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Grading the Genesys System
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<blockquote data-quote="innerdude" data-source="post: 9282069" data-attributes="member: 85870"><p>Genesys offers a unique, fun, collaborative system for GMs and players who want to sand down and refinish the "traditional" RPG experience into something .... Less traditional without going fully in another direction.</p><p></p><p>It absolutely assumes a group that is comfortable with breaking from a wholesale "trad" mindset regarding setting, background, off-scene / non-causal effects. If you're the kind of GM that would never dream of applying a failure / setback as an off-screen / "quantum effect" from the dice roll, it will be a struggle to fully realize the fun and enjoyment the system offers.</p><p></p><p>The 6-month Star Wars campaign I ran in 2022 was some of the best roleplaying we've experienced since our primary group first got together back in 2011.</p><p></p><p>*Edit: Claims that the custom dice are "too hard" or "confusing" are disingenuous at best. My group's background is 98% Savage Worlds, 3e, 4e, and VtM, with a smattering of 5e. Most of us are in our 30s and 40s.</p><p></p><p>It took maybe 2 sessions before the dice rolls were second nature.</p><p></p><p>That said, it's way more important to understand the ethos and approach of the system. If you're not willing to approach the system on its terms, the dice will certainly be much more of a hindrance than a help.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9282069, member: 85870"] Genesys offers a unique, fun, collaborative system for GMs and players who want to sand down and refinish the "traditional" RPG experience into something .... Less traditional without going fully in another direction. It absolutely assumes a group that is comfortable with breaking from a wholesale "trad" mindset regarding setting, background, off-scene / non-causal effects. If you're the kind of GM that would never dream of applying a failure / setback as an off-screen / "quantum effect" from the dice roll, it will be a struggle to fully realize the fun and enjoyment the system offers. The 6-month Star Wars campaign I ran in 2022 was some of the best roleplaying we've experienced since our primary group first got together back in 2011. *Edit: Claims that the custom dice are "too hard" or "confusing" are disingenuous at best. My group's background is 98% Savage Worlds, 3e, 4e, and VtM, with a smattering of 5e. Most of us are in our 30s and 40s. It took maybe 2 sessions before the dice rolls were second nature. That said, it's way more important to understand the ethos and approach of the system. If you're not willing to approach the system on its terms, the dice will certainly be much more of a hindrance than a help. [/QUOTE]
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