Role-playing game system  A role-playing game system is a set of game mechanics used in a tabletop role-playing game (TTRPG) to determine the outcome of a character's in-game actions. By the late 1970s, the Chaosium staff realized that Steve Perrin's "RuneQuest" system had the potential to become a "house system", where one set of game mechanics could be used for multiple games; Greg Stafford and Lynn Willis proved that theory by boiling down the RuneQuest rules into the thin 16-page "Basic Role-Playing" (1980). Hero Games used their "Champions" rules as the basis for their Hero System. The Pacesetter house system centered on a universal "action table" that used one chart to resolve all game actions. Steve Jackson became interested in publishing a new roleplaying system, designed by himself, with three goals: that it be detailed and realistic; logical and well-organized; and adaptable to any setting and any level of play; this system was eventually released as "GURPS" (1986). The "D&D"-derived Palladium house system ultimately encompassed all of the Palladium Books titles. "Mekton II" (1987) by R. Talsorian Games revealed for the first time the full-fledged Interlock System. In 1990, Game Designers' Workshop released the "" second edition game system, and decided to turn it into their house system, an umbrella under which all future games would be designed. TSR's "Amazing Engine" was a universal game system, a simple beginner's system. In 1996, Hero Games partnered with R. Talsorian and decided to create a new, simpler rules system to attract new players, merging it with the Interlock game system and calling it Fuzion. "" (1996) was built on TSR's new SAGA storytelling game system, which centered on resource management (through cards) rather than die rolls. TSR published "Alternity" (1997), another universal system, this one directed only toward science-fiction games. West End Games' MasterBook system had failed to catch on as a house system, so they decided to publish another, the D6 System, based on their most well-known and well-tested game system, "" RPG. While early role-playing games relied heavily on either group consensus or the judgement of a single player (the "Dungeon Master" or Game Master) or on randomizers such as dice, later generations of narrativist games allow role-playing to influence the creative input and output of the players, so both acting out roles and employing rules take part in shaping the outcome of the game.