There is no one RPG that rocks everyone's boat. Some people like stories steeped in intrigue and mystery, where others could care less what it takes to get into a good brawl. The perfect RPG, if one would exist, would allow for any and all of these styles of play.
Focusing on one style, on the other hand, has made a lot of indie RPGs very popular. Apocalypse World, Fiasco, and Blades in the Dark are all great examples of games doing one thing particularly well. Considering the ever-growing population of RPGs being created, it is considered sound advice to pick a style, find your unique niche, and focus in on what makes your game special.
But I've found that while this encourages people to try your game, and often sucks them into a good session or two, it rarely has the staying power of larger, more robust systems like D&D or Genesis. These systems grant the players more opportunity than a single type of experience, and allow for flexible, long-term campaigns.
I plan on having three distinct modes of play described in the Hostargo book. Each will cover a popular way to tackle campaigns, one-shots, and various player styles. It will be a challenge to cover these in a meaningful way, but I hope to lay out enough groundwork for players to find their own unique way to play that is best for their group: they will anyway!
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