Something +Paul Beakley
said about genre in rpgs made me think:
People ask questions like: What system could I use to play Silent Hill?
One answer is 'anything the GM (or players) is familiar with and won't get in the way' - a solution often offered by both traditional and DIY circles. 'Anything' in this case tends to exclude very focused games
Another answer is 'this specific game, geared to closely emulate this genre or a cousin' - the quintessential suggestion based on the System Matters philosophy that came out of the Forge
Another answer is 'make a specific game that tackles exactly what you like about Silent Hill' - an approach endorsed by both DIY and SM people, with the DIY people typically making the game their own in play, and the SM people doing it up front.
There's another option that I think actually happens quite a lot, but isn't one of the canonical suggestions:
Used a focused game that was NOT designed to emulate that experience, or one like it. Play a romance and dating game using Dread. Use Monsterhearts to explore life in an upbeat Valley startup. Play breaking the ice to recreate Ridley Scott's The Duellists - too easy? Ok, Spielberg's Duel.
Don't think too hard about what works (beyond practical stuff like player numbers, sessions, etc) and see what new experience you produce by this. #gamingmishmash