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Fantasy Flight Games Announces Genesys RPG
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<blockquote data-quote="Staffan" data-source="post: 7719179" data-attributes="member: 907"><p>I can tell you that the Age of Rebellion Beginner game plus the web expansion has probably been the best money spent for the amount of play I got out of it, and especially for the amount of fun. The comparison might be somewhat unfair because in the web expansion bit I went to the full rules, but it was still great.</p><p></p><p>The AOR beginner game has the players take on the role of a rebel squad whose job it is to infiltrate and take over a secret Imperial spy base - so secret it's not on the official books. That's all well and good, but once that is done you get to continue with the web expansion, Operation: Shadowpoint. Basically, now you have a secret spy base. Now what? You need to deal with some locals - both colonists and "barbarians", in order to set up supply lines. You need to keep the base hidden. You probably need to repair some stuff that got damaged in the take-over. You need a code guy to figure out what the stuff you get mean - and oh, he managed to get himself nicked by the Imperials, so you need to break him out before they put him in the really secure prison. That sort of stuff. It is <strong>awesome</strong>, and I can't recommend it enough.</p><p></p><p>The one thing I would change is that the supposedly climactic chase in the Beginner game... well, isn't, because the chase rules in the beginner game are kind of static and just use the regular combat rules (which are more about getting into position to fight than getting away/catching up). Instead, adapt the rules from the full game into something like this:</p><p>[sblock]</p><p></p><ul> <li data-xf-list-type="ul">It will take six rounds for the bad guy to get to where he's going.</li> <li data-xf-list-type="ul">PCs start at medium range away from him.</li> <li data-xf-list-type="ul">At the start of each round, each pilot rolls Pilot against a standard difficulty set by speed and half-silhouette (number of difficulty dice = the higher of the two; upgrade a number of those equal to the lower to challenge dice - just like how skills work, but for difficulty instead). So if the AT-ST is going at full speed, the difficulty is two red dice (plus a setback die for the bad handling), and the speeders have two purple and a red (with the pilot getting a boost die for good handling). The winner gets one range band in his or her favor (if the bad guy wins, he gets one step farther away; if the PC wins she gets one step closer). In addition, if the winner is faster, he or she gets one additional range band per difference in speed (so if the speeders win over the AT-ST, they get to close two bands because they're one step faster).</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Staffan, post: 7719179, member: 907"] I can tell you that the Age of Rebellion Beginner game plus the web expansion has probably been the best money spent for the amount of play I got out of it, and especially for the amount of fun. The comparison might be somewhat unfair because in the web expansion bit I went to the full rules, but it was still great. The AOR beginner game has the players take on the role of a rebel squad whose job it is to infiltrate and take over a secret Imperial spy base - so secret it's not on the official books. That's all well and good, but once that is done you get to continue with the web expansion, Operation: Shadowpoint. Basically, now you have a secret spy base. Now what? You need to deal with some locals - both colonists and "barbarians", in order to set up supply lines. You need to keep the base hidden. You probably need to repair some stuff that got damaged in the take-over. You need a code guy to figure out what the stuff you get mean - and oh, he managed to get himself nicked by the Imperials, so you need to break him out before they put him in the really secure prison. That sort of stuff. It is [B]awesome[/B], and I can't recommend it enough. The one thing I would change is that the supposedly climactic chase in the Beginner game... well, isn't, because the chase rules in the beginner game are kind of static and just use the regular combat rules (which are more about getting into position to fight than getting away/catching up). Instead, adapt the rules from the full game into something like this: [sblock] [LIST] [*]It will take six rounds for the bad guy to get to where he's going. [*]PCs start at medium range away from him. [*]At the start of each round, each pilot rolls Pilot against a standard difficulty set by speed and half-silhouette (number of difficulty dice = the higher of the two; upgrade a number of those equal to the lower to challenge dice - just like how skills work, but for difficulty instead). So if the AT-ST is going at full speed, the difficulty is two red dice (plus a setback die for the bad handling), and the speeders have two purple and a red (with the pilot getting a boost die for good handling). The winner gets one range band in his or her favor (if the bad guy wins, he gets one step farther away; if the PC wins she gets one step closer). In addition, if the winner is faster, he or she gets one additional range band per difference in speed (so if the speeders win over the AT-ST, they get to close two bands because they're one step faster). [/LIST] [/sblock] [/QUOTE]
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Fantasy Flight Games Announces Genesys RPG
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