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Fantasy Flight Games Announces Genesys RPG
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<blockquote data-quote="JeffB" data-source="post: 7718960" data-attributes="member: 518"><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>I love it.</p></blockquote><p></p>
[QUOTE="JeffB, post: 7718960, member: 518"] 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. [/QUOTE]
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Fantasy Flight Games Announces Genesys RPG
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