's almost like a decision to get VHS instead of Beta, so you can see more movies on it (O.K., or those of you who are too young--never mind).

To try to focus this ramble, what are those core assumptions that generic/universal heartbreakers fail to escape?

--M. J. Young

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On 1/25/2003 at 3:37pm, Jack Spencer Jr wrote:
RE: special kind of Heartbreaker: Universal/Generic

M. J. Young wrote: ..., what are those core assumptions that generic/universal heartbreakers fail to escape?

An admirable focus for this thread.

I believe that most G/U Heartbreakers are Simulationist focused on Exploration of System by nature.

What? You mean these Heartbreakers are coherent by GNS perspectives?

Well, yeah. I suspect a good deal of them are. The problem is not GNS but a lack of vision on RPG designs. The focus on System is reasonable considering the idea, whether overtly stated or not, is to be the One True Game. System is one element that will not change when playing in differnt settings, situations, etc. Personally I would like to see a Narrativist generic game or a Gamist generic game or a Simulationist game focused a different element than System. That would be difernet, at least.

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On 1/25/2003 at 4:04pm, Le Joueur wrote:
Are You Saying...?

Jack Spencer Jr wrote:
M. J. Young wrote: ..., what are those core assumptions that generic/universal heartbreakers fail to escape?

I believe that most G/U Heartbreakers are Simulationist focused on Exploration of System by nature.

Are you saying that Scattershot, because it is aimed at being a "any genre" game is a "System Explorer?"

Or are you saying that an "any genre" game becomes a heartbreaker primarily because they wind up being about "System Exploration?"

Jack Spencer Jr wrote: The focus on System is reasonable considering the idea, whether overtly stated or not, is to be the One True Game. System is one element that will not change when playing in differnt settings, situations, etc. Personally I would like to see a Narrativist generic game or a Gamist generic game or a Simulationist game focused a different element than System. That would be differnet, at least.

Okay, now I'm confused; are you implying now that there is no way to make a game that changes its GNS orientation, any Transitional game, because rules cannot be made to refocus the priority? (Or that what I am trying to set up with Genre Expectations and Experience Dice will fail to support Transition, ultimately?)

I don't understand.

Fang Langford

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On 1/25/2003 at 5:26pm, Jack Spencer Jr wrote:
Re: Are You Saying...?

Le Joueur wrote: Or are you saying that an "any genre" game becomes a heartbreaker primarily because they wind up being about "System Exploration?"

I am saying that most Generic/Universal Heartbreakers that I have encountered were focused on System Exploration.

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On 1/25/2003 at 7:56pm, Rod Phillips wrote:
RE: special kind of Heartbreaker: Universal/Generic

I think the idea of the "universal system" IS a myth unless you start making some important distinctions.

There is an important difference between a system that can be applied to many different genres and settings and one that can handle "cross-genre" play.

I'm of the opinion that it's probably* not possible to write the latter type, the One System that can mechanically handle all power levels and genre tropes (super powers, high tech, psionics, magic) simultaneously, with equal levels of definition for all, without breaking down under the strain by being "patched" together by kludges or becoming unwieldy to the point of unplayablility.

I've always thought that there are really two distinct breeds of universal systems of this type: those that can handle low-power games well, and those that can handle high-power campaigns.

Some examples: GURPS handles normal and slightly enhanced humans very well, but begins to break down at truly superheroic power levels.
Conversely, Mayfair's old DC Heroes RPG (now published as The Blood of Heroes) admirably handled the cosmic-level likes of Superman and Darkseid, but normal folks like Jimmy Olsen or Ma Kent tended to look almost alike mechanically. There was no real definition at the lower levels of power.

So if you narrow your expectations, maybe it's possible for Two Systems to Rule Them All under this model.

But I think you can debunk the "myth" if you change your expectations for a universal system and focus on the first type that I mentioned above. If a system can be applied to many different genres and settings, but not necessarily drastically different ones at the same time, could it not also be considered a "universal" (and let's change that to "generic" for reasons that Ron has pointed out before) rules system?

Case in point: Hubris Games' Story Engine. Heck, it even says "Universal Rules" right on the cover (such... well, hubris). This game attacks the generic angle from a much more practical direction: relativity. In Story Engine, the "relative scale" of the current game is determined by the genre, so someone with a Matter (physical) pool of 2 (average) in a normal human-level horror camapign would be your average Joe, but a character who has a pool of 2 in a game where the average PCs are 70-foot tall inhabitants of Monster Island, then this score represents the physical ability of an "average" 70-foot tall monster.

I don't know if this idea is unique to Story Engine, but it's the first place I encountered it.

As you see, the characters from the two different campaigns couldn't interact directly without some conversion or kludge in place to re-define one or the other. But then, this pre-supposes that you're running some sort of genre-hopping game.

But if you're not (and really, how often are you doing that kind of genre-hopping regularly?), should this fact preclude Story Engine from being considered a functional generic system. I say definitely not.

excellent thread,
-Rod

* I'm not willing to say that this is written in stone. Hey, if someone can prove it wrong, by all means proceed!

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On 1/26/2003 at 1:22am, John Kim wrote:
Scaling

Rod Phillips wrote: I've always thought that there are really two distinct breeds of universal systems of this type: those that can handle low-power games well, and those that can handle high-power campaigns.


I don't think there is any reason for this per se. In general, any system will start behaving weirdly the further you push outside of its intended scale -- unless it has been set up to scale properly. For example, most games that have been set up to handle low-power games will function poorly for very-low-power games such as children's fantasy (such as C.S. Lewis' Narnia series) or small creature fantasy (such as Brian Jacques' Redwall series). Systems for high-power such as Champions also tend to function poorly for very high power like Superman or Galactus.

If you solve the problem of scaling, then there is no special gap between high-power and low-power. There are a few basic mistakes to avoid:


• Exponential scaling is a basic idea dating back to Champions in 1981. It is the clear way to deal with scale varying from small to large. The problem is that it is usually not implemented correctly.
• It should be fairly obvious that any sort of hit point scheme which varies the number of hit points with size simply won't scale. On the small end everyone has to have 1 hit point; while on the large end the numbers and dice get unwieldy. Luckily, this problem was solved in 1987 with the wound track mechanic from Ars Magica.
• Similarly, varying the number of dice rolled with size doesn't work. You can't roll less than one, and more than a dozen quickly gets unwieldy.
• All effects on a target must be opposed. Many games have a soak rating for basic wounds, but often forget to



Rod Phillips wrote: In Story Engine, the "relative scale" of the current game is determined by the genre, so someone with a Matter (physical) pool of 2 (average) in a normal human-level horror camapign would be your average Joe, but a character who has a pool of 2 in a game where the average PCs are 70-foot tall inhabitants of Monster Island, then this score represents the physical ability of an "average" 70-foot tall monster.

As you see, the characters from the two different campaigns couldn't interact directly without some conversion or kludge in place to re-define one or the other. But then, this pre-supposes that you're running some sort of genre-hopping game.


This is the same approach used by FUDGE, for example. The problem is that you don't need genre-hopping to vary between scales. There are a number of genres which have simultaneous action on multiple levels: such as superheroes, mecha anime, and others. Nor are these levels perfectly distinct. Mecha pilots might have to deal with a rogue tank threats on their own, perhaps until a full mecha can be brought to bear on the problem. But a bunch of such tanks might even threaten the mecha.

There are a lot of similar examples in superheroes, such as Superman dealing with threats at the same time as Lois Lane has her own adventures -- with a number of opponents or other features being shared between the two.

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On 1/26/2003 at 1:55pm, Rod Phillips wrote:
RE: special kind of Heartbreaker: Universal/Generic

If you solve the problem of scaling, then there is no special gap between high-power and low-power.

and then

Exponential scaling is a basic idea dating back to Champions in 1981. It is the clear way to deal with scale varying from small to large. The problem is that it is usually not implemented correctly.


I agree with you on both points, John. My beef is that I haven't seen a system that handles both ends of the scale (high and low) without becoming unwieldy or losing definition.


Luckily, this problem [hit point systems scaled to size] was solved in 1987 with the wound track mechanic from Ars Magica.


Wound/Damage "tracks" and "levels" are certainly more functional in this type of game than a "hit point" system. IIRC, this mechanic first saw use in Victory Games' James Bond 007 back in '83. It was certainly a revelation to me at the time. In fact, I used JB007 as my "house system" for some years during the '80's for genres/settings like Star Wars, TV Cop Shows and 1930's pulp adventures.

good points, John!
-Rod

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On 1/27/2003 at 4:40am, M. J. Young wrote:
RE: special kind of Heartbreaker: Universal/Generic

I won't have the hubris to claim that Multiverser scales well on all ends of play. I have seen player characters move from ordinary human to superhero-comparable, and still been able to interact with characters who were ordinary humans in the same adventures, but I am certain that games designed specifically to handle superhero powers do so more effectively and efficiently.

However, I will comment on

what Jack Spencer Jr wrote: The focus on System is reasonable considering the idea, whether overtly stated or not, is to be the One True Game. System is one element that will not change when playing in differnt settings, situations, etc.


I think that this is not true for Multiverser, at least, not in the manner I take you to mean it. I won't say that the focus is not on system, nor on exploration of system (although I think it is easily focused elsewhere), but rather that the system is one element that does change, in more than one way.

In the ordinary circumstance, the bias mechanic is always actively working to maintain universe integrity; that is, if it's a magical universe with low technology, magic is going to work quite well but technology is not. If it is a high-tech space game, magic is going to be shaky at best, but technology is going to work smoothly. Thus with each world, each setting, each situation, the system does shift some.

More to the point, the interfacing rules mean that system will shift dramatically if the characters enter worlds which are associated with other game systems. People often miss this. Most of our emphasis has been on worlds designed for Multiverser play (in large part because we would need permission from the owners of other games to publish interfacing rules for their systems). However, if I drop my players in Alyria, suddenly they're using Moon Dice and resolution is normally by the Diverse Lunacy system; if they go to V:tM, dice pools are used; in D&D, we're on the D20 system (or one of its predecessors). Multiverser's system still fills in the gaps, that is, covers any ability or equipment the character logically should be able to use in a particular world for which the interfaced game system does not provide support; but by and large we've changed the system drastically as part of ongoing play.

Rod Phillips wrote: But then, this pre-supposes that you're running some sort of genre-hopping game.

But if you're not (and really, how often are you doing that kind of genre-hopping regularly?), should this fact preclude Story Engine from being considered a functional generic system. I say definitely not.

Genre-hopping is about the only kind of gaming we do around here anymore. We sometimes play D&D on its own, but mostly we do Multiverser, taking the same characters into many different worlds.

Perhaps, though, the answer is that you do that if you have a system than can effectively handle it and it appeals to you, and if it doesn't appeal to you or you don't have such a system, you don't.

--M. J. Young

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On 1/27/2003 at 8:09pm, Mike Holmes wrote:
RE: special kind of Heartbreaker: Universal/Generic

Scaling is only one issue. Let's say you want to play in a game that's heavily about Sanity. Where are the specialized mechanics in Story Engine that promote and support that sort of play? There aren't any. The best most of these systems can do in such a case is to provide very generalized ways of dealing with the issues via using a standardized resolutions system. Which is to say that Story Engine's solution to every problem is to hit it with their large fluffy hammer.

To say that any one tool can handle all specific genres very well is certainly false.

But that said, it's often better to have a generic tool than none at all. I've said this a million times. Generic games are suitable for when no specific game makes itself readily available. The "readily" part as interpereted by the user. That is, while a "Universal" System might not be optimal for a given game, it might be usable on some level. And that might just be functional.

So I disagree with Jack's basic premise (which he's being forced to elucidate better and better). That is, there are some Generic Non-Heartbreakers. Not the perfect game for everything, but serviceable in a pinch. The point of Heartbreakers is, as MJ points out, not that they are poor. In fact, for them to he "heartbreaking" they must have some feature that makes them desirable, and therefore the dysfunction of the design so lamentable. No, what's also necessary is that the game could have been better had it taken acount of it's historical antecedents (as ROn tried to imply with his question above). That by ignoring the failures of past games, games often designed with the exact same design specs, that they make the same mistakes.

And what is the Hearbreaker design spec? To "fix" some other system, more or less. Basically, GURPS is the baseline "Universal/Generic" game from which all Generic Hearbreakers must derive, just as D&D is the baseline for the Fantasy Heartbreakers. Yes, there are Generic Heartbreakers, they just have little to do with Jack's definition. That is, almost all Generic Heartbreakers are attempts to fix GURPS without, for example, taking into account Champions 4th edition and other important Generic designs. Thus, obviously, RISUS, FUDGE, Scattershot, and Universalis, and many others are not Generic Heartbreakers.

Heartbreaker cannot be taken to mean "games we do not like" Jack. To do so would be to really obscure the meaning of the Fantasy Heartbreakers essay. I would posit that you definitely have a point (there are several previous threads that cover this ground in detail), and one would do well to discuss the applicability of "Generic" and "Universal" games as a whole. But the "Heartbreaker" issue is a separate one entirely.

I propose this definition of "Heartbreaker" in general (simply a brief and universal version of Ron's defiition, if I read it correctly):
1. The game must be an attempt to improve some archtypal design.
2. The game must be dysfunctional, and dysfunctional despite the fact that it could have been functional if the designers had paid attention to the faults and features of other games that also came after and attempted to fix the same archtypal design.
3. The game must have desirable features that make the fact of the dysfunction in #2 lamentable, hence "heartbreaker".

Does that ring true?

Mike

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On 1/27/2003 at 8:28pm, Rod Phillips wrote:
RE: special kind of Heartbreaker: Universal/Generic

The best most of these systems can do in such a case is to provide very generalized ways of dealing with the issues via using a standardized resolutions system. Which is to say that Story Engine's solution to every problem is to hit it with their large fluffy hammer.

To say that any one tool can handle all specific genres very well is certainly false.


That's a great point, Mike!

I propose this definition of "Heartbreaker" in general (simply a brief and universal version of Ron's defiition, if I read it correctly):
1. The game must be an attempt to improve some archtypal design.
2. The game must be dysfunctional, and dysfunctional despite the fact that it could have been functional if the designers had paid attention to the faults and features of other games that also came after and attempted to fix the same archtypal design.
3. The game must have desirable features that make the fact of the dysfunction in #2 lamentable, hence "heartbreaker".


One other point that makes them "heartbreakers" (IIRC from the first essay): that they are independently-produced labors of love by their creators. "Webs Basic Gaming System" may make my eyes bleed when I'm trying to read it, but it's obvious that the author thought he had something good (and, to be fair, the "childhood skills" concept in Webs was not bad... see, that nugget of usefulness among the dross!).

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On 1/27/2003 at 10:11pm, Mike Holmes wrote:
RE: special kind of Heartbreaker: Universal/Generic

Rod Phillips wrote: That's a great point, Mike!
Thanks, but I can't really take credit for it. Basically a well established idea around here for a while, that probably came from Ron (though I may misremember).


One other point that makes them "heartbreakers" (IIRC from the first essay): that they are independently-produced labors of love by their creators.
Yeah, but I'd downplay that one as just a very likely part of the outcome. Rarely are companies as oblivious to the history of other games as individuals seem to be. And if they somehow were, and produced a "Heartbreaker" I think we'd feel it, and couild legitimately call it that (after all, the definition of Indie is somewhat debated). What I mean to say is that the independent hardworking designer is just typical, but not absolutely neccesary to defining these sorts of games.

A small company could break our hearts just as easily as an independent designer.

That said, I can see keeping it as a criteria from the essay. At the very least, it's a good indicator.

Mike

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On 1/27/2003 at 10:24pm, Valamir wrote:
RE: special kind of Heartbreaker: Universal/Generic

Yeah, I would say its one of the red flags, or tell tales of a heart breaker rather than being part of the definition. For instance it seems to be almost universally true that all of the heartbreakers (that Ron's identified anyway) have some nugget of true brilliance within them (like the childhood skill mentioned above). While this certainly isn't definitive I think it is indicative.

Especially when one considers that a heartbreaker generally starts as an improvement on a benchmark game, the nuggets of brilliance often serve as signposts to what areas of the benchmark game the designer really wanted to improve.

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On 1/28/2003 at 1:28am, Rod Phillips wrote:
RE: special kind of Heartbreaker: Universal/Generic

A small company could break our hearts just as easily as an independent designer.


I agree, speaking as an at-times "sadder but wiser" consumer. I think that may be where some of the drift about what constitutes a "heartbreaker" lies:

If I'm reading the first "Fantasy Heartbreakers" essay correctly, "indie" heartbreakers break Ron's heart because he's a publisher who very vocally encourages others to publish and is sometimes less than impressed by the results.

Many of us who are primarily "consumers" see heartbreakers in any game, indie or not, that we plunk our cash down for and that disappoints us for any of the reasons that Mike summarized above.

-Rod

PS: Ralph & Mike, my long-awaited copy of Universalis (not their fault folks; I was caught between print runs!) was waiting for me in the mail after work tonight. I've read the first 3 chapters and have really enjoyed it so far. I can't wait to give it a shot! Lovely book, and the game seems clear enough so far (I'll certainly post with any questions). Well done, Ramsheaders!!

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On 1/28/2003 at 5:41pm, John Kim wrote:
RE: special kind of Heartbreaker: Universal/Generic

Mike Holmes wrote: Scaling is only one issue. Let's say you want to play in a game that's heavily about Sanity. Where are the specialized mechanics in Story Engine that promote and support that sort of play? There aren't any. The best most of these systems can do in such a case is to provide very generalized ways of dealing with the issues via using a standardized resolutions system.
...
Generic games are suitable for when no specific game makes itself readily available. The "readily" part as interpereted by the user. That is, while a "Universal" System might not be optimal for a given game, it might be usable on some level. And that might just be functional.


I will disagree with this. Mechanics like Sanity are generally modular and can easily be optional rules for a universal game (as they are in, say, Hero). Story Engine probably doesn't have one because it isn't strongly supported as compared to say the Hero system. Indeed, I think that "Call of Cthulhu" is a good example in that it is essentially "Basic Roleplaying" with Sanity mechanics tacked on. The difference between a "house system" like BRP or Storyteller and a "universal system" like GURPS or Hero is mostly in marketing. Both reuse the same core mechanics. However, a house system is reprinted with each basic book with only the options desired, while a universal system has the core rules in one book, and specific books which present optional rules for that setting/genre.

Overall, there are a lot of times when I think that a universal game does a better job than a game specifically designed for the genre. This is simply because a universal system will have more and broader testing of the system. Moreover, there is a lot of overlap between the genres. A subsystem developed for the espionage genre might work great for the martial arts genre as well, for example.

Designing a game from the ground up for a particular genre might appeal in theory. However, there are also pitfalls. In some ways, I might compare it to changing media based on genre. Suppose two people both want to write a steampunk novel. One person considers the problem, and that the book needs to be a different size and paper type than books of other genres. He researches Victorian book layout, and produces a new font, binding, and layout based on a "punk" twist of those themes. The other person just concentrates on writing the story and hands it to his publisher, who hires an artist to slap an eye-catching cover on it but otherwise prints it the same as all other novels.

I don't mean to imply that the former is wasting his time per se, but there is a distinct possibility that I will like the other one's book better. I might even dislike the steampunk layout for itself -- because it is easier for me to read a novel with standard layout (since that is what I am used to).

Mike Holmes wrote: Heartbreaker cannot be taken to mean "games we do not like" Jack. To do so would be to really obscure the meaning of the Fantasy Heartbreakers essay.
...
I propose this definition of "Heartbreaker" in general (simply a brief and universal version of Ron's defiition, if I read it correctly):
1. The game must be an attempt to improve some archtypal design.
2. The game must be dysfunctional, and dysfunctional despite the fact that it could have been functional if the designers had paid attention to the faults and features of other games that also came after and attempted to fix the same archtypal design.
3. The game must have desirable features that make the fact of the dysfunction in #2 lamentable, hence "heartbreaker".


Are heartbreakers really dysfunctional? Frankly, I don't know most of the games that Ron is describes in his article. However, I have heard good things from other sources about Darkurthe: Legends, for example. I am perfectly willing to believe that there are people who have a lot of fun playing that game. If so, what about it is dysfunctional??

I think Ron's essays do point out that there is a category of independent fantasy RPGs which all have a fair number of similarities with each other and with D&D. Because of his opinions, Ron considers them "heartbreakers". This is because he wants to encourage independent publishing and innovations -- but he also wants to encourage questioning of basic role-playing concepts from D&D. However, I don't think there is anything objectively bad about these "heartbreakers" or the D&D style of play in general.

I think there is an elitist overtone that the more Narrative games typical of The Forge are somehow objectively better than Darkurthe: Legends. However, this simply isn't true. These aren't rockets which can be objectively measured in how far they shoot -- they are games, and the purpose of them (usually) is to have fun.

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On 1/28/2003 at 6:35pm, Jack Spencer Jr wrote:
RE: special kind of Heartbreaker: Universal/Generic

Mike Holmes wrote: I propose this definition of "Heartbreaker" in general (simply a brief and universal version of Ron's defiition, if I read it correctly):
1. The game must be an attempt to improve some archtypal design.
2. The game must be dysfunctional, and dysfunctional despite the fact that it could have been functional if the designers had paid attention to the faults and features of other games that also came after and attempted to fix the same archtypal design.
3. The game must have desirable features that make the fact of the dysfunction in #2 lamentable, hence "heartbreaker".

No. This is wrong, I think. In both articles, Ron had said that all of the games are conherent via GNS save one. So cohenency and dysfunction isn't really an issue.

What seems to be a Heartbreaker's main traits are :

1)Highly derivative rules which can mean rules that are little more that house rules varients of a specified game or a set of rules that are completely original and built from the ground up, but which do the same thing as the main inspiration game. What I personally see in generic RPGs are GURPS imitators. Actually, many of them are free web downloads that are One Page RPGs (Search for the thread on those in this forum)

2) Publishing context which Ron says is twofold. First is " few guys, a good idea, a labor of love, and book on the shelves, with the hope that gamers will like it." The heartbreak is saying to the indie game publisher of saying "Go, go. Follow your dream" and then looking and thinking "That's your dream???"

Second is a historical context. This reminds me of a comment from a Mattel Electronics employee about Mattel's Aquarius computer system. "The System for the Seventies! Too bad it's 1983." Some of these Heartbreakers if they had come out just a few years earlier (decades in some cases) they might have been important development breakthroughs. In fact, many of these games tout elements in their game as innovations because they are ignorant of how old such concepts are "We have a spell point system instead of fire & forget magic!" (Tunnels & Trolls 1975) "We have a skill system instead of class & level character development!" (Runequest 1978) I suppose we can't fault them for ignorance, but it does give the reader of "oh man, these guys are clueless! Why don't they say something like 'our system uses an inovative method called dice' while they are at it.

3) the third element will vary, I think. For fantasy Heartbreakers it's "D&D fantasy" (see related thread, or hell, start a new one) For generic Heartbreakers, I'm not sure anymore. This happens a lot. I post a topic and then the thread leaves me behind. Which is great. The other thing that happens is I post a topic and no one posts any comment.

I still think that generic heartbreakers are Exploration of System because the primary inspiration tends to be GURPS which is Exploration of System.

Actually, probably the most telling feature of a heartbreaker is that it is difficult to get people to play them. This is something Ron eludes to in the first Fantasy Heartbreaker article and it was kind of the point of that article. Because heartbreakers don't distinguish themselfs from the herd. There really is not reason to play Darkurthe: Legends over Forge: Out of the Chaos (a game I kept confusing with the Forge itself for a while there) So a heartbreaker is a tough sell. Why buy or play it instead of (insert name of more popular product and possibly the inspirational system for the heartbreaker in the first place [GURPS, AD&D, etc.]) There really isn't a convincing answer to this question. funky dice rolling or a better break down of skills really doesn't get one to want to play anything, does it?

I would like to point out that the little nugget of something "good" in most of the Heartbreakers Ron has described probably isn't a feature of what a heartbreaker is. The nugget is an after-effect of all of the other stuff is a heartbreaker. A Heartbreaker, for better or worse, takes one, posibly a few very, very similar games and attempts to do them "better" In doing them "better" the authors are likely to hit upon something actually revolutionary or "good" at the very least. What I mean is, with all of the other elements in place for a Heartbreaker, if you find this nuggets of innovation, then you can be sure you have a Heartbreaker. However, a Heartbreaker does not need to have one to be one. At least I don't think so.

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On 1/28/2003 at 6:39pm, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic

I felt much -- very much -- of John's quote bore repeating here.

John Kim wrote:
The difference between a "house system" like BRP or Storyteller and a "universal system" like GURPS or Hero is mostly in marketing. Both reuse the same core mechanics. However, a house system is reprinted with each basic book with only the options desired, while a universal system has the core rules in one book, and specific books which present optional rules for that setting/genre.


I *strongly* agree with this.


Overall, there are a lot of times when I think that a universal game does a better job than a game specifically designed for the genre. This is simply because a universal system will have more and broader testing of the system. Moreover, there is a lot of overlap between the genres. A subsystem developed for the espionage genre might work great for the martial arts genre as well, for example.


I can't strongly *enough* agree with this. Far from being merely "acceptable," it's my opinion that broader systems are often *far superior* and more accomodating than narrower ones. The freedom and breadth that generic systems have (IME) almost always results in superior play experiences compared to narrower systems.


Designing a game from the ground up for a particular genre might appeal in theory. However, there are also pitfalls. [snip]


Eventually gimicks like poker chips get old and you're back with 'does it work?' Also: one person's idea of a brilliant mechanic that promotes a specific part of genre is another person's annoying off-genre distraction.


Are heartbreakers really dysfunctional? Frankly, I don't know most of the games that Ron is describes in his article. However, I have heard good things from other sources about Darkurthe: Legends, for example. I am perfectly willing to believe that there are people who have a lot of fun playing that game. If so, what about it is dysfunctional??

I think Ron's essays do point out that there is a category of independent fantasy RPGs which all have a fair number of similarities with each other and with D&D. Because of his opinions, Ron considers them "heartbreakers". This is because he wants to encourage independent publishing and innovations -- but he also wants to encourage questioning of basic role-playing concepts from D&D. However, I don't think there is anything objectively bad about these "heartbreakers" or the D&D style of play in general.

I think there is an elitist overtone that the more Narrative games typical of The Forge are somehow objectively better than Darkurthe: Legends. However, this simply isn't true. These aren't rockets which can be objectively measured in how far they shoot -- they are games, and the purpose of them (usually) is to have fun.


Godard tells us the proper way to criticize a movie is to make another movie. Making Your Own Heartbreaker *is* a valid 'criticism' of the listed games: if it is done without the attendant pat-on-the-head--look-where-I-was-before-I-knew-better attitude.

-Marco

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On 1/28/2003 at 6:57pm, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic

Jack Spencer Jr wrote:
2) Publishing context which Ron says is twofold. First is " few guys, a good idea, a labor of love, and book on the shelves, with the hope that gamers will like it." The heartbreak is saying to the indie game publisher of saying "Go, go. Follow your dream" and then looking and thinking "That's your dream???"


I think this is probably the reaction most gamers have to indie/alternative rpg's in general.

-Marco

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On 1/28/2003 at 6:57pm, Jack Spencer Jr wrote:
RE: special kind of Heartbreaker: Universal/Generic

John Kim wrote: The difference between a "house system" like BRP or Storyteller and a "universal system" like GURPS or Hero is mostly in marketing. Both reuse the same core mechanics. However, a house system is reprinted with each basic book with only the options desired, while a universal system has the core rules in one book, and specific books which present optional rules for that setting/genre.

There's confusion here, and it's my fault regarding terminology. "Universal" is adrressed in this thread. Basically, "universal" is a misleading term because it implies that a game system is suitable for all styles of play, when it is not. and thus generic or general is a better term. I'll do better from now on.
Overall, there are a lot of times when I think that a universal game does a better job than a game specifically designed for the genre. This is simply because a universal system will have more and broader testing of the system. Moreover, there is a lot of overlap between the genres. A subsystem developed for the espionage genre might work great for the martial arts genre as well, for example.

I can't strongly *enough* agree with this. Far from being merely "acceptable," it's my opinion that broader systems are often *far superior* and more accomodating than narrower ones. The freedom and breadth that generic systems have (IME) almost always results in superior play experiences compared to narrower systems.

The operative words here, for both Marco and John is "in my experience" and/or "in my opinion" and/or "for my play preferences."
Others desire a more focused play experience and as such require a more focused game system. And that's it.

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On 1/28/2003 at 7:00pm, Jack Spencer Jr wrote:
RE: special kind of Heartbreaker: Universal/Generic

Marco wrote: I think this is probably the reaction most gamers have to indie/alternative rpg's in general.

Perhaps if I lengthen it:
"That's your dream? This is basically just (insert name of more popular product and possibly the inspirational system for the heartbreaker in the first place [GURPS, AD&D, etc.]) all over again."

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On 1/28/2003 at 7:16pm, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic

Jack Spencer Jr wrote:
The operative words here, for both Marco and John is "in my experience" and/or "in my opinion" and/or "for my play preferences."
Others desire a more focused play experience and as such require a more focused game system. And that's it.


Indeed. But note when you said that G/U gaming's value was a myth/Snake Oil that language was very notably absent.

-Marco
PS: Universal means multi-genre in the real world and should do so here as well. Nothing I've seen beyond Scattershot claims to make a knowledgable attempt at all three GNS modes of play. The word has real non-deceptive value in the RPG domain--I suggest we use it properly.

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On 1/28/2003 at 7:21pm, Ron Edwards wrote:
RE: special kind of Heartbreaker: Universal/Generic

Hi Marco and everyone,

You know, Jack has acknowledged that his initial extreme position is not tenable. I also think that the authors of general/universal games should recognize that they have significant conflict of interest in "leaping to the defense" against that position. I strongly urge all such authors to be done with that - Jack has agreed with you. No need to keep nest-guarding.

Know when you've won, people. Only a bully keeps shoving when the debate is done.

Best,
Ron

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On 1/28/2003 at 7:39pm, contracycle wrote:
RE: special kind of Heartbreaker: Universal/Generic

I strongly DISagree with Marcos claim that general (and thats being kind) systems are likely to produce a better play experience. At the very best this can only be a claim to preference.

I don't deny that people can be totally satisfied with systems aimed at broad usage like GURPS, and for good reason, but I don't find them very satisfying myself. I can accept that for a given group it might be a better idea to use a general system, but I don't think this should be taken to the point of advocacy. I think that the use of a single system consistently will produce consistent play for a group, and that may well be an important goal if there is a history of stylistic clash or other difficulties; but I think that as far as a given game is concerned, a given authorial vision, it is better to produce particular mechanics that reflect the central idea of that game.

I think the mechanics, by the use of reward systems and institutionalised goals, frame the type of play that will actually be had at the table. It locates the breakpoints and point origins in the game space such that players have their attention pointed to particular things. IMO it is far better to design from scratch and with deliberate intent than to try to patch and modify an existing system which already has established value "judgements" systematically expressed. I think every game should be its own thing in itself, and that games designed to general or house systems are not really games in their own right, but versions of the core game which mechanics they are using. Its more like the multiple flashy colour schemes and designs of pinball machines.

So I'm a strong proponent of the idea that games should have their own rules. Cricket and baseball would not be better games if you could bring your own bat and nobody cared what it looked like. This has everything to do with games needing predetermined variables and little to do with the utility of the object.

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On 1/28/2003 at 8:08pm, Mike Holmes wrote:
RE: special kind of Heartbreaker: Universal/Generic

Funny, when I'm with Liberals, they peg me as Conservative. When I'm with Conservatives they peg me as a Liberal.

Same with this issue. I am not on the side that says that there is no value to Universal/Generic games. Hell, the only published game with my name on it falls under this category. I posted to say that I disagreed with the point of the post which stated, essentially that generic games have no place. OTOH, I am also of the belief that focusing on specific things is a powerful way to enhance a game as well. (I get hit with this attempt to put me on one side of the issue by the Simmies and Narries as well who seem all to believe that I'm a rabid member of the other species, when, in fact, I'm the biggest proponent of mixed play).

It's circular and simply flawed logic to say that "If you make a focused game that's not as good as some generic game, then generic games are better than focused games."

If, OTOH, you were to simply say that this was your opinion, I'd have to accept that, as the statement I made originally is little more than my opinion, essentially. Yes, what makes a "good" game, in the end, is highly subjective, and collecting data on the subject would be difficult to impossible. Sure, if you could garuntee me that every generic game would handle every specific situation as well as any specific game, then the broadness of the gneric system would automatically sway me. But I don't think that's a reasonable claim. I'm not saying that there aren't bad specific games out there; hardly.

But given similar effort and quality, the question is where the effort goes. My point is that, if one puts one's efforts into a smaller area then that area is more likely to be well treated everything else being the same. So, in the most general of terms, specific games seem to me likely to beat generic games on a small playing field of thier own choosing. Thus I'd rather play Pendragon for Arthurian legend than try to make GURPS work for it. And before you point out that Pendragon is a modification of a Generic system (BRP) let me point out that if that's true, then D20 is generic, and so is just about every other system out there. By Generic we mean presented without additional rules specific to the genre; with rules that intend to be applicable to all situations by extension. Thus only GURPS core rules is generic (and barely at that). As soon as you tack on some of the supplements you are playing a different game (Certainly Supers makes that point).

Now, that all said, perhaps you find that a particular specific game's focus that would otherwise cover the genre that you are interested in playing is just too small. Perhaps there are none that suit your style of play in that they do not cover as much ground as you will potentially need. This is why I stated above that:

Generic games are suitable for when no specific game makes itself readily available. The "readily" part as interpereted by the user.


That is, I completely agree that it's soley the opinion of the person playing whether or not the focused game in question can be used as is for what he needs (or with how much effort). If one thinks that the specific game (or games) does not suit, then automatically the generic game is the better choice (assuming that it's broadness makes it applicable for the genre in question).

So we don't disagree. I'm with you guys. Generic games have a place. So do focused games. Is that clearer?

Mike

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On 1/28/2003 at 8:10pm, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic

contracycle wrote: I strongly DISagree with Marcos claim that general (and thats being kind) systems are likely to produce a better play experience. At the very best this can only be a claim to preference.


It is carefully presented as preference.


I don't think this should be taken to the point of advocacy.


What in the RPG world should be?

As I said before, I've got three posted examples of play on The Forge. I am open to suggestions as to what would have been a superior system to use.

I didn't start gaming with Hero and GURPS but I knew exactly what I was looking for when I saw it.

-Marco
Edited to add: the above (and the first time I said it) may sound like a challenge. It's really the clearest way to get to the heart of the "How could he even *think* generic systems are preferable!?" question.

http://www.indie-rpgs.com/forum/viewtopic.php?t=3308&highlight=marco
http://www.indie-rpgs.com/forum/viewtopic.php?t=1170&highlight=marco
http://www.indie-rpgs.com/forum/viewtopic.php?t=935&highlight=marco

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On 1/28/2003 at 8:45pm, Valamir wrote:
RE: special kind of Heartbreaker: Universal/Generic

I think to a great extent, the strength of generic game systems is being overlooked. I would 100% agree with Gareths assertion (and indeed have made the same many times) that a game is best served by mechanics that most closely match the needs of the game.

But lets actually examine that for a minute. If the needs of a game are to focus on a certain genre and the color, trappings and conventions there of then the game mechanics used to play such a game should be mechanics that focus on that genre and its color, trappings, and conventions. A functional second place would be games that simply get out of the way and don't interfer with the same.

But what if the genre is not a narrow one. How would one play multiverser with a narrow set of genre specific rules. Not really possible. So one could argue (successfully I believe) that Multiverser, far from being "generic" is actually highly specialized at dealing with a very specific genre. In this case however, one that involves flipping between several genres in rapid succession.

Similarly GURPs could be said to not really be generic at all. It is actually quite specialized. It just doesn't happen to be SETTING and COLOR specialized. GURPS works best when playing in games where reliance on realistic physics is typically a given, when characters are best described by as comprehensive a set of parameters as possible, and where mechanics are primarily designed to be driven by causal in game events. Once one recognizes this than ANY set of genre, color, and setting can be plugged in as long as the above three items are true within that setting.

So GURPS is in reality, far from being Generic or Universal. There are probably as many "worlds" that it doesn't handle well as there are "worlds" that it does. There are certainly among the horde of source books "worlds" that it handles better than others, and this is almost entirely driven by how well a given world can adapt to the above 3 core GURPS specialties.

I'm somewhat ashamed to say I haven't had the chance to go over JAGS but I suspect that one can find its own subset of specialites (that may overlap or be quite different from) the specialities of GURPs which similiarly defines why JAGS isn't really universal either.

Similiarly Universalis (despite the name which is really meant to be a play on Universe rather than Universal) isn't really generic. It has a core set of specializations that are as important as GURPS' (although diametrically different).

Scattershot is perhaps the only system I've heard of that may be able to legitimately stake a claim as universal because the design specifically attempts to allow those core set of specializations to be customizable prior to play. However, until the game is in a complete and self contained state where anyone off the street could accomplish this without assistance, its success in that endeaver is more eagerly anticipated than proven.

So I do not see a rift between "focused games" and "not focused games". What I do see is a wide range of things that a game can be "focused on" and occassionally people who don't realized that even so called "generic" games are actually quite focused themselves in a different arena.

As for which is "superior", as with all things that's largely motivated by preference; but I think there is a certainly a degree of right tool for the job also.

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On 1/28/2003 at 8:57pm, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic

Valamir wrote:
But what if the genre is not a narrow one. How would one play multiverser with a narrow set of genre specific rules. Not really possible. So one could argue (successfully I believe) that Multiverser, far from being "generic" is actually highly specialized at dealing with a very specific genre. In this case however, one that involves flipping between several genres in rapid succession.


Strongly Agree.

An example of a second subset of the condition is a player in Traveler who wishes to be the preiminent martial artist in the galaxy and wants to (in addtion to the rest of the game) go from planet to planet and compete in wild, colorful, detailed, multi-species martial arts tournaments.

And all you have is the original game (with the Hexadecimal stats that really set the futuristic tone but in absence of a viable HTH combat system do nothing for the character).

-Marco

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On 1/28/2003 at 10:01pm, contracycle wrote:
RE: special kind of Heartbreaker: Universal/Generic

Just to mention that I only used the term general, not the term universal. I feel there is a big distinctions between games that are merely applied differently in different settings, and games which from the outset are designed to be configurable for play in different forms. Both are distinct from games that do one thing.

Agree with Valamirs outline of GURPS and it accords with what I mean about he game being the same, but merely the colour changing. I think GURPS games feel like GURPS games, and that analytical objective approach is suitable for groups. I think a game intended to switch in or out real components of the system, or which are designed to frame the building of a game for your group, which I think could properly be referred to as universal systems, are rather different beasts.

And I'll also put up my hand to being rather extreme on the issue, given that in another thread I'm proposing that mechanics should not be decided upon until character design. However, let me go back to John Kim's point:


Overall, there are a lot of times when I think that a universal game does a better job than a game specifically designed for the genre. This is simply because a universal system will have more and broader testing of the system. Moreover, there is a lot of overlap between the genres. A subsystem developed for the espionage genre might work great for the martial arts genre as well, for example.


My problem with this, testing for what? And I agree about the overlap, but I suggest this poses the danger of dilution. I think that if GURPs is tested for its systematically mandated result, it is recorded as a success by producing a certain sort of play - one in which mass and length and density are important things to know, and so forth. And that is GURPS play. It may well be the case that this form of play is satisfying to the players that it is for them better than that which a designer might have tried to deliberately structure for a particular setting or situation. But I think designing games as a whole is distinct from designing colour supplements for another game.

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On 1/28/2003 at 10:09pm, Marco wrote:
RE: special kind of Heartbreaker: Universal/Generic

contracycle wrote:

My problem with this, testing for what?


I suspect he meant testing for "broken rules."
-Marco

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On 1/28/2003 at 11:30pm, John Kim wrote:
RE: special kind of Heartbreaker: Universal/Generic

Mike Holmes wrote: So, in the most general of terms, specific games seem to me likely to beat generic games on a small playing field of thier own choosing. Thus I'd rather play Pendragon for Arthurian legend than try to make GURPS work for it. And before you point out that Pendragon is a modification of a Generic system (BRP) let me point out that if that's true, then D20 is generic, and so is just about every other system out there. By Generic we mean presented without additional rules specific to the genre; with rules that intend to be applicable to all situations by extension. Thus only GURPS core rules is generic (and barely at that). As soon as you tack on some of the supplements you are playing a different game (Certainly Supers makes that point).


As I see it, there are quite a number of non-generic systems out there -- especially among independent RPGs. Examples include Castle Falkenstein, Children of the Sun, Dreamwalker, Godlike, Fvlminata, Unknown Armies, and many others. I think we can pretty reasonably define these as being non-generic.

On the other hand, I think we really should classify GURPS, Hero, and JAGS as being generic -- even if they give optional rules or supplements specific to a genre. If GURPS + a supplement isn't generic, then the list of generic RPGs becomes vanishingly small.

Games like Pendragon which use a house system are a middle ground in some sense. However, I would argue that they are closest to "generic" systems like GURPS, and that the difference between a "house system" and a "generic system" is mainly in marketing rather than in any functional difference.

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On 1/29/2003 at 1:06am, Sylus Thane wrote:
RE: special kind of Heartbreaker: Universal/Generic

So can it be fair to say that there is a difference between universal/generic and a multiverse system?

Sylus

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On 1/29/2003 at 6:28am, John Kim wrote:
RE: special kind of Heartbreaker: Universal/Generic

Sylus Thane wrote: So can it be fair to say that there is a difference between universal/generic and a multiverse system?


Well, I think perhaps some benchmarks would be in order. My definition of a generic/universal system is pretty much defined by GURPS and the Hero System, along with CORPS (2nd edition), EABA, BESM, and FUDGE.

A house system is an identical or near-identical set of core rules with different options in different published games: like the "Silhouette" system of Dream Pod Nine, or the Storyteller system of White Wolf.

A genre-specific system would be games like Castle Falkenstein, Fvlminata, Underworld, or innumerable other games. Here the system was developed solely and specifically for that genre. (There is a tricky point in that many times systems developed for a specific genre are later applied to other genres or even published as a standalone generic set of rules. I think the only workable answer is that by doing this they change it from genre-specific to a house system or a generic system.)

I'm not sure what you mean by a multiverse system. One possibility would be "Torg" -- which is specific to a particular fictional universe, but that universe includes widely varied settings and even genres. This is another middle ground, I think -- but it leans more towards genre-specific than to generic, in my opinion.

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On 1/29/2003 at 10:00am, contracycle wrote:
RE: special kind of Heartbreaker: Universal/Generic

Marco wrote:
I suspect he meant testing for "broken rules."


Yes, exactly, that is what I meant too. Determining whether a rule is broken or not requires reference to the goal of those rules. I suggest that by ensuring that all rules are NOT broken from the default GURPS perspective, they may well become "broken", uninteresting, or unaesthetic to other players and when applied to pother situations.

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On 1/29/2003 at 3:29pm, Ron Edwards wrote:
RE: special kind of Heartbreaker: Universal/Generic

Time for daughter threads, folks, I think. One's already started about the basic terminology.

This is your moderator speaking ... find a nifty thing that remains unresolved in this thread, isolate it, and start a new one that links back this one in its first post. I think it's time to let the mom-thread retire.

Thanks,
Ron

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