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Introducing the Genesys System

Barbarulo

Member
Gold WoA
Jochen asked me to talk a little about Genesys... happy to oblige! I adore this system - I recently ran a new to RPG group through Lost Mine of Phandelver using a Genesys conversion and they loved it.

Genesys is a generic system spun off from (and largely improving) the current Star Wars RPG system.

The heart of the system is its symbolic dice. The dice have two outcome axes: success/failure and advantage/threat. This means it's possible to succeed on a roll but something bad happens (e.g. you pick the lock but break your lock picking tool) and to fail with advantage (e.g. you fail to pick the lock but find another way around). You can also roll triumph and despair which means something really good or really bad happens, sometimes at the same time. I've never seen a table lean in to see the results of a dice roll like with Genesys.

It leans into narrative, cinematic play and while I wouldn't call it crunchy it's not lite, either. It's really designed to be hacked and home-brewed by GMs (the core rules came out before any settings were available - the expectation was you'd DIY your setting). To date official releases include fantasy, cyberpunk, space opera, and a weird mashup based on the Keyforge card game. There are also third party supplements for supers, modern, urban fantasy, medieval, and horror settings, among others.

It's a classless system. As you gain experience you can buy talents (something like D&D feats but with more options) or ranks in skills to build up you character. This means you can build any character concept you can imagine and change your mind half way through fairly easily.

It has two hit point pools - wounds which stand for physical damage, and strain which stands for mental exhaustion. It has a fairly flat power curve as characters won't gain many extra hit points as they progress. In fact, it works pretty well if you want mix low and high experience characters.

Having strain also makes it possible to run an entire campaign based on social encounters, if you like. If you take too much strain you concede. Or faint, if that works better.

It uses a zone combat system rather than a grid. You can play it with minis but it's designed for TotM.

The magic system is flexible but still has structure. Being a narrative system, you can let your imagination run wild but still have a structured outcome. There are only a handful of base spells but they each have a set of additional effects which increase the difficulty but don't cost anymore to fail. A brand new caster can attempt to cast the most difficult spell - they're just highly unlikely to succeed. Depending on the advantage/threat outcome, shenanigans are all but guaranteed. The cost, and limitation, of casting spells is mental strain.

I could go on but I hope that gives you a little bit of an idea. I'm very happy to answer any questions.
 
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