Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Fantasy Flight Games Announces Genesys RPG
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jacob Lewis" data-source="post: 7720166" data-attributes="member: 6667921"><p>Based on my own experience with the Star Wars RPG, this is one of the best systems I've ever played. That doesn't mean its the best system for every type of game or setting (or gamer) out there, but I will be excited to see the final product and any adjustments, modifications, or options to make it adaptable to a variety of genres and themes. </p><p></p><p>If you're resistant to new ideas and fixed on your expectations for what an RPG should or shouldn't give you, stay where you're comfortable. Honestly, no one is going to mind if you do. Anyone else who is even mildly curious should understand one important aspect of this system: its very different from your typical RPG. You need to actually <em>play</em> the game with some friends to get a feel for it. Reading about it is no substitution for the real experience. And finally, allow yourself some time to reflect on your observations to decide if this game is the right fit for you and/or your group. Because it may be overwhelming to take in a lot of new ideas at first, but using the basic mechanics in play is very easy to learn and drives the entire game in pretty much the same way.</p><p></p><p>When I brought this game to my old D&D group, there were a few learning blocks we had to hurdle as a group. First and foremost, we had to get used to the idea that this game is focused entirely on the narrative of the story. All of the dice and mechanics enable the group to collectively tell the tale of what happens in the story. We had to quell our inner-munchkins trying to optimize every dice pool and just get on with it. Our old way of thinking--that our goal was to maximize the potential success for our characters in every possible instance--was a detraction from the real enjoyment of the game itself. The dice were not meant to measure the effectiveness of our characters, but simply help us decide what happens next. Were we able to slice into the computer terminal to open the locked door? Yes (success), but it alerted the enemy of our location (threat). Can we navigate safely through the asteroid field? Unfortunately we were unable to get through without damage to the ship (failure), but we were able to evade our pursuers (advantage). Interpreting the dice is an art, and like anything else, it takes practice in order to achieve any level of mastery.</p><p></p><p>Unlike other game systems dominated by combat and power-ups, fights were much more abstract and low-key. That's not to say they were unexciting or forgettable. You just didn't need to kill everything on the board to win, or feel the need to be rewarded with greater pieces of equipment to make you even more competent in your next dozen battles. In fact, combat doesn't even need to be fair. Faced with overwhelming odds? Try to surrender. Or find another way out. The story will go on.</p><p></p><p>My last bit of advice is in regards to character builds. Really, there's no bad choices. Play the character you want to play, not because someone thinks there's actually a "best" way to play it. There are no real limitations on the specializations and skills you can take, only costs and whatever rules your GM makes. Anyone can fire a blaster, anyone can pilot a ship. The only real difference is the aptitude and skill you invest, which are interchangeable in this system. A character optimized in a specialized skill or trait only shines as often as he/she is able to perform that one trick. Just like characters in a (good) book or movie, the most memorable ones are the ones that can learn and grow. And, again, this game is focused on the narrative of a story. Think how any Star Wars film or show is presented. Its done in scenes. Time and perspective is moved quickly to get to the most relevant parts of the story. Your character may be in a chase through Coruscant in one scene, then find themselves at a den of smugglers in the next.</p><p></p><p>Give it a try, and then give yourself some time to get good at it. This might be the game you're looking for.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7720166, member: 6667921"] Based on my own experience with the Star Wars RPG, this is one of the best systems I've ever played. That doesn't mean its the best system for every type of game or setting (or gamer) out there, but I will be excited to see the final product and any adjustments, modifications, or options to make it adaptable to a variety of genres and themes. If you're resistant to new ideas and fixed on your expectations for what an RPG should or shouldn't give you, stay where you're comfortable. Honestly, no one is going to mind if you do. Anyone else who is even mildly curious should understand one important aspect of this system: its very different from your typical RPG. You need to actually [I]play[/I] the game with some friends to get a feel for it. Reading about it is no substitution for the real experience. And finally, allow yourself some time to reflect on your observations to decide if this game is the right fit for you and/or your group. Because it may be overwhelming to take in a lot of new ideas at first, but using the basic mechanics in play is very easy to learn and drives the entire game in pretty much the same way. When I brought this game to my old D&D group, there were a few learning blocks we had to hurdle as a group. First and foremost, we had to get used to the idea that this game is focused entirely on the narrative of the story. All of the dice and mechanics enable the group to collectively tell the tale of what happens in the story. We had to quell our inner-munchkins trying to optimize every dice pool and just get on with it. Our old way of thinking--that our goal was to maximize the potential success for our characters in every possible instance--was a detraction from the real enjoyment of the game itself. The dice were not meant to measure the effectiveness of our characters, but simply help us decide what happens next. Were we able to slice into the computer terminal to open the locked door? Yes (success), but it alerted the enemy of our location (threat). Can we navigate safely through the asteroid field? Unfortunately we were unable to get through without damage to the ship (failure), but we were able to evade our pursuers (advantage). Interpreting the dice is an art, and like anything else, it takes practice in order to achieve any level of mastery. Unlike other game systems dominated by combat and power-ups, fights were much more abstract and low-key. That's not to say they were unexciting or forgettable. You just didn't need to kill everything on the board to win, or feel the need to be rewarded with greater pieces of equipment to make you even more competent in your next dozen battles. In fact, combat doesn't even need to be fair. Faced with overwhelming odds? Try to surrender. Or find another way out. The story will go on. My last bit of advice is in regards to character builds. Really, there's no bad choices. Play the character you want to play, not because someone thinks there's actually a "best" way to play it. There are no real limitations on the specializations and skills you can take, only costs and whatever rules your GM makes. Anyone can fire a blaster, anyone can pilot a ship. The only real difference is the aptitude and skill you invest, which are interchangeable in this system. A character optimized in a specialized skill or trait only shines as often as he/she is able to perform that one trick. Just like characters in a (good) book or movie, the most memorable ones are the ones that can learn and grow. And, again, this game is focused on the narrative of a story. Think how any Star Wars film or show is presented. Its done in scenes. Time and perspective is moved quickly to get to the most relevant parts of the story. Your character may be in a chase through Coruscant in one scene, then find themselves at a den of smugglers in the next. Give it a try, and then give yourself some time to get good at it. This might be the game you're looking for. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fantasy Flight Games Announces Genesys RPG
Top