Any single rule of a game system should be appropriate for the rest of the system, which in turn should be appropriate for the genre and tone of the campaign.
Do you agree with that statement? Or do you disagree with it?
>>54361936
Yes, I like old school D&D and GURPS too.
>>54361936
In general, yes. I prefer focused design and systems with a single specific goal that their mechanics are all tuned to supporting.
However, generic systems do exist and aren't necessarily bad for being generalists, even if I tend to not have much interest in them.
>>54361936
Yes, with concessions.
On one hand, consistent rules and a consistent setting make for a good ruleset that supports the story being told, however, the existence of optional rules throws a monkey wrench into that statement, because they may improve the experience, or they may hinder it. Having rules for dehydration is a great thing to have on hand in a desert campaign, because that's valid threat in such a storyline, but not necessarily good for the rest of the setting, and it can hinder gameplay, so having them, but not using them is better than using them than not having them.
In general, this is as much the responsibility of the game designers as it is the GM's.
>>54361936
i try not to have a single tone or genre to my campaign, keep things fresh every time we go out
we tack on optional rules as needed