"2026, I am forgotten..." Edition>What is Genesys?Released in November 2017, Genesys is a pen-and-paper generic/universal RPG system and toolkit by Fantasy Flight Games and EDGE Studio, using a refined version of the system presented by their Star Wars RPGs (Edge of the Empire, Age of Rebellion, Force and Destiny). Its central mechanic is the Narrative Dice System, using pools made of specialized dice to create narrative results. The intention is for the system to be a highly flexible narrative system, adaptable to most any conceivable setting and premise.https://www.fantasyflightgames.com/en/products/genesys/https://edge-studio.net/>Any news?The dice are still in stock. Also EDGE released a Twilight Imperium sourcebook for ships.>Where can I find the books?Check the Online Extras pastebin below for something useless. The core book is the only mandatory book.>Do I have to buy the fancy dice to play the game?Only if you want physical dice to roll. There are plenty of free dice rollers available online, now including the official dice roller app on mobile. Check the Online Extras pastebin for links.>Player-made Genesys settingshttps://pastebin.com/7knE7KSv>A quick and dirty primer on how the dice in Genesys workhttps://pastebin.com/GLgMUNPD>Online Extras (dice rollers, generators, PDFs, reference material, etc.)https://pastebin.com/VnMDzUGaPrevious Thread: dead
Good lord I haven’t seen a Genesys general is so long. Really missed it.Does anyone who still uses Genesys know any good guides for transferring 5e NPC stats into Genesys stats?Closest I found was an old PF1e->Genesys conversion, and it’s admittedly a bit roundabout.The Realms of Terrinoth book does cut down on a fair amount of conversion, but there’s always room for more GM options.
I'm interested in making something interesting out of Terrinoth. Right now it's basically the Chad Forger of Worlds meme, and I'd like to make it a bit more, shall we say, distinctive. I intend to start with the city of Nerekhall because it already has an interesting hook (the city guard consists of animated suits of armor).
>>97841322I haven't seen anything like that, to be honest. It seems like the sort of thing you have to eyeball. Still, the Genesys statline gives you a pretty good bird's eye view of a character's abilities.>Two body stats (Brawn and Agility)>Two mind stats (Intellect and Cunning)>Two soul stats (Willpower and Presence)
>>97844450The central hook of the Runebound/Terrinoth setting are the runes, which are treated almost like Dragon Balls in their importance and what they can accomplish.
>>97844450The free Gencon adventure (Haunted city) is partly set in Nerekhall and gives a few more tidbits of info
does gensys stack up well against the usual pseudo-medieval RPGs or GURPS when it comes to doing standard fantasy?
>>97845107Yes but the magic system is perhaps less spicy than some would prefer (although by the same token it's more balanced).
>>97845126*more balanced than D&D's magic
>>97845107If your idea of "standard fantasy" is pure dungeoncrawling I'd say stick to your favourite D&DLike (not that Genesys is bad at that, it's just not playing to the strengths of the system), but otherwise it's worth a go
>>97845400Genesys is a very well-rounded system, so it's not so much that pure dungeoncrawling "doesn't play to the game's strengths" so much as the system doesn't have any outstanding strengths or weaknesses.
I’m running a 40k genesys game based on the pdf from the OP. I’ve told my players it’s not going to be anywhere as lethal or dangerous as Dark Heresy which frankly will hopefully be more fun. Not sure if people have any recs from their own experience with it. I’ve said no psykers because they struggled with the genesys magic system before. They’re 5e players so are used to trying to solve everything with spells instead of skills.Should be fun they’re basically black ops. Their existence will be denied by the inquisition and they have no writ etcetera. Their Inquisitor is a xanthite wanting to use demons to control tyranids so they’re going to be doing some pretty extreme missions. It won’t be easy to make tyranid demonhosts but that won’t stop their Inquisitor.It’s nice that the dice are easy to find now. I bought 3 packs.
>>97845592Good luck anon, hope the game goes well. The main thing I'd tell you to look out for is if you ever get tempted to throw space marines in there or similarly scaled threats, just know their numbers are a bit high and thus closer to the point where the math breaks down and combat gets very silly. I also would encourage you to let them have a bit of psychic shenanigans at some point. Genesys magic IS a skill at the end of the day, which is part of its charm over vancian casting, so it may end up teaching them better habits than "throw create pit at it" by itself.>>97845126Although on that same note I'm not sure I'd say lacking spice is one of my issues with it, I think its rather impactful. I would say the issue lies more in some parts of it being underbaked and how its communicated to players seems to be lacking as I commonly see people misinterpret things like narrative Vs encounter casting. (also speaking of balance why the fuck does the additional effect for summon have the exact same cost and difficulty for minions as it does for rivals and big rivals. Minions arguably need multiple to function properly while summoning even one extra rival is a massive shift in combat due to action economy. The move effect on arcane attack is also just silly.)>>97845107The system definitely handles standard fantasy fine however, about as well as any freeform style system IMO. I wouldn't really compare it to something like GURPS though, while genesys has chrunch its not trying to be nearly as detailed as that. It's one of the generic systems that lends itself towards "pulp" style play. One other thing I will say is there arent a lot of statblocks and magic items/potions, its just terrinoth, maybe keyforge and converting star wars stuff. so be prepared to make your own and also tweak crafting/prices if you want magic items to be more common, because of how they wrote terrinoth the system assumes magic items are rare and powerful by default.(I wish it didnt)
>>97845657>enesys magic IS a skill at the end of the day, which is part of its charm over vancian casting, so it may end up teaching them better habits than "throw create pit at it" by itselfI'd hoped this last time. But they struggled immensely to understand how it was meant to work. It caused me endless headaches and slowed everything down when it came to his turn. Maybe later once they seem to have a better feel for the game. I do much prefer the genesys magic system compared to D&D. Maybe the Inquisitor decided his black ops cell shouldn't have psykers to avoid unnecessary complications/suspicions.
>>97845657>Terrinoth assumes magic items are rare and powerful by defaultRare? Yes. Powerful? Depends. Shit can only be as strong as the fragment of the rune used in its creation. You absolutely could use a tiny sliver of a rune to make what amounts to a flashlight that never burns out, but pretty much EVERYBODY would call you a dumbass for doing so as that fragment is gone forever and was used for something that basic magic or just a guy with a torch could accomplish.Making magic items/potions is pretty easy though in my experience. A +1 magic weapon, as an example, just gets you an additional boost die to every roll made with it. A healing potion just automatically removes your least debilitating critical injury but can only be used once per day. At the end of the day magic items and potions should just offer a flat benefit but nothing game breaking because if you want magical stuff, you should be a fucking magic user.
>>97846319>A healing potion just automatically removes your least debilitating critical injury but can only be used once per day.Assuming a basic health potion doesn't already serve as your setting's "painkiller" (general healing consumable that gets weaker each time you use it in a day), which it does in Terrinoth.
>>97845657>narrative vs encounter castingMisinterpreted how?
>>97847022Generally, structured encounter casting is played much more strictly, while narrative encounter casting is more fluid and loose. You don't really have to build exact spells in narrative encounters, as long as you're casting the right spell. I even remember being the one who reminded the writer of the Dark Heresy hack to ensure separate writeups for both narrative and structured casting.
Always glad to see /gengen/ back again! A month or so ago I started very quick and dirty work porting Werewolf the Forsaken over to Genesys. I love the game conceptually, but like all White Wolf books, formatting and editing are utterly absent in the book itself. Genesys felt like a good fit (although I haven't played it in years, or written for it since Another Dawn).All the base archetypes give access to a distinct group of talents unique to them, I'm unsure if they should be Improved talents (ie, buy rank 1 to get rank 2) or if players should be able to just save up for certain things. It's very much a WIP, but I'd rather get ideas down on paper and get a general feel for the project as a whole than agonise over getting something well balanced at the cost of designing everything else to fit around it. It'll just take forever at that rate. The Rahu archetype definitely needs some work, even now i know the numbers on that one are way off. Feedback is always appreciated.>https://www.mediafire.com/file/6ao9swg6l9x237z/Werewolf_Draft_03.pdf/file
I'm in the middle of writing a game set in the Vivzie Pop universe.Genesys seems really solid for a noir-adjacent tone which is what I'm going for, and I think it'll be a good way to get my playgroup to try something other than DND while keeping things a bit more silly/action-oriented to get them excited and hooked into the game.
>>97847344My Dark Heresy GM would scream if my Imperial Psyker didn't have encounter-appropriate limits, lol. I managed to solve several encounters and mysteries even when shackled with combat-relevant restrictions like lasting only one turn.
>>97848096There is an official noir tone you can add to your game, introduced in the Expanded Player's Guide. It even has its own special rule called "Internal Monologue.">Noir stories are typically narrated by the main character, whether on the printed page or as a voice over in a film. Not only does this character inform the audience what is going on, but they also reveal their own emotional state, deductive reasoning, and ruminations. Once per encounter, a player may narrate their PC’s internal monologue to reveal to the GM and to the group what their PC is currently thinking, what their plan of action is for the remainder of the encounter, and what the reasoning behind their actions is. If they do this, the PC heals up to 3 strain that they are suffering.
Actually, I got a question about the sample vehicles from the expanded players guide:Is the generic tank template supposed to be representative of a WWII tank? Or a modern tank?I was, at one point thinking of making more detailed stat profiles for modern era equipment & vehicles (for any number of uses) and was wondering where to slot it as a point of reference. (I figured the generic APC was a M113)
>>97848328I can only assume it's at least a WW2-era tank, since all three of its guns (main gun, pintle-mounted MG, coaxial MG) have Fire Arc: All, meaning it can attack in any direction and thusly has a 360 swivel for a head.
>>97848327I've always liked the idea of one player at the table having this rule and nobody else. Play it as a comic beat as the monologue unfolds in real time while the other PCs are trying to talk to him and he's gazing with a vaguely troubled expression out a window, watching the traffic go by.
>>97846198thats unfortunate, although I do understand how that happens. I would recommend encouraging any future players to make a list of spells their character might use, while I do like building them on the fly I wish the system encouraged characters to build spells for themselves more. It would help reduce the decision paralysis a bit when someone's looking over any given spell action and wondering what modifiers to add. I also think building spells and flavoring them could help guide a spellcaster's out of combat capabilities. Following a similar rule as savage world's trappings and cantriping rules, basically have them build a spell for example attack with blast for "fireball" and then if they want to do narrative magic you know they have fire magic so they can generally argue for fire based actions with thier magic skill while maybe they can't levitate thier friend over a gap unless they have another "spell" with a trapping that would let them argue for that such as wind or gravity.>>97847022also, what he>>97847344 said. I see a lot of people fussing over difficulty of narrative spell actions trying to see how it fits the encounter chart when you can just set a difficulty and make them roll like any other skill but they spend 2 strain and the book recommends increasing the difficulty by 1 at least if its something that could be done with a mundane skill instead. I'm also curious what >>97848277means by encounter appropriate limits because duration mattering almost makes me feel like this is a prime example of what I mean.
>>97848387
>>97849265Archetype>Literally Me
>>97849104Exact duration, exact range, some bonuses applying only to the very next roll so they're unusable for extended or multi-part activities, how the power manifests, these have all been used to curtail my shenanigans. Also the DH system made distinction between weak telekinesis, strong telekinesis, precise telekinesis, hurl projectile, hurl pure telekinetic force, hurl barrage of pure telekinetic force, slash target with mind-blade. These distinctions make sense in combat since they have different upsides and downsides, but outside of combat, they're all just telekinesis with some weird artificial restrictions.
>>97846319I think the tone terrinoth is going for is fine but I just think the game would be more fun with more magic items of varying degrees of power were available to players or craftable without having to make a masterwork crafting base, especially when it comes to magic implements. With how the prices and crafting rules currently are it almost feels like its a hand wave spellcasters even get a staff to start with even though its just about in their budget, because the way the book describes them makes it seem like anything magical at all would be craftable only by experienced characters and these aren't the kinds of things you should expect to find in market stalls either.I would also disagree with martials not having fun magic items that let them do whacky stuff, I would argue the majority of fantasy settings lean towards high magic where a martial not interacting with anything magical just wouldn't make sense. On top of that boost dice to attacks isn't magical anyways there are already mundane qualities that fill that out. I think there should be more magic items with special effects that aren't like top dawg gear, although funnily enough I did actually propose and craft a modified regeneration potion that lets you roll an extra resilience for a crit when you drink it once per week as a custom alchemy item in my current pirate game but thats as far as I've got with making those interesting.
>>97849370ok I asked wrong but like what's some examples of shenanigan's you were even pulling? I don't remember the dark heresy book specifying different kinds of telekinesis either, though maybe I was reading a newer or different version. The one time I tried it it was the one from hoob in drainsmiths.
>>97849104>I would recommend encouraging any future players to make a list of spells their character might useYeah we ended up doing something a bit like that. Maybe I'll encourage the party to do it more if I let them play pyskers later. That player was starting to get it (after 3 sessions!) but I had a lot of NPC casters so he was basically just copying their spells. Maybe if I have some enemy psykers they'll get a feel for the kinds of things they can do. Wouldn't be unusual for the Inquisition to have to fight psykers.I like Genesys but it's been a hard sell for the 5e players. One player said she thought it would be good for a cyberpunk game. I like the Android setting as well. Maybe next time, I've never run cyberpunk before but I've read Neuromancer.
>>97849104>the book recommends increasing the difficulty [of a magic skill check] by 1 at least if its something that could be done with a mundane skill instead.I don't remember that line, but I do remember that a magic skill shouldn't be treated as inherently better than its equivalent mundane skill check. It might do very unique things, like Heal's Revive effect, but it otherwise doesn't render the mundane skill obsolete.
>>97850655Nobody fucking seems to for some reason but it was never exactly hidden. The distinction between narrative and encounter spells is outlined as the first part of the magic section on page 210 of the core book.
>>97850655NTAYRTI remember reading that in one of the CRB somewhere. It basically said that "Magic can effectively do anything if the character describes how it happens but if it is covered by a mundane skill the difficulty level should be a rank higher than the mundane skill." Think it was done so that people didn't just dump into magic and ignore everything else.Also Genesys is the kind of game I love because it lets caster supremacy retards cut their own throat. Just failing a roll to do a basic spell starting off? That's fine. Take some strain. Did you try to summon a demon to kill your opponent as a newbie spellcaster and fail? Great! The demon showed up, you don't control it, it knows you brought it there, and it is definitely not happy about it. Good luck, retard.
>>97850891Then yeah, that's just another step in preserving the value of mundane skills in the face of magic. They merely suggest increasing the difficulty once if a magic check steps on a mundane skill's toes.
>>97850891>>97850905That combined with the "take 2 irresistible strain if you cast a meaningful spell (read: make a skill check)" go a long way to preventing caster supremacy.
>>97850905Oh and "how the magic works" isn't some overly descriptive shit involving mechanics. It just needs to be more than "I make a magic check to steal that guy's cash". As simple as saying "I lift that guy's money from his pocket and send it flying to my hand like how I magic books from a shelf to my hand when doing research." It's more about how I can describe the outcome of the attempt if you fuck up.
>>97841240The weird dice has always been the biggest setback to me getting into Genesys, I like it but I run games on roll20.
Love to see this again. I know its a long shot, but has there been any word on the Dark Heresy hack getting any sort of new development? Or any other 40k resources around other than the Rogue Trader one as well?
I find sometimes Genesys' combat is a bit of a slog. Is there a way to make it more lethal? I was thinking a three strike rule for critical injuries. Three critical injuries and you're either unconscious or dead.
>>97850213Combining walking on walls/ceiling, chameleon skin, dowsing, short teleports, floating to become ultimate ninja stalker. Curtailed by the fact some of them need reapplying every few seconds, thus giving the GM ~1/20 chance of the target getting away each minute. (Or rather ~1/400 with my Psyker's reroll powers. :-P)>maybe I was reading a newer or different versionFor sure, I was talking about the very first edition, forgetting that there has been two more.Look at pic rel, they all have combat-relevant differences, but in Genesys, this dozen powers would be just one with different modifiers/effects.
>>97853852oh that makes much more sense lmao, that makes much for sense for older dark heresy but yes in genesys things are much more abstracted which is why I was confused about the strict limits.
>>97851779it kind of depends, when the numbers start getting a bit bigger(about where star wars starts at) combat already gets more lethal in the sense of things will drop in a round or two unless they have equally bloated soak values, but if you wanted actual lethality making vicious more common could help. Do be a little careful with stacking crit modifiers though because it can get a little silly.
>>97851754I'm pretty sure both WH40K anons have finished what they set out to do. I believe there was also a WHF hack for Genesys posted on Reddit. It took a different route and used talent trees instead of freeform and I remember reading it through. Never played it, but it looked well made.
>>97857723I think there's three WFRP hacks in total. I was working on one at the same time somebody on Reddit was, and there's been a third one since then IIRC.
>>97851779>>97856743According to the core book, the average combat encounter should run 3-5 rounds. Do you regularly find your combats running long?
I heard a rumour last year that they planned to produce more dice finally, but it was a wash, at least in my country. And the second hand offers are double the price.
>>97851779Slog in terms of time it takes to resolve a combat encounter? Bit of a hard thing to fine tune since I don't know what and how exactly your are playing. But giving out pierce modifiers and a bit less armor to both sides can speed up things very significantly.>more LethalI think critical damage in base genesys is a bit underwhelming since it is often a nothing burger. If you want things to be more bloody you could take a peek at the Dark Heresy crit tables. Things exploding and limbs being riped off is kinda fun for a quick and hard adventure. Be advised that things can go down pretty quick with that.
Any of you ran Shadow of the Beanstalk?
>>97867324Not yet, though considering it features (a mild expansion of) the already stellar hacking rules from the core book, I expect good things.
>>97868784Yeah, I wanted to ask someone about the hacking and whether the system avoids the Netrunner pizza problem.
>>97869230>the Netrunner pizza problemThe what now?
>>97869282It's the problem of the hacker character playing the minigame solo with the GM while the other players tune out and "order a pizza". Quite infamous among the cyberpunk games communities.
>>97870085That shouldn't be a problem. Reposting an older summary of the hacking rules and its perks:===The catch-all "Computers" skill you'd find in a more generalized setting is replaced with two more specific skills: Hacking (offense) and SysOps (defense). You use those skills for specific actions/maneuvers that have broad applications, and there isn't much to juggle. It looks nice to me because it's really lightweight but still gets the point across, it uses the same system as the entire rest of the system, there are clear objectives and singular checks apiece for both the hacker (break into the system, find and use a protocol, bust ICE if necessary) and sysops (kick the hacker out of the system, make the lockout easier by attaining traces on the hacker) to achieve at any given time, and it's encouraged to be run at the same time as the rest of the party doing their thing. That's how you can get cinematic moments like the hacker dynamically opening doors while the party zooms through a complex. It's occasionally described as the hacker (or group of hackers) traversing a mini-dungeon to go through systems and subsystems to find and access the protocol they want, busting security programs where necessary.The secret is that not only are the Genesys hacking runs simple, but also they run on the same time scale as everyone else in meatspace and uses the same core rules as everyone else. It's its own subset of interactions, but it never strays from the same system everyone else uses. It's like splitting the party anywhere else, and you're not having to learn some exceptionally esoteric rules to be a hacker.
>>97870101To reiterate, once a hacker enters the system with their Hacking (or Computers) check, if the command the hacker wants is unprotected by ICE/security, they can enact the command immediately with a maneuver. The core cadence of hacking/sysops is very simple.Hacker>1. "Access System" action to enter the system, difficulty based on device security>(1.5. "Override Security Program" action if you have to take down a security program blocking the command/subsystem you want)>2. "Enact Command" maneuver to run a system commandSysOps>0.5. "Trace User" action to narrow down the hacker's position and make the lockout easier>1. "Lockout" action to kick the hacker from the systemHackers and SysOps can both use the "Enact Command" maneuver to run a command, or the "Activate Programs" maneuver to (re-)activate security programs or turn on any supplementary program that makes hacking easier/harder.
>>97870085Ah I get you. The hacking rules in SotB are generally meant to run inside the existing structured encounter timeframe. All the actions a Runner can take are Maneuvers, Actions etc. The intent is definitely to have a Runner executing risky hacks while the other PCs cover them, or execute simultaneous runs while stood on lazy susans for maximum aesthetic.
>>97844912Runes can't accomplish everything. They are incredibly powerful though. They are limited to whatever is carved on them but they can manipulate whatever IS carved on them in practically any way imaginable. Smaller rune stones generate much less control over what is on them, but whatever they can do, they can do basically forever without needing any recharging.
Keep rolling pimps.That is all.
>>97870101>they run on the same time scale as everyone else in meatspaceThat's what RED promised as well, but in practice the hacking turn took twice to thrice as much time as anyone else until months into the campaign.
Bumping against the endless tide of Puckee art spam with a pointless question attached.
>>97864002Try looking at RPG Narcos Genesys Dice DIY Kit. Either slap stickers on blanks/dice you own or get into paper crafting. Not ideal but do-able wherever you are.
Genesys?Luv magic systemLuv hacker/sysops systemLuv vehicle combat system especially when applied to starshipsLuv weapon/armor customization.Luv several fanmade settingsNot luv impossible finding dice (I've memorized the conversion tables)Not luv combat system especially ranged one (But It's my wish-fetish about grids)
>>97876671Could you not use a zone-system for maps ala Wrath & Glory/Soulbound?
>>97879486It's been spitballed a few times, I think.
>>97859940Last combat was longer than that and nobody died. Someone was even batted around like a piñata by a dragon for several rounds. He wasn't even a particularly tough character.
>>97879779Would it even need spitballing that much? You'd just outline the encounter space on whiteboard or whatever, divide it up into zones and say "this short from here to here, medium to the next" etc
>>97880548I think it was "same zone is short/engaged, adjacent zones are medium," and so on.
>>97880555Sounds pretty simple to me. I'm sure there might be some niche moments where you need more specificity but I don't see how it'd pose a problem to a regular game?
>>97880645I guess it's just the matter that, by default, distance is only mechanically handled relative to other entities. Absolute positioning matters when it comes to what options are available to you (taking cover, using an interactable, etc.), but otherwise, the game already gives you loose definitions of relative distance. The game does provide guidelines, at least.>Engaged (touching distance/properly "stuck in")>Short (~several meters, can speak comfortably)>Medium (~several dozen meters, need to talk loudly)>Long (~more than few dozen meters, need to shout)>Extreme (beyond shouting range)>Strategic (beyond the horizon; only really comes up at planetary scale, i.e. vehicles)
>>97880696Right, but unless we're having a huge encounter area that's dozens of metres square, you can break it up into landmarks and specific areas? Pic related is a quick example. 1 and 1 are within short range of oneanother, but to go from either to 2 or 3 would be a medium range as you'd have to go around to climb them easily (unless you wanted to try and climb the incline). Both 1 zones would be short distance from 2 or 3 because it's easier to drop a few metres and move in than it is to climb. Like you say it'd be relative to whoever is where, but I'm not seeing how broader zones within an encounter wouldn't map pretty easily to range bands? So long as they're loosely identifiable and you don't have players trying to game the system by going "I stand on the border between zones" or anything.
>>97879486I understand, but I repeat it's only my preference-fetish for a grid map aka Interlock/Gurps/D20In truth, if I can mix Genesys with Interlock, adding a bit of GURPS and Basic...However, it's only a desire, I began to take advantage of the zones concept for the battles and gift advantages/threats or boost/setaback die due to the terrain condition and other things.
>>97880696I can keep track of relative positioning of three entities, maybe four. But with 5 players and 3 NPCs, that becomes too much for me without some visual aid.
>>97880890Of course, you'd worry about the entities immediately relevant to you, and your teammates can help.
>>97885521I'm talking from GM perspective.
>>97886710You can use absolute positioning and be able to quickly abstract where anyone should be relative to anyone else.
They're here. I haven't touched dice like these since I played Edge of the Empire a decade ago in college. Now I just gotta cook up a campaign and find some players...
>>97892229Very jealous of both dice and cute cat.
>>97892362The dice are still in stock. My cat is not for sale though.
>>97892229Cute cat. Any ideas for campaigns?
Found myself a nice local group and I'm thinking up some oneshot ideas to ease people into the system. I kinda want to run a pulpy weird war game with the players as commandos trying to stop a super evil nazi train or something. I think it could be cinematic and zany enough to help sell the ruleset and the dice. An alternative would be to raid an olde pyramid that nazi occultists are looting, Indiana Jones style. Or a safe bet would be a Shadow of the Beanstalk oneshot, a daring heist on a head office or something. I'm a bit concerned about the timing, as it's in a public venue so the max session time is 3 hours. When I run a game at my house, the game takes as long as it takes because we'll pick it up next week. With a one-shot, there's no guarantee of that.
>>97894344There's an in-game bomb that's going to go off in three hours so if they players don't finish the one-shot by then the PCs die a grim death
>>97894344A three hour one-shot means you'll need something snappy, yeah. If you're going to show off the whole system, you'll need a simple introduction, a general skill encounter, a social encounter (maybe to get some intel), and a combat encounter to round things out.Since you're on a Weird War kick, let's do some Weird War II stuff. The party are Allied commandoes who are currently in contact with the French resistance. A Nazi occultist squad has appeared in Paris and have since disappeared into the infamous catacombs beneath the city. Whatever they're up to down there can't be good, so get down there and root them out. This scenario gives you a good old-fashioned dungeon crawl but with a lot of extra WW2 pulp flavor to it and plenty of room to fill things in around the climactic raid on the catacombs.
>>97895567The Parisian catacombs are an excellent idea! Way back when Genesys launched, I had a weird war game that I'll probably pick up again for ideas. One of the Archetypes were reanimated soldiers from the first World War, back from the dead because the "War to end all Wars" wasn't quite as final as it was meant to be. Some Skelecommandos going into the crypts sounds like a lot of fun.
>>97841240>I am forgottenI'm in 3 campaigns right now.
>>97841240So what campaigns are people running?
>>97894094This >>97844450 is me.>>97899807Which settings?
Thinking that Feudal Japan from Usagi Yojimbo could be a good setting for Genesys.
>>97904252Are you also following the storytime on /co/?
>>97904364Of course, as tradition dictates
>>97904612I actually want to try out the dedicated Usagi RPG (Fuzion 3d6 one), but the combat relies on characters making choices in secret and then those being revealed at the same time.Which I think suits the samurai duel fantasy very well and is easily doable in person if you use playing cards. But online it'd be very cumbersome, unless you set up cameras with video-conference style. And right now I can only play online. The other RPG I know is just PBtA 2d6 with success/success at a cost/failure system which I think Genesys is just better at. Converting that game to narrative dice shouldn't be too hard.
Doing some one-shots this week for Genesys at my LGS. I'm going to go with the Nazi raid on the Paris catacombs outlined above. I'll do some pre-gen characters but I'm not sure what the ideal archetypes (not just mechanically) I should go with. I think the PCs would be aiding the French resistance, they'll be going into the catacombs so some sort of driver wouldn't be a good fit (unless the Nazis are using some sort of giant drill machine). I'm expecting three to five players, probably. The ones I have so far are:> A regular soldier, jack-of-all trades violence guy is a safe bet.> Some sort of spy with stealth, sleight of hand etc.> A skeleton from WW1 who's back because the War to end all Wars wasn't final enough apparently, this guy may be a caster of some sort.> Demolitions expert. Who else could I have? I don't want to end up with 10 different PCs, but a bit of variety is always welcome.
>>97908158>but I'm not sure what the ideal archetypesthe religious guy, the new meat, and the comms operator are stock war movie guysas well as the machine gunner, who is usually depicted as being tough enough to kill you even without the gun
>>97908189Much appreciated. I think I'll draw up 6/7 pre-gens, the others will be;>British Druid from the Order of Merlin>French Inventor of some sort of Ghostbusters contraption I'll fold the gunner into the demolitions guy I think, just to keep it simple. They make big booms at various rates of fire. Comms guy, new meat etc can fit into the existing characterisations pretty well I'm sure.
Can Genesys handle super hero settings well? If so, are there any good setting books to pull from?
>>97907527I think that an Usagi Genesys-hack can work without issues and using only the core book and maybe stealing a few of talents from some homemade hacks like Old World or Inquisitor; or some mini-splat books like the one aimed to the terrain modifiers during a fight.Archetypes: Social/Geographical origin (Aristocract; Peasant; not!Ainu; Islander and go on) or Social role (Samurai; Merchant; Ninja; Monk...)Carrers: Retainer, Ronin, Hamatoto; Warrior Monk; Exorcist Monk; Thief and go on...Skills: Removing the tech ones, adding Knowledge Burecraucy and Knowledge Etiquette, Alchemy as Pharmacology; Melee Heavy/Melee Light; Ranged/Ranged for only the few fireweapons. Talents: only core book good.Equipment and weapons: easy to create.Magic: Not necessary, but if you want a Sasuke, you can a magic skill based on Willpower.
>>97908631To an extent. I have an old post that covers the most salient points, but I will say there are no official superhero books for Genesys, although there is official support in general. The next post will explain.
>>97908631At core, Genesys has the superheroes tone - a "tone" being a lightweight filter you can overlay atop any game to add extra flavor by providing additional guidance and a couple extra rules to help sell it (other tones include Horror, Intrigue, Mystery, Pulp, Romance & Drama, Heist, and Noir). Indeed, Superheroes does have its own unique rules.>No Mere Mortal>At chargen, give PCs an additional 50 XP they can spend on characteristics, and let them increase skill ranks up to 3.>Because fistfights are popular, allow PCs and supervillains to deal base damage equal to twice their Brawn when making unarmed attacks.>Optional rule: Puny Minions - When a minion or minion group attacks a PC or supervillain, they can only inflict a maximum of 1 wound or strain after damage reduction.>Super-Characteristics>Pick two characteristics. These are now your super-characteristics.>When rolling any skill check involving a super-characteristic, Proficiency dice now explode on a Triumph (i.e. counts as a Triumph and a free reroll, keeps going until you don't roll another).The issue here, however, is that the tone suffers from a broader issue with the Genesys core book in that, while it does explain everything sufficiently, there are few immediate examples that demonstrate what it's talking about, and nowhere does it suffer more than here with the Superheroes tone. When it comes to describing specific powers, the most the book says is>Our super-characteristics rule represents [notable superpowers] to some extent, and you can also use the magic rules and rules for constructing new talents to invent new superhuman abilities.Unfortunately, no one knows what the hell that means. "Use magic and talents to represent powers" and elaborate no further. It's been a bit of a struggle ever since, with several different player-made hacks trying to provide a more concrete superheroes-focused ruleset. Still, even with just the core tone, you should be able to make stuff that works.
Any good advice for making up (or pricing) magic items or just more novel items that aren’t weapons or armor that might grab players attention, but not be go nuts that they create an insane power-creep, or excessive rules bloat?
>>97908706Items in your game's armory generally falls into three categories: weapons, armor, and gear. You're talking about gear, and so the game has some guidance there. Gear - not weapons and armor - follows a guideline called the "right tool for the job" rule. This rule says that a meaningful piece of gear should at least do one of two things:>Allow your character to perform a task they would otherwise be unable to do without it; enable the task to be possible (e.g. binocs to see at a distance, cell phone to communicate over long distances, camp stove to cook food in the wild)>Assist your character to perform a task BETTER that they could already do on their own, usually resulting in a boost die to that check (e.g. compass makes it easier to follow a trail through the woods, propane lantern makes it easier to start a fire)Again, a piece of gear should either enable a task they couldn't do on their own without it, or make easier a task they can already do on their own. Rationalizations like that should help make easier what gear to consider at any given moment. An example of this is the theives' tools (introduced in fantasy), which actually does both: it unlocks an action to perform and also makes said action easier to perform (in its own unique way).>Thieves' tools allow your character to attempt to open any mechanical locks or latches, even complicated ones. In addition, when making a Skulduggery check to open a lock or latch, your character adds [an] automatic 1 advantage to the results.A rogue would love a piece of kit like that. As long as you keep those guidelines in mind, you shouldn't really be making gear that "power-creeps" anything else, unless you intend for something to be a strict upgrade over another piece of gear.
>>97908687It's weirder still that it only makes sense to "use magic to create these powers" when signature spells were only introduced in Realms of Terrinoth. Superman's cold breath for example would work excellently as a spell, sure. But at the time of the game's launch, it would only be possible if Superman had Arcana as a magic skill but was limiting himself to certain iterations of magic within it.
>>97908811I guess you could extrapolate certain solutions based on how you reason out your character.>My character is an energy controller (shoots beams from her hands, projects shields, etc.), so one of her super characteristics should be Willpower, and she can use skills like Discipline to control the lion's share of her powers, using the magic rules to perform specific tricks.>My character does their superheroics using an armored power suit, so they have Super Intellect generally and Super Brawn only when they're in the suit. I have a talent that explains the general abilities of my powered suit, as well.Remember, we're trying to be as lightweight as possible, since we're working with a tone.
>>97908888Oh I fully agree. I was going more off the >you can also use the magic rules and rules for constructing new talents to invent new superhuman abilitiesfrom the core rulebook. Strictly speaking, yes it's true. How you'd do that? They just didn't bother to include it. A lot of the features of certain heroes would fall under the signature spell talent, or the use of runes/aember.
>>97908888>My character does their superheroics using an armored power suit, so they have Super Intellect generally and Super Brawn only when they're in the suit. I have a talent that explains the general abilities of my powered suit, as well.Or rather, the power suit is a glorified piece of armor with a bunch of extra features to it, and the talent can outline special features that only they can access from the suit.
>>97908904>A lot of the features of certain heroes would fall under the signature spell talentThat's if you're designing very discreet powers.
>>97908913I'm not sure I agree? To go with the Superman example, you can say that his ice breath is a magic attack with X and Y quality, and it's the only ice thing he does (to my knowledge, at least). Signature Spell doesn't require you to have the magic skill (though this may be an oversight), but as long as you specifically cast your signature spell then you can at -1 difficulty. That sounds pretty good to me to represent parts of a superheroes toolkit of abilities without just having an endless array of "weapons".
>>97908932Sometimes, it really may just come down to multiple weapon profiles to represent certain powers. Superman's ice breath and heat vision should definitely be two separate profiles, as they are two different flavors of ranged attack.
>>97908904>>97908932>>97908936I wonder if talent trees are the secret sauce to make things work here. The hardest part is probably figuring out what cost to assign to "spell-like effects" (to borrow a term from the 3.5 days)
>>97910900One super hack spitballed talent trees, but that's a lot of frontloading effort and still only covers the more common power sets. Tones are supposed to be lightweight and easy to handle. It's much easier for a GM to hash out a single talent (or a small suite of talents) to give a player to give them a power set than an entire talent tree.
>>97910900That's partially why I advocated for the Signature Spell instead. It has a baked in cost of 2 Strain for what is ultimately a secondary power for a hero. You wouldn't make Cyclops suffer Strain to use his laser eyes as they're his main ability, but Superman's eye beams are more of a secondary thing. I could see Cyclops having a weapon, straight up, while Superman would use a Signature Spell. It's all relative, Spiderman wouldn't suffer Strain to swing on webs or have his spider-sense give him boost die to Vigilance checks, you know?
>>97912254I'm the anon who was complaining about people reading into the magic rules too strictly and this looks like a good example of that. When the book says to use the magic system as a basis for super powers there's no reason to assume they meant use the magic skills and talents that currently exist as is. You could make some super skills and assign spell actions(and knowledge skills or equivalent I guess) to them if you wanted, then stuff like signature spell would come into play. You could also use the current spell actions as a basis for building specific powers supers can use or letting supers build their own powers. If neither of those are enough you could even design new spell actions and modifiers for it to fit archetypes not currently covered by the current framework, things like speedsters come to mind as not really covered by augment. On top of that because its superheroes there's no reason every "spell" has to cost strain, you can easily just say certain actions or powers don't cost strain if you expect them to be a staple or maybe "signature move" could be a talent removing the strain cost of a heroes main power etc etc...There are a lot of ways to get creative with the magic system to fit to other genres which is why the core book tells you to do it, but I will agree that much like the rest of the book they didn't give people enough examples to go off of and its a big problem.
>>97913804>You could make some super skills and assign spell actions(and knowledge skills or equivalent I guess) to them if you wantedOr take existing skills and have a talent specific to your powerset that says "You use X and Y skills for tests involving direct use of your powers." A variant can say "You may also use the magic rules for specific abilities, with access to the following spells and using the aforementioned skill checks to cast them."
>>97913804>things like speedsters come to mind as not really covered by augmentA speedster would have a talent that defines them as a speedster, and their signature trick would be the same trick they get in other RPGs: exploiting the action economy. They can access their second maneuver cheaper at 1 strain instead of 2, and maybe they can ignore difficult terrain.
>>97914133This might be useful for Speedsters.
>>97841240I enjoy this game but god damn does it do something I hate. Players ask to roll for something, perception, computers, whatever, and I have to TELL THEM what to roll against, which tells them there's something to find. There's no such thing as a blind roll, even if you never actually do roll the act of asking reveals information about the scene and it's aggravating as hell.>I roll perception>Okay, that'll be Daunting>OMG GUYS THERE'S SOMETHING HIDING HERE!Doesn't even need to touch the dice.
>>97915686just for fun, if they spam perception, they find hidden things but stuff not actually relevant to the tasklike finding a really rare and shiny rock, it has nothing to do with the evil devil king, but it is geologically interesting
>>97915686Just roll for them
>>97915686That's just good old-fashioned metagaming. That's not the game's fault, even if difficulty is exposed to the party.
>>97915716I've tried, they flip out saying I'm trying to play the game for them.
>>97915722>That's not the game's faultIt absolutely is.
>>97915735You could roll just the difficulty dice in secret as a compromise. Particularly for Perception, the other option is to take the GUMSHOE-esque approach and not roll at all. If it's there and they look for it, they find it. If there's a roll it determines how long it takes rather than success/failure. This is the direction my group's been edging toward regardless of what game we play
>>97916463Yeah, rolling Setback/Difficulty/Challenge dice in secret could be a solution, though it would make calculation just a little longer.
Got my weird war one shot prepped for tomorrow night, I just need one more thing. Demolition Charges, I can't find an example of them anywhere. They'd do Planetary tier damage (ie, * 10) but I don't know what skill you'd use to actually plant a bomb. Mechanics? Discipline? The session plan is:The PCs are all members of the French Resistance, with an English soldier behind enemy lines helping them out. They're rooting out some Nazis who have descended into the Catacombs below Paris. While down here, they'll encounter (in no particular order right now):>A chasm>Fresh holes the size of a tankIt's a mole machine with three infantry-men inside it!>A map of the catacombs with routes plotted out for the mole machine between five points across the city.>A talkative nazi (could be one of the infantry-men)He'll tell them about the nazi's real plan Five nazi headquarters form a pentagram with the Eiffel Tower at the centre of it. The Nazis are channelling magical energy into the landmark to turn it into the Perfekte Feindesüberwachungsgerät. A surveillance ritual that will allow Hitler's forces to see everything that happens in France, and maybe even across the English Channel. Destroying one of these headquarters will disrupt the ritual, or destroying the mole machine which is carving tunnels for occult piping and wiring between the five headquarters. The nearest Headquarters is built atop a sinkhole in the crypts, shored up with evil nazi scaffolding. Destroying this scaffolding will weaken the cavern roof, and if it's done with an explosive, will cause the headquarters to collapse into the sinkhole. The scaffolding is guarded by an Occult Commando from the corebook. The Mole Machine will show up for the final encounter if the PCs haven't destroyed it already. I will spend a Story Point as and when I feel like it to have the catacombs shake and tremble, and then I can spend a Despair in this time to have it emerge into whatever the PCs are currently doing.
>>97918060>Demolition Charges, I can't find an example of them anywhere. They'd do Planetary tier damage (ie, * 10) but I don't know what skill you'd use to actually plant a bomb. Mechanics? Discipline?A typical explosives weapon like the core book's missile launcher does double-digit personal damage (which you could easily convert into single-digit planetary damage, since planetary = personal x 10) with Blast (AoE damage) and likely Breach (planetary equivalent of Pierce). I don't think the process of setting an explosive charge itself should constitute a roll, although you can ask for a Mechanics roll to determine a weak point in a wall/fortification and thus the best place to set the charge. If they're setting a charge under extreme pressure, maybe that could be a Discipline roll.
>>97919134And, of course, being a set charge, there would be a delay before the explosion.
>>97919134>>97919201If nothing else, you can describe an explosive charge as a piece of gear, since it's not the sort of thing you would practically use in combat and thus not count as a weapon.
>>97918060How'd your game go?
>>97926430NTA but this anon >>97845592First session went well. The players like the system. They said it felt like 40k as Star Wars heroes rather than acolytes. Which is what I was going for. They had to exfiltrate a gene stealer cultist from the Arbites. Their Inquisitor wanted her for his experiments, long story. They tried to do it sneakily but ended up killing a few Arbites. All for the greater good I'm sure. It became clear to them the planet had a genestealer and genestealer cultist problem but they left without helping.I'm surprised just how much players will just go along with what an authority figure tells them to do.
>>97926430It went pretty well, all things considered. We only had two players unfortunately, so I took one of the pregen sheets as a GMPC. The players were more familiar with improvising and narrative flair which made the game a lot easier than having to encourage players to break tradition and just interpret the dice strictly. A fun moment had the Skelietenant lugging a box marked with explosives, that he'd filled with loose rocks to dissuade Nazis from shooting at them. He dropped it on the Nazi Commando's shiny shoes to spring an ambush. In their fight, on a failed pistol attack from the Commando that generated a Triumph and a Despair, I had him willingly holster his pistol and challenge the PC to a knife fight. He was then promptly gunned-down from offscreen by the Inventor PC with her magitech revolver. The session ended with the PCs electing to drive the mole machine through the riverbed of the Seine, flooding the catacombs and preventing their use entirely. All told, it was a lot of fun.
>>97841240>I am forgottenEvery alternative to DnD/Pathfinder is always in the shadows. Including GURPS.But that isn't to say they are forgotten. Sometimes people want to try something beyond DnD.So Genesys would be a good pick for me.
>>97927393Sounds like a good session. I find the game works fine with just 2-3 players. Sometimes it can be more focused that way too.
>>97929484I got my 5e group to try Genesys briefly. The feedback was it would be better for a non-fantasy game. They especially liked the idea of something cyberpunk. Maybe for a future campaign. I liked the Netrunner card game so a Netrunner game would be fun for me.
>>97931903It may well, but unfortunately I was expecting at least three people to show up. They were all starter characters which probably wasn't the best of ideas as it just meant you had a few skill ranks here and there and their attributes were doing most of the heavy lifing.
>>97932126Of course the D&D group would balk at using another system for fantasy.
>>97841240I've been away too long. How do I make something playable in Genesys again?
>>97934325Define your "something." What are you trying to make?
workshopping a sorta mythos/warp/magic system for a game, would appreciate any feedback from Anons who have fiddled with alternate magic systems before. Essentially there are 3 methods to cast1) Scientific study of this other dimension and how you can use it. Uses Int lets you attempt all of the different powers in the game (other than Conjure), but you need at least 1 rank in an associated skill as you are applying otherworldly stuff to existing knowledge. EX to use the heal skill you need one rank in Medicine2) following traditional methods of magic that are hidden but actually work. Uses Wil, and you get 2 types of magic spells per point in the skill, alongside a moderate semi-religious restrictions.3) making a contract with an otherworldly entity to do shit for you, casting with Presence. You start with only Conjure, but gain a summon for each rank in the magic skill. Once summoned they do not need to be maintained with a maneuver each round, and each summon has a different magic skill they let you use while summoned. If killed they need time to recover and you can't use their magic skill unless you summon them with more power (higher level of summon)
>>97934556>Make magic more expensive by requiring investment in the equivalent mundane skill, adding redundancies>Limited casting pool>School that gives you only one spell (Conjure) but gives you permanent summons in exchangeThose are certainly out there. The first one is the one I'm more concerned about, making magic more expensive for not an appreciable impact if you're getting the mundane skill anyway.
>>97934556The first one is a bit flawed, the book states that Magic shouldn't outperform a directly equitable skill at the same task, and with this you'd be investing twice as much.
>>97934724>>97934641Appreciate the sanity check on this, totally missed this. Will need to go back to the drawing board a bit.
>>97934245In hindsight yes but I've never thought of them as the D&D group. We played Dark Heresy mostly back when it was new.
>>97934345I have 2 settings in mind. One is a light horror/spooky gothic RPG about Central European folklore and ghost stories translated to an Innistrad-like setting. The other is an alchemy-heavy fantasy setting where the focus is on dungeon survival and exploitation.
>>97935785If you're putting a campaign/setting, here's the minimum for you to consider:>Skill list>Archetypes/Races>Careers (premade skill bundles that provide skills at a discount, a lightweight stand-in for classes)>Talents>Armory (weapons/armor/gear)>Any additional subsystems (magic, hacking, vehicles, tone, etc.)>Any custom rulesAssuming you already have the rough outline of your setting and goals, you should generally start with the skill list and work from there, since the core dice mechanic is based on skill checks. After that, you should probably decide on your additional subsystems/custom rules. Everything else will fall into place once you have that clear idea of what you're working with.
>>97935832>>Careers (premade skill bundles that provide skills at a discount, a lightweight stand-in for classes)NTA but I found some people made concepts that didn't fit the careers I'd made. I just made him a custom career instead. Do a lot of people do that? Is there a way to skip careers in general?
>>97936058The intent behind careers is to outline the most common backgrounds or professions of PCs in your setting, offering clear narrative justification for these light skill specializations. They serve as mechanical flavor for your setting, but it's your game, and if you feel a player absolutely needs a custom career because none of the existing options fit their character concept, then so be it. That doesn't mean you should skip careers, because those specializations influence how you spend your XP on skills, since the difference between a career skill and a non-career skill is a 5 XP tax on the latter any time you buy a new skill rank.
>>97936071The most cynical reading of the situation is that a player asking for a custom career is doing everything in their power to dodge the non-career-skill tax when buying future skill ranks. A more charitable reading is that a player genuinely believes none of the stock career options you're offering fit their character, which means they must be playing something way out there.
>>97936071A player asking for a custom career also sends a strong signal "This is what I'd like to do" to the GM.Unless they pick eight combat skills, this signals that they didn't read the rules. :-P
>>97936071>>97936110>>97936112He wanted to be a witch, in Forgotten Realms using Terrinoth rules, who made magic food or something and felt none of the careers fit. When the first session came he claimed to have lost his character sheet (I'm quite certain this was a lie). I had helped people make their characters in session 0. He said he'd filled out his skills but never showed it to me. Session 1 he asked if he could play without having defined skills (which I obviously said no to). And then said he'd skip that session then quietly left the discord. Basing whether or not to have careers off him is probably not the best idea but something I have thought about since.
>>97936133Sorry it was Mystara not Forgotten Realms. I had a Hollow World campaign planned.
>>97936133>Basing whether or not to have careers off him is probably not the best ideaAbsolutely not, no.
>>97936133>Session 1 he asked if he could play without having defined skills (which I obviously said no to).You mean, what, no career skills listed, or no skill ranks period?
>>97936194No skills period. I found the suggestions ridiculous. I offered to let him play a pre-made character but he declined.
>>97936201That defeats the point of the dice, then. Barring the d100 injury roll, every single roll in this game is a skill check. You can't roll dice unless you have a skill to test. That's why making your skill list is the first concrete step in building a campaign setting.Your boy had no real clue how the rules worked and was looking for the wrong game, so at least he had the courtesy to filter himself out.
>>97936058>>97936071>>97936110 I generally allow a player to replace one skill from a career, just to smooth things over a bit.
GenGen fellas I have a question for those of you with better mastery in this system than me.Is there a table somewhere or maybe an explanation in the rulebooks of the chances of success vs X difficulty? My GM wants to run Star Wars and I'm having difficulty grokking how competent my character is due to the "fluctuating" difficulty.Any help would be appreciated.
>>97939229In the early section detailing difficulty, the book does offer rough odds on completing a check at a given flat difficulty, assuming two types of characters: a beginner "focused" character with a characteristic (core stat) of 3 and 1 skill rank, and a beginner "general" character with a characteristic of 2 and no skill ranks.>Simple (Difficulty 0) is practically a freebie; focused passes >90%, general passes 75%>Easy (Difficulty 1): focused passes ~80%, general passes ~60%>Average (Difficulty 2): focused passes 2/3 of the time (66%), general passes just under half (<50%)>Hard (Difficulty 3): focused passes just over half (>50%), general passes ~1/3 the time (33%)>Daunting (Difficulty 4): focused passes ~45%, general passes ~25%>Formidable (Difficulty 5, max): focused passes 1/3 of the time (33%), general passes <20%I'm sure someone else has cranked out the numbers somewhere, but that's a good place to start.
>>97939229>>97939289Keep in mind that these are objective flat difficulty measurements for skill checks. If a test is flagged as Average (Difficulty 2), that means it's Average for EVERYONE.
>>97939289>>97939307There are also "Impossible" skill checks, but that's its own thing. In lieu of the GM outright saying "no, you will automatically fail if you try this," you can force an attempt in extreme circumstances. You have to spend a Story Point first to even attempt the test in the first place (and can't spend SPs afterward), at which point you roll a difficulty 5 test, same as Formidable.
>>97939289>>97939307>>97939319Alright thanks a ton, I think I missed that section!
>>97939229Can't say I've checked the numbers, but here.
>>97939465These do seem to line up with what >>97939289 said, so thanks and saved.
>>97939229The other replies have all the general cases covered, but if you want the outcomes for a specific check you can math it out in Anydice. Fill in the variables with the dice you're rolling, and the "At Least" display mode will show the pass/fail odds.http://anydice.com/program/dce0
>>97939465You can see how upgrading a die (something supposedly worth spendinga Story Point on) is roughly half as effective as adding one. I remember some anon being annoyed at this.
>>97943084When it comes to raw pass/fail, maybe, but access to Triumphs is nice in itself, on top of the boosted odds. You're right, though, that someone really got twisted in knots about that back in the day.
I recently discovered a great suplement for playing Genesys solo. It is called "Unmasked Play Guide". It is great. I'm currently using it for my "Dark Heresy" solo campaign.
>>97943585How does solo genesys work when adjudicating Threats and Despairs? Do you spend them yourself or is there an algorithm or somesuch?
>>97944281I usually spend them myself. but I use theme focus table if I have no idea what to use them on. One advice I can give, go with the first idea that makes sens. When I started solo playing I spend way to much time overthinking it and everything went agonizingly slow.
>>97944281In any solo game you have to be fair. I often make solo games intentionally more difficult because it's more fun. I haven't tried Genesys solo yet but it does seem like it would lend itself well to it.