Intersting. My comment on the latest exchanges is that there does seem to be some angst regarding the core rules verse the "official" / "optional" / "default" setting for the game. Such that, in my opinion at least, in order to attract newer players to both game and forum that perhaps separating the basic rules from the setting in a future edition might be in order.
*back to the scout ship*
One of the guys at Evil Hat noted that rules without settings sell far fewer copies.
I've heard the same from 7 different retailers, 3 game designers, and seen it on two corporate blogs.
Generic games are not a good seller. And yet, designers want to design them. The most successful model, financially, seems to be single ruleset with a different, slightly adapted core ruleset, across multiple games.
Who's using this model?
- Fantasy Flight Games
- Paladium Books
- Cubicle 7
- Deep 7
- Modiphius
- Pinnacle Entertainment Group*
- Evil Hat Productions*
- Steve Jackson Games*
- Margaret Weiss Productions*
*those with asterisks use both separate corebook and adapted setting w/corebook
Note that SJG is actively supporting only two RPGs... GURPS and In Nomine. GURPS has the nifty generic corebooks... but it also has a lot of titles which are worldbooks with GURPS Lite bound in. The Vorkosigan Saga RPG is actually GURPS Lite tacked onto a worldbook. So is GURPS Prime Directive. Why? Because it lowers the entry barrier. Those who like GURPS will buy the corebook and expand their options; those who don't but want the worldbook now have the data to make decent conversions from GURPS stats to their favorite engine.
FFG has gone whole hog to adapted core rules...
FFG Star Wars has 7 entry points; 4 beginner games, 3 corebooks. Almost nothing mechanically changes in the rules; the character options change quite a bit.
FFG's 40K RPGs (now OOP) were 6 different corebooks... using adaptations of the same engine.
FFG's End of the World - 4 rulebooks, each with multiple settings.
Modiphius has Conan, Star Trek, and 3 other settings, all using the same basic engine.
Note that MWP made significant alterations to fit the setting, but the player interface with the rules was very much the same across Smallville, Firefly, Marvel Heroic, and Leverage... character gen was very different in each, but once you know the dice mechanics for one, adapting to the others is just figuring out which dice are free and which cost a plot point.
Burning Wheel uses a core engine, adapted. It implies setting in 2 of its 4 games; the other two, it's attempting to mechanically evoke a previously published one. (another setting included one is apparently done but not being released...)
Not all of C7's games use the same system, but several (Rocket Age, DWAITAS. at least one other) use the same core rules. Be interesting to see their WFPR4E mechanics...
Oh, and when White Wolf stopped using it... they kind of dropped off the radar.