Fantasy Flight Games Announces Genesys RPG

Fantasy Flight Games have announced a new Roleplaying Game featuring their Narrative Dice System, the system used to power their Star Wars range of RPGs. The Genesys Core Rulebook will include all the core mechanics of the game, advice for Game Masters on adventure creation and play, and an overview of FIVE different settings which you could use for campaigns.

Fantasy Flight Games have announced a new Roleplaying Game featuring their Narrative Dice System, the system used to power their Star Wars range of RPGs. The Genesys Core Rulebook will include all the core mechanics of the game, advice for Game Masters on adventure creation and play, and an overview of FIVE different settings which you could use for campaigns.


Each of the settings will also provide character templates, equipment and foes specific to each. The five settings in the core book will be Fantasy, Steampunk, Weird War, Modern Day and Science Fiction. Some of these are further broken down within their relevant section – for instance in the Science Fiction section looks at both hard science fiction as well as space operas.

A Dynamic Dice System
Genesys utilizes the Narrative Dice System which allows for creative storytelling that goes beyond success and failure, and allows every dice roll to impact the story in dramatic ways.

Every challenge your character faces will have them rolling some combination of Ability and Difficulty dice, known as a dice pool, to determine the results. Ability dice come from your character’s unique skills and characteristics, and provide Success and Advantage symbols. Difficulty dice come from the difficulty of the task your character is trying to achieve, and provide Failure and Threat symbols. Lockpicking an old, rusty door may only provide one Difficulty die, while hacking through a hi-tech firewall designed by a master codesmith may provide many more Difficulty dice. To succeed in whatever task your character is trying to accomplish, a player simply must roll more Success symbols than Failure symbols.

While this may seem simple, the addition of the Advantage and Threat symbols make the results far from binary. Rolling more Advantage symbols yields some positive side effect, regardless of success or failure of the task. This can include things like finding unexpected cover in a firefight or remaining unnoticed while hacking a computer. Meanwhile, rolling Threat means some negative side effect has occurred. Maybe your character drops their weapon after a successful attack or takes longer than expected to track their quarry through the wilderness.

When your character is an expert in the field, or when a task is truly difficult, Ability dice and Difficulty dice can be upgraded to Proficiency and Challenge dice, respectively. Proficiency dice, like Ability dice, feature Success and Advantage symbols, but also include the Triumph symbol. The Triumph symbol not only represents a Success, but also provides a massive side benefit to your action. This might be inflicting a critical injury on a foe or triggering a powerful ability on a weapon. Inversely, the Challenge die features Failure and Threat symbols, but also includes the powerful Despair symbol. Rolling this icon not only counts as a Failure, but indicates a significant bane or side effect to your action. Your character may fall off the rope they are trying to climb, or run out of ammo in the middle of a gunfight. These effects can drastically impact the course of your game, and make every dice roll an exciting event.

Your dice pool can further be modified by Boost and Setback dice. Boost dice feature Success and Advantage symbols, and are added to your roll when the circumstances around the task you are trying to achieve are beneficial. Maybe your character has hacked a computer like this before, or they have ample time to complete the task; your GM will likely add Boost dice to your pool. Setback dice, on the other hand, feature Failure and Threat symbols, and represent complications to the task at hand. Maybe your character is trying to act in the dark, or they don’t have the resources they need.

With the variance provided by these clever Advantage and Threat icons, the possibilities of results are limited only by you and your GM’s creativity.


More information can be found out about Genesys on the Fantasy Flight Games website.
SaveSave
 

log in or register to remove this ad

Jacob Lewis

Ye Olde GM
Finally. Finally! This is amazing news!! I am thrilled to see they are moving forward and expanding on their excellent narrative-based mechanics this way. Rather than coming up with new lines and new core rulebooks for every IP and setting, we're seeing a universal system (and universal dice) with supplement materials targeting specific settings. I hope there will be an open license to allow third party and community use for other designs as well as FFG IP material, but only time will tell.
 

log in or register to remove this ad

Wrathamon

Adventurer
I loved the concept when reading it in the Warhammer 3e rules ... wow sounds so fun. In play I had a hard time with it from a player and gm perspective. It seemed really slow to resolve. Maybe with experience this speeds up but we never got past more than 2 sessions each time we tried. I have not tried Star Wars, so unsure if anything changed.
 

JeffB

Legend
I was super intimidated by the FFG SW rules for years , but once I actually bought thrhe Beginner game and played it, I realized it's not nearly as Intimidating in actual play (seemy thread in the Star Wars forum here at ENWorld).I don't find the system mechanics very slow.. but I think if you go into it from a D&D perspective in creating/running/playing adventures, the game will work against you and you will bog down.

You have to approach it like the action movies it is based on. Scenes. The majority of opponents are minion types and your PCs start off pretty competent. Adventures are better written as frameworks as the dice mechanics work against highly structured scenarios. And as a player and GM you have to be prepared to improvise narrative on many dice rolls, "go for it", and be ok with story going in directions you did not plan on. Sometimes that makes it tough. You have to be at the top of your game more (npi). If you try to play a D&D style "dungeon crawl" or something like some Adventure Paths where you are just playing out scenes in a pre-written novel, it's going to crash.

It is more similar to something like Dungeon World. But the players have less effect on the reality of the game world than in something like Dungeon World. They have the scene and some plot leverage though.

I love it.
 

discosoc

First Post
I never could get to grips with what the dice meant when playing FFG's WFRP. I do love FFG's production values, but sometimes I feel their boardgame expertise can over-engineer their RPGs.

I think they just have some kind of internal mandate to not produce a standalone product, or one that can use standard equipment. It's annoying, and the main reason why I won't buy their stuff.
 

Henry

Autoexreginated
I never could get to grips with what the dice meant when playing FFG's WFRP. I do love FFG's production values, but sometimes I feel their boardgame expertise can over-engineer their RPGs.

Yeah, I keep meaning to give their system another try, but very few people in my local area seem to run it, and the couple of times I tried both FFG Star Wars and WFRP3, I spent more time trying to figure out what the dice meant than engaging in the story or action. Having played WFRP2, the WFRP3 version was way too bare bones (and EXPENSIVE!) for me.
 


Ratskinner

Adventurer
I'm actually quite excited about this. I always wanted to try the system, but I'm very leary of buying licensed properties, and almost always like "generic" rules.

I also found the SW symbols a bit confusing, but I think these look a bit more...intuitive...IMO.

Anyone with more experience with the system...how easy will do you figure designing a new setting is?
 

Brodie

Explorer
Regarding the different-symbols-and-need-to-buy-new-dice thing... The dice are still color coded. All the good stuff are on the blue, green, and yellow dice. All the bad stuff are on the black, purple, and red dice.

And I mostly came here to post about FFG's lack of an L5R rpg. However, I don't think this would be a good fit for L5R like heptat seems to suggest. Then again, heptat might just be saying it'd be nice to have a new L5R rpg.
 

Dindo Moreno

First Post
I’ve been playing with FFG’s Narrative dice since their Star Wars RPG came out. I know its roots are in WFRPG but that game was drowning in so much fluff that it felt more like a board game than an RPG with all its unnecessary and oftentimes confusing bells and whistles. They’ve worked out the kinks and finally settled with just the dice and the rest, as they say is magic.

I think people are wary of the narrative dice because very few have actually sat down and figured the math behind it. Without numbers to compare against familiar DCs and TNs, the everyday role-player is turned off quickly. My answer is; Forget the math. Just go with the game and try it out. You will be glad you did.

Only a few people will be remembered in the roleplaying hobby, Gary Gygax, Bill Slavicsek, Monte Cook, Steve Jackson and Kevin Siembieda (in infamy) to name a few. I am confident that Jay Little’s contribution, the narrative dice will be an indispensable option to table-top roleplaying for a very long time. It’s that good.
 

Argyle King

Legend
I'm intrigued, but a little annoyed that the symbols are different than what are on the dice I already own.


I with the Star Wars games improved upon what was used for Warhammer. I'm aware the concept is the same, but I think the SW games implemented the concept better. If this manages to improve upon the concept again, I think it will be a great product.
 

Related Articles

Remove ads

Remove ads

Top