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Originally Posted by Raellus
I agree that a game shouldn't be judged solely on the merits (or lack thereof) of its system OR on its story alone. From what I've read, the reflex system is pretty darn cool. But, we're all already initiates to the T2K world here, and most of us are flexible enough to be able to marry a system from one game to the preferred backstory of another. On the other hand, for someone just getting into T2K-style roleplaying, a bad story can be a total nonstarter. If I'd known nothing about T2K and saw T2013 on a shelf, I most definitely would have checked it out (because I like military stuff and RPGs). But I probably wouldn't have bought it after reading the backstory. It can make or break a game, especially if its the consumers first exposure to the thing.
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I will not comment on this, save to say that my previous comments (including my frustration with the line of reasoning Rae describes) are a matter of public record for anyone who is very bored and wants to use the board's search function.
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As to Savage Worlds, I know nothing about the system or setting so I can't comment on the validity of what Frank said.
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Savage Worlds is a setting-free system that has had various settings published for it to be "powered by" it. I consider it a progressive, simplified evolution of the house system that originated with Deadlands and, IIRC, morphed into its Great Rail Wars minis spin-off. To me, it feels like a fast-paced skirmish-level miniatures game with the addition of roleplaying mechanics. It is a much lower level of complexity than any edition of Twilight: 20xx, and I don't think it offers the degree of tactical verisimilitude that most of the player base on this forum would prefer.
Having said that, I will confess that I've occasionally considered what a T2k powered by Fate would look like. The
Diaspora variation, in particular, has me thinking about a post-apocalyptic gaming experience that would be a lot less simulationist and a lot more story-driven. But I think just about everyone here would hate it.
- C.