I know that most products have some of one, or the other. What I would like, and what I can get are two different things. And, as you say, just the monsters can shade a bit of setting into the game. But, it isn't impossible to put a level of firewall between the rules for a game, and it's default or implied setting. I tend to lean in the direction of generic rule sets, like Gurps and BRP, or like T&T, can be made to work with any setting fairly easily. The real issue is that many games tie the mechanics into the default setting so much, that extracting them is impossible. I often find my self wanting to change some setting element right away, when reading the character creation section of a book. A good example of this in DT&T, was in the kin section, where the TrollWorld bits about Elves and Dwarves were part of the text. That could easily have been separated enough, in a way that said this is the generic info, and this is if you are playing in TrollWorld.
And, as for settings, there are plenty of generic products. Yes, most of them are tuned to be played with some form of D&D, but that's not really that hard to convert to something else. Yet, once again, some products are so build on a particular game system that once you try to convert it to another, it all falls apart.
And, this is my reason for wanting the separation of system and setting: I want to use what I want from what ever I want. If I want to use a town from an old TSR module, with T&T, in a RuneQuest setting, using monsters from a Science Fiction novel, I want as little friction as possible.
Post by Aramis of Erak on Nov 22, 2016 16:15:40 GMT -5
Even in T&T, much of the rules sets out setting: That there's no priestly magic, it means spellcasting priests are all wizards, and implies that any gods don't grant magic. That Wizards can wear armor without penalty means you can't immediately guess the wizard. That there are many sentient races is explicit, in including the Peters-McAlistair chart and the similar one for other sentient monsters That not all magic is spell driven is explicit in the monster abilities. It's even more explicit in 7.x, where monster magic can be spite driven. That triple 1's in Wiz makes you a specialist mage (7.X, DT&T) means specialist magi can have Wiz as low as 7 (⚀⚀⚀+⚀⚀⚁). Likewise, Rangers can have Dex as low as 7, leaders Cha as low as 7... In other words, it's quite possible to have inept specialists. The Types not requiring triples nor nat 12's, thus Warrior, Wizard, Rogue, Citizen, Monster, can be TRULY inept. A Wizard or rogue with IQ below 10 cannot cast, but can eventually raise IQ to be able to do so. (Likewise, Dex below 8.) Skill at anything but magic is mostly one's attributes, not one's training. Everyone's a bit of a jack of all trades. Someone using Rapier and Dagger must be reasonably buff or he/she will suck completely. Skill at arms includes Strength, Dex, and luck... So just because Lonnie Leprechaun is a wimpy clutz (obviousl low STR & DEX) doesn't mean he might not be able to kick your arse... (Stupidly high luck)
That's all pure mechanical things that provide implications on the setting.
~Wil -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Smith & Wesson: The original point and click interface! aramis.hostman.us/
Regarding AS&SoH 2e, I see their website notes that the 2e is scheduled for an August release and they are accepting preorders. I wasn't on this Kickstarter campaign but may pick it up - it looks like it will be more substantial than 1e, at least in page count.
One morning I slayed a troll in my pajamas. How he got in my pajamas, I don't know.