Rules and Setting?
Rules do matter to me. I like CT therefore that's what I use. (Modified a bit and "Cherry Picking" other sets.)
Also, Setting matters to me. I
DON'T want it constantly changing just because someone new rents a license from Marc, and sets about
FUBARing everything that went before.
If I understand Hans correctly, any one set of rules can be used in a setting, such as the Spinward Marches. Also, a certain set of rules, like CT, can be used to play in any setting. (Oversimplified in all probability.)
This is perfectly true.
Now if I look at it from the position of aramis, it appears he thinks rules matter:
Most people play a single set of rules. Rules therefore are part of the canon they work within (or ignore, as they see fit). MGT players as a general rule are not fans of other editions, and from what I've seen elsewhere, most aren't even playing in the OTU.
He's right. People do adopt a rules set and stick with it (adding a few "improvements" along the way.) In addition "their" setting become a unique place.
In neither case does it have to matter for players to enjoy the game and have fun.
If I go to Alaska, or Denmark, I'm guessing we would play some standard rules set, modified by house rules, and those house rules made known. Hopefully my ship and side arms work in the way I've come to expect, etc.
In the setting, take the Spinward Marches, date: any. Everything should be basically OTU by expectation. Any
significant different should be made known.
Now if Capt. Jones just sold a case lot of nuclear warheads to terrorists on Planet xyz,
who cares? What we should care about is if they were used to the degree that they altered the setting overly much. Like destroying the atmosphere and drying up the oceans, etc.
If it's a house setting, cool, something new to explore.
Seems you are both right, to a degree, but approaching it from opposite sides.
Now, back to neutral corners and at the sound of the bell...:devil: