When it comes to designing games, there seems to be two schools of thought. One, that the setting should be interwoven with the mechanics of the game, making one seamless entity. Two, that the setting and mechanics should be able to be separated.
Now, obviously with two the mechanics would still need to work for the setting. Encourage the same kind of themes, tropes, and stories that the setting was made for, but it would be easier to simply lift the system out if someone wanted to.
Personally, I've found myself fond of this method. Being able to dust the system off, shake it free of the trappings i found it in, and re-purpose it to whatever I want to do with it. However, I've heard people swear by the other method. Liking it when a game's setting and mechanics have been joined together at the hip.
So, for today's discussion I figured I'd ask you, the readers, which do you prefer? Also, can you point out some great examples of either method? L5R's Roll and Keep system is probably one of the more prominent examples in my head right now for type 2. The same with the Cortex system, which is used to power a bunch of vastly differently themed tv-show based RPGs. What about Type 1?