But there are many systems that don't use any kind of setting or genre, they only provide a framework in which you play through whatever stories you make up. My favourite of these is Fate Core. Fate was one of the first games I tried outside of D&D and I stuck with it through a few different variations. It was a breath of fresh air to have something that allowed so much freedom. And that's really where Fate shines, it lets you take all kinds of ideas and turn them into a game. Hence, the mish mash of heroes they use on their book cover (the image above).
From this point on, I'm getting into the nitty gritty. If you're not into RPGs, it may not make sense, but I'm putting this here as fair warning :)
The one big innovation in Fate is the aspect system. Aspects are short descriptive phrases that are an attribute of important things in the world (usually characters). So, in a Fate game about cowboys, a player's character might have the aspect "Fastest draw in the county". That is chosen and worded by the player, not selected from a pre-written list. It is true, and it will come up in game.
And that's why aspects are so interesting to me. We all find ways to describe our characters in RPGs, but in Fate, your description becomes a functional part of the character. In many ways, it breaks down the barrier between the narrative of the character and his mechanical actions (fluff and crunch, in RPG gamer terms). Because a player can literally direct the story using their aspects, it entices players to make "meaty" aspects, ones that have external story built in. The above aspect could be changed to "An even faster draw than my father". Now the character is still a quick gunslinger, but he also has a rivalry, either open or concealed, with his father, who was also a renowned gunslinger. Considering each character gets several aspects, it means that they can have a lot of pull in the story.
However, if you had a whole party of characters constantly pulling the spotlight onto their own personal story (and for the most part, players love nothing more than a little spotlight on their character), you would have a very disjointed narrative. The system limits this in play by using a resource called fate points, and it tries to head this off at the pass (following our Western motif) with collaborative creation.
Each player gets a few fate points at the start of each session. They can use them to power an aspect to do something for them. If we go with the previous example of "An even faster draw than my father", we can see that this would help the character in a duel by giving him a bonus to his Shooting roll. But it could also be useful if he needed a contact in town. The player could invent one that knew his character's father and pay a fate point for it. Now, if the player is out of fate points, his ability to pivot the story around his character is gone. But, and here is another lovely bit of design from Evil Hat, if the GM uses an aspect to complicate life for the character, he gives him a fate point. For our gunslinger, this could come in the form of a band of outlaws looking to prove themselves but killing the prodigy in front of the whole town. It rewards the player for coming up with an interesting aspect to hang a story on, and as a GM, I love anything that gives me more direct hooks to the player. It prevents me from calling story and conflict down from the blue.
Now, before the game even starts, there is the collaborative creation. Your first session of Fate begins with the GM and all the players sitting down and coming up with the key parts of your game together. That includes both the characters and some starting locations or stories. This is such a great part of the game. When it goes well, you all feel connected and driven to play through the story that was created. The GM and the other players don't have to worry about the game getting derailed to follow one character's quest to see his sick grandma -- That quest, if it is important, will spring from that initial creation session. The creation is structured according to a process in the book so that each character has already met and interacted with a few of the others, they share common ground, and they even have some aspects that are inspired by these backstory crossovers.
After creating the characters and the setting together, the fun of the game is in watching it all play out. The system is fairly light in terms of tactical decisions and it uses a lot of abstraction in conflicts to make them go by simply. This means that you can usually get to the heart of the story quickly and see how it all pans out.
Now, Fate isn't a perfect game. It certainly has drawbacks compared to some of the other systems I've played in. It doesn't handle long-running campaigns as well as something like Pathfinder or 13th Age. That's because there is little mechanical change from the early game to the late game. Character's capabilities can increase, both by getting higher bonuses and by getting wholly new skills, but it'll still feel much the same in terms of gameplay. Also, it requires creative buy-in and a desire to see a unique story play out. If you want a story and setting ready-made for you and your group, there are better games for that.
And, that core concept that I just gushed over (aspects), may not be what you want as a player or a GM. But as a writer who loves games, and who loves when mechanics are story are inextricably linked, I think it is amazing. I suppose it's no surprise that a game that rewards creatively worded phrases is a hit with a writer. I suppose if there was a game that let you draw for bonus points most artists would dig it as well. I will say that if you feel like seeing how a particular kind of story will play out (and you really are interested in the story), there are few better games for it.
For those who want to hear more about this, I'm going to write a post on how to get the most out of that collaborative creations in a little while. For a different kind of game that I also really enjoy, look for an upcoming post on 13th Age.