I know that I am a hundred posts away from this point now, but by god I'm going to make it.
@faraday said:
@Thenomain - Sorry if I'm being dense, but I'm not sure quite what "rules" you're looking for. Dice mechanics? Chargen instructions? As you say, FS3 is a framework not a complete game, so I'm not sure that what you're looking for actually exists.
That's what I was exploring at first and am now outright saying. If FS3 is a framework, then I am poking holes in @bored's complaints that it can be gamed. You can't game a framework. You need a system before it can be gamed. At worst you can complain about people's use of the toolkit, but I can't see any sincere argument to be made about how people might implement it (edit: unless the framework is so broken that it's difficult to implement it in a way that works; not the case here). Certainly not in the way that @bored has made it. That is one dead horse.
Maybe system toolkits need building instructions somewhere between Ikea (Fate Core) and kitbashing (Fudge), and that would be my first complaint about FS3. You know, how do I turn this collection of ideas into a system? I don't see this being your focus, tho, so I'm mainly throwing this out there to throw out there.
But it occurs to me, right this instant, is that I could be thinking about it wrong, and we could be talking about it wrong. FS3 is not a toolkit to a system, it's a system of guidelines. A system of guidelines is all a lot of RP-centric games need. They don't need a convoluted mash-up of six more or less similarly based game systems (WoD).
I'm going to have to think a bit more about what I mean by "a system of guidelines". I do wish that this system had more of them to make it easier to apply. How many skills is comfortable to balance things out? I could be over-thinking it. It happens.