Originally posted by kaladorn:
Anyway, we obviously agree that playing with some kind of skill system (implicit or explicit) and managing the game with minimal book-looking is a good thing.
Yes. Yes. Exactly.
But I wonder what problem most of the Systems really solve. Being cynical I presume that half the reason they exist is merely to make previous editions obsolete.
I will say this about GURPS skills and characters. I have not played GURPS heavily, but I find myself (almost irresistably) thinking in terms of it. For example, I look at my CT characters and assume they have 10 points or so of background skills based on their life growing up on their homeworld. GURPS is fairly good a model of everything that goes into a character. If you can think it, you can get stats for it that more or less make sense.
On the other hand, a model only has so much utility in a game. You might have the most detailed blueprints of the USS Enterprise ever made, but you can't play "Star Fleet Battles" with them! And GURPS doesn't even give you the blueprints-- just the tools so that _you_ can make them yourself!! (That's an exaggeration to make a point, of course.)
At the end of the day, no matter how elaborate the system is, it's "the referee that determines the course of subsequent events." No matter what, you will have to wing it and improvise. No matter what, the players will try to see how much they can get away with. If that is the case, then an "unsystem" is as about good as anything else. At some point all that the extra detail accomplishes is to increase the climb of the learning curve and create an unnecessary barrier to new players. The more stats you have, the more everyone has to keep up with. Why not just use stats for the major stuff and then use a combination of a few paragraphs, roleplaying, and common sense to handle the rest?
The reason, I suspect, is that the Systems are probably something that emerge naturally after playing bunches and bunches of games. My hypothesis is that even if you don't use one, over time you'll begin to use something very similar to them anyway in spite of yourself-- not matter how intent on "keeping it simple" you are.
(Ah well... I can't quite grasp all that you say about the MT task system due to my unfamiliarity with it.... I'll probably check that out sometime after I run a few of Marc Miller's classic adventures....)