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Thought on the Degenesis rpg?
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<blockquote data-quote="Temperantia" data-source="post: 8995567" data-attributes="member: 7041421"><p>Hi. First post here, but I have followed the community here for some time <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>I've run Degenesis for the past 1 1/2 years on a biweekly schedule and we're having a great time with it. The gist is: I would recommend it if (and only if) the world and lore is catching your attention; and you are willing to accept it has a few rough edges.</p><p></p><p>The factions (cults) of Degenesis are front and center to the game experience. If the characters belong to different cults, are no rogue agents and you stay within the boundaries set by the lore, their agendas will clash sooner or later. This can make for very interesting party dynamics (if your players are up for that) or it can ruin their experience (if they are not).</p><p></p><p>The dice pool system works well, interesting at times and some parts of it interact well with the lore. However it is not necessarily a balanced system (some potentials are hands down better than others), and if you include the expanded rules from the Artifacts book, there is even more potential for "gamebreaking" characters. That being said, combat can be quite deadly to any character. In my experience the system rewards balanced characters over min-maxed ones, as the GM can throw lots of different challenges at the party. Overall, it is better suited to a narrative/rp-heavy style than combat-focused style.</p><p></p><p>The official campaign books are a good read but have the reputation of being very railroady and I fell into the trap of running the first exactly as written as well. If the GM takes them more as inspiration and gives the players a bit of freedom, they can turn into something truly memorable and rewarding.</p><p></p><p>Lastly, Degenesis is rather <em>adult.</em> Some discretion is advised. Some of the depictions in the books are not exactly great, and there is a scene in the third campaign book that should never, ever be run as written imho. That being said, some of the criticism that can be found online is caused by fundamentally misunderstanding the game's message and just off.</p><p></p><p>Happy to answer any more questions you might have.</p></blockquote><p></p>
[QUOTE="Temperantia, post: 8995567, member: 7041421"] Hi. First post here, but I have followed the community here for some time :) I've run Degenesis for the past 1 1/2 years on a biweekly schedule and we're having a great time with it. The gist is: I would recommend it if (and only if) the world and lore is catching your attention; and you are willing to accept it has a few rough edges. The factions (cults) of Degenesis are front and center to the game experience. If the characters belong to different cults, are no rogue agents and you stay within the boundaries set by the lore, their agendas will clash sooner or later. This can make for very interesting party dynamics (if your players are up for that) or it can ruin their experience (if they are not). The dice pool system works well, interesting at times and some parts of it interact well with the lore. However it is not necessarily a balanced system (some potentials are hands down better than others), and if you include the expanded rules from the Artifacts book, there is even more potential for "gamebreaking" characters. That being said, combat can be quite deadly to any character. In my experience the system rewards balanced characters over min-maxed ones, as the GM can throw lots of different challenges at the party. Overall, it is better suited to a narrative/rp-heavy style than combat-focused style. The official campaign books are a good read but have the reputation of being very railroady and I fell into the trap of running the first exactly as written as well. If the GM takes them more as inspiration and gives the players a bit of freedom, they can turn into something truly memorable and rewarding. Lastly, Degenesis is rather [I]adult.[/I] Some discretion is advised. Some of the depictions in the books are not exactly great, and there is a scene in the third campaign book that should never, ever be run as written imho. That being said, some of the criticism that can be found online is caused by fundamentally misunderstanding the game's message and just off. Happy to answer any more questions you might have. [/QUOTE]
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Thought on the Degenesis rpg?
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