See, what brought this up for me is the conversion going on for Roma True20. Matthew has done a great job preserving the setting but the system gets in the way of the elements of Roma Iridium. What I mean is, Roma True20 does not have the same feel as Roma Iridium. The obvious ones are Roma Iridium is much more deadly. You can lose a hand or be killed in the first attack. True20 is more "epic".
But is it because the task resolution mechanic is more "epic" or because the system implements the mechanic(s) to create a more "epic" feel.
The basic task resolution mechanic of AD&D is a roll vs. TN. This system can be implemented in any number of ways, the original makers of AD&D chose to implement it using a D20 and rolling against a static resolution chart keyed to armour type. However Bard Games, who put out the Atlantean Trilogy, also used a roll vs. TN task resolution mechanic that utilized a D20, however their implementation was entirely different. Just as is the implementation of the core mechanic in D20 today.
While I don't think you can really say a task resolution system is better suited for any specific genre when you get a popular system used in a game that's fitted to a specific genre you tend to think of that mechanic in terms of said genre.
Thus, as you say. .
To be clear, I am not saying "it does not work" but more "It will appeal to different people". The Elements of play are different. Do not get me wrong, in your Gamma World example, how much of it was implementation of the conversion vs not speaking to the player base expectations? I imagine a little of both.
Exactly. And, let's not forget, the Alternity version of Gamma World wasn't entirely well recieved either. But it had nothing to do with the task resolution mechanic so much as it did with the flavor text, or rather certain elements lacking in the flavor text. Namely, IIRC, the lack of certain mutant types.
It would be like putting out a new edition of AD&D without Elves or Dwarves, it wouldn't really feel like AD&D anymore.
I don;t know, my views are not very popular since a lot of people seem to think their system is a special snow flake that can only work for the game they made it in. I think it has to do with a concept I hold as silly which is "System Matters". I personally think it does, but no the way people have mentioned. System matters in terms of the elements it presents. Quick death vs Epic, level of general skill competency, how magic is treated and anything else you care to name. System does not matter from a "can it do this genre".
System doesn't matter as much as the implementation of said system. If you have a really solid task resolution system but implement it poorly for your chosen milieu it's just as bad as having a shoddy system in place.
And, yes, I have another Gamma World example for you.
Gamma World 3rd ED. This was really my first edition of Gamma World but, to play it, we had to do away with the ACT chart. It just didn't really work. In fact I blame that silly chart for breaking up campaigns that would have lasted much longer if T$R hadn't decided to overlay their silly Marvel super heroes mechanic onto Gamma World. It just wasn't a good fit.
I'm not saying it was a terrible system, just that it didn't really appear that any effort was put into adapting it to the setting. Or thoroughly play testing it. Not that I'm bitter or anything.