Re: The purpose of a system - academic and geeky...
I know what you mean there is often people in the different forums who pop up and asks: Who want to see a iron kingdom/rifts/something else conversion?
And then nothing..
If it is not designed as a setting first and as a game second then you lose that kernel. But as I am sure you understand now I do not place much weight on the “game kernel†but rather on the setting itself.
When I read a game setting no matter which I read it as a setting guide I see how they define normal humans and animals and such and then compare it with the monsters and heroes. I try to read between the lines and see what the setting tries to accomplish, what STORY the setting tries to accomplish. I see (the ideal) rpg’s in general as a way to step into a book and interact with it (Or is it the book that step into us? ) rather than adding a extra role-playing aspect to a game as you described. That is what I meant with the line. And where different games lie along it. And the Hero systems function.
Enemies books mostly, not only super heroes but also on common thugs and the like.
The same way that a GM sometimes find that the old master character in dnd might have been impressive when the players were 1 level and he 10 but now that they are in the 20ies not so much. The same way has the speed and dex arms race show influence in Hero system, it is done for the sake of the game. Not the story the game represent. When common bandits and barbarians have dex of 14 and 15 then something is not right.
That said I think that Hero has taken a big step in the right direction by saying that normals have 8 in all stats now. It is much better now than it was.
Such as…?
You are right in what you say off course but that is not what I where implying, I mean that the Hero system can reflect any story even a story/setting that is built around another game. You might feel that the setting loses out when it is removed from its initial game system, but I disagree there, the built-in-story-INTENT of the previous game mechanic can be preserved even though the game mechanic itself might be lost. I think that this is the point we disagree upon.
And I think that the reason for it is that you have mainly played rpgs as hybrid of a game and story immersion. Try playing a game of talisman, mordheim or heroquest once. You see how game mechanics can be tools not only for story immersion but also for getting people to continue playing as being enjoyable in themselves.
I agree with this I think but what do you mean about “values� In comparison to div values I mean.
I defiantly agree with this!