Esper Genesis: Sci-Fantasy for 5E

Are you in the market for a science fantasy role playing game that runs on the 5E engine (SRD)? Well Esper Genesis might be the easy port over from D&D that you and your group are looking for.

Are you in the market for a science fantasy role playing game that runs on the 5E engine (SRD)? Well Esper Genesis might be the easy port over from D&D that you and your group are looking for.



Esper Genesis is a science fantasy rpg from Alligator Alley Entertainment, with Rich Lescouflair as the lead designer. Certainly the team assembled to produce EG has experience and plenty to spare. What the team at AAE has created is a visually stunning and mechanically reliable game that would seem tailor made for moving players from fantasy towards more science fiction style of play. EG is not hard science fiction however, and the GM should be aware of the aesthetics presented. I would say EG is more akin to a space fantasy anime and absolutely very heroic. The characters are all espers (as the title suggests) and they live in an area of the galaxy known as the Silrayne Arc. Mysterious moon-sized Crucibles shadow the inhabited worlds and no two Crucibles are the same. Within the Crucibles is the powerful energy source known as Sorium. Exposure to Sorium is what triggers the esper genesis in the player characters, allowing characters to channel energies and affect their environment.
[h=3]A Heroic Universe[/h]Esper Genesis is a beautiful game. The art does a fantastic job of creating a great aesthetic and setting a tone for the kinds of adventures the game presents. The layout is easy to follow and explains how to play the game with a minimum of fuss. Each player is an esper thanks (or not) to the influence of the Crucibles and there is a definite connection to the sorium. This provides motivation and a sense of connection for the characters. The races seem alien though they are all bipeds and most are humanoids. The one that caught my eye was the Ashenforged; a race bio-engineered by another race (the Dendu) for the purpose of war. Although they are free now, their back story is fascinating. All the races are relatable and have some interesting bits that make them playable.

Classes in EG revolve around a character’s use of their esper abilities. All classes are esper classes although they do not work the same way. The esper abilities are a mix of 5E magic, both arcane and divine, and what seems like some AD&D2E psionics or maybe even 3E. At least that is my impression. It is as if psionics has become the normal mainstream power, replacing magic. As you can expect this makes the powers themselves more psion focused, although there is plenty of damage dealing. Several powers are clearly inspired by science fiction, though rooted in the 5E paradigm for what these powers should be used for.

Of course, EG has rules for FTL travel. I think these are actually are a strength of the game and dovetail nicely with starship combat and combat in other environments. I also like the game master screen as the information is very useful and notes some of the likely areas of confusion for new players.
[h=3]A Step Removed[/h]There is a theme that runs through the critique of Esper Genesis that pops up in several parts of the game. In essence, EG is a great use of the 5E rules that adds very little else to those rules. If you know how to play a 5E game already, then you will have zero issue playing EG. The alien species are interesting but they are all bipeds. The classes are excellent riffs off of the base classes, but don’t add much else. Certainly the psion powers are interesting, but space magic is still magic. EG is neither a Spelljammer that just transports fantasy characters into space or an Alternity that acts as a toolkit for various SF adventures. This may not be an issue for your group, but groups looking for a wide ranging SF game will likely not find Esper Genesis to their taste. What the game does, however, it does pretty well.

This article was contributed by Sean Hillman (SMHWorlds) as part of EN World's Columnist (ENWC) program. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Sean Hillman

Sean Hillman

I don't know if it is intend, but that is insulting.
When legitimate criticism is met with derision, I can only return the sentiment that I receive.
Doesn't 5e have rules for slow healing and lingering injuries? How do those not fulfill the needs your looking for?
D&D does. Esper Genesis does not. For whatever the faults of WotC, they at least understand the benefit of presenting official variants, toward getting people to actually use them.

From a practical perspective, I can find a 5E group easily enough. And 5E has enough players that I could even find a group that wants to use the official variant healing. Finding enough players for Esper Genesis would be more difficult, but not undoable.

Finding enough players willing to play Esper Genesis, using house rules that aren't even suggested in the book, would be improbable.
 

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Skywalker

Adventurer
D&D does. Esper Genesis does not. For whatever the faults of WotC, they at least understand the benefit of presenting official variants, toward getting people to actually use them.

That is not yet known. Esper Genesis has only released its Core Manual, which is the PHB equivalent. Even D&D does not include the variants you refer to in the PHB. Esper Genesis's Master Technician Guide is due early next year and may well include variants.

In addition, given that Esper Genesis is so close to D&D5e mechanically, any DMG variant you are referring to can be used without any impediment at all, to such a degree that I think you could say its encouraged.

The fact that you are spinning the above situation to be some kind of insult by Alligator Alley suggests that you either have a bigger issue here with D&D5e but have to take this out on EG as the DMG variants prevent you from making a valid criticism, or you have an ulterior agenda to discourage people of Esper Genesis regardless of the truth of the matter.
 
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MarkB

Legend
From a practical perspective, I can find a 5E group easily enough. And 5E has enough players that I could even find a group that wants to use the official variant healing. Finding enough players for Esper Genesis would be more difficult, but not undoable.

Finding enough players willing to play Esper Genesis, using house rules that aren't even suggested in the book, would be improbable.

Sounds like there really aren't very many players who are interested in such variant rules then, let alone clamouring for them and likely to reject a system which doesn't explicitly endorse them.
 

That is not yet known. Esper Genesis has only released its Core Manual, which is the PHB equivalent. Even D&D does not include the variants you refer to in the PHB. Esper Genesis's Master Technician Guide is due early next year and may well include variants.
In that case, I shall wait and see. Like I said, I really like a lot of stuff in the book.
Sounds like there really aren't very many players who are interested in such variant rules then, let alone clamouring for them and likely to reject a system which doesn't explicitly endorse them.
The number of people who want to play a game with variant rules is necessarily going to be smaller than the number who would play by the base rules, and in this case, Esper Genesis is the limiting factor.
 

Skywalker

Adventurer
The number of people who want to play a game with variant rules is necessarily going to be smaller than the number who would play by the base rules, and in this case, Esper Genesis is the limiting factor.

If a player is willing to use a DMG variant rule in a D&D5e game, but not in an Esper Genesis game which is designed so you can use D&D5e rules without effort or impediment, then the limiting factor is the player.
 

If a player is willing to use a DMG variant rule in a D&D5e game, but not in an Esper Genesis game which is designed so you can use D&D5e rules without effort or impediment, then the limiting factor is the player.
The limiting factor is that the players who want to use an official variant in 5E are not necessarily interested in Esper Genesis, or in playing games with unofficial house rules. They're independent subsets of the 5E playerbase, so there's not necessarily much overlap.

In any case, the issue is resolved, for now. The DMG-equivalent will come out later, and it may contain the necessary variant rules. We'll have to wait and see. I have no more to say on the topic.
 

Stacie GmrGrl

Adventurer
I feel the game is decent as is with the core book. It has really cool race and class concepts, but is severely severely lacking in science fantasy equipment, spaceships and obviously threats and setting detail. IMO the rules for spaceships are its worst feature, and I'd replace these rules with starship stat rules from a different 5e Sci-fi game.

And there are setting elements in this book that get repeated over and over again.
 

Skywalker

Adventurer
The Threats Manual and Master Technician's Guide will have starship threats, rules for starship construction, and advanced options for starship combat.
 

Umbran

Mod Squad
Staff member
Supporter
When legitimate criticism is met with derision, I can only return the sentiment that I receive.

@Saelorn - That's enough. You were asked to drop it. Do not post in this thread again. You will not get another warning.

Everyone else - please do not engage with Saelorn any further on this issue. Continue on with discussion of other aspects of the system as you will. Thank you.
 

Ancalagon

Dusty Dragon
Esper Genesis is based on D&D5e. As such, if you know D&D5e and Star Wars Saga Edition, you should be able to make that comparison.

Esper Genesis by default doesn't include all of Star Wars's setting conceits. Though Sentinels and Adepts may match some ideas of the Force, Esper Genesis is more gonzo space opera than Star Wars with Melders able to alter reality itself, Cybermancer able to hack reality, and Engineers capable of technical feats that are beyond what we see in Star Wars . As such, you will need to hack some of the system, especially around the Force and EG's magic using classes, to make it work.

On saying that, if you wanted to run a Star Wars like space opera game, without being an exact match, then I think EG works very well.

Mechanically, Star Wars Saga Edition suffered somewhat from not being tested enough and having clunky vestigial elements of D&D3e. If you have an issue with these, then this will likely make Esper Genesis an alternative that would be worth the conversion work.

I see! How is the starship combat system? Self-aware/free-willed droids?

Saga definitely suffered from having some "3e leftover" problems, and some numerical issues (the AC - equivalent stats going up with levels ... that got out of hand after a while). Some feats were also incredibly better than others. I would *love* to give it a "5e" pass - take the basic mechanics and "ideals" of 5e and apply it to the system... It would be a lot of work but it could be worth it.

Seems that Esper is perhaps too close a clone to 5e to work. Thank you for the feeback.
 

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