Yesterday, Alea Publishing Groupoffered an introduction to the Genesis Roleplaying System. We talked about the three methods of action resolution: Advanced, Standard, and Light. If interested, the discussion is found HERE.

Today, we want to talk about the subtlety of the game - those "happy accidents" in game development - when you realize the game is so much more then you first anticipated.

A new roleplaying system should do more than offer a new way of resolving actions - it should change the roleplaying experience.

A Closer, More Engaging Experience
Imagine yourself:
  • Locked into melee and realize the beast is getting tired or distracted and not able to counter your strike this round - without the Game Master sharing any information.
  • or seeing that your foe is well-prepared for your strike this round, you hold back a little for defense - again, without the Game Master sharing anything.
  • You are about to jump a ravine or climb a mountain and you know, before you ask the Game Master, how easy or hard it may be.
  • You feel the anxiety when sneaking across a courtyard or trying to open a safe before the guards return.
  • No combat should last three hours in "real time" and only 30 seconds in "game time."

Literally, a Cast of Thousands
Imagine a Gaming Experience where:
  • No creature is the same - each creature has an unique stat block - even a basic goblin may be stronger or weaker than one faced moments ago.
  • A creature's attack and defense ebbs and flows each round, like real combat.
  • Create an unique NPC in seconds (or as long as it takes to draw five cards)
  • All without any book keeping (the player's do most of the work without realizing it).

How is it Done?
The Genesis Roleplaying System uses a central stack of ability cards that all share, including the Game Master. While players mainly utilize the initial card drawn from one of those stacks, coupled with their own ability stats, the Game Master focuses on the discard piles of those ability stacks. This does several things:
  • First, since the discard piles are face up, it gives Players forehand knowledge how hard or easy a task may be before they take the action. It is almost like taking a quick peek behind the GM's screen.
  • Secondly, the discard piles change with each Player turn. Therefore, situations rarely become static.
  • Furthermore, the Players do not know all the information, only a portion. Monsters and Game Masters have tools to modify or manipulate the discard piles.
  • Lastly, Game Masters have a few tricks up their sleeves as well - after all, Player's have discard piles as well.

As you can see, we hope the Genesis Roleplaying System raises the bar in roleplaying - not just a new dice or resolution mechanic, nor just making a system light or advanced - we wish to produce a new experience in tabletop roleplaying.

You've been leveling up for years . . . isn't about time your RPG levels up as well?