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Grading the Genesys System
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<blockquote data-quote="Staffan" data-source="post: 9282533" data-attributes="member: 907"><p>While it is not technically part of the <strong>system</strong>, I'd like to voice my appreciation for <a href="https://cdn.svc.asmodee.net/production-edge/uploads/2021/09/swap01operationshadowpointwq.pdf" target="_blank">Operation: Shadowpoint</a>, the web enhancement for the Star Wars AOR beginner rules. The beginner rules has a fairly simple adventure, Takeover at Whisper Base, that gradually introduces various rule concepts and has the PCs infiltrating and taking over an off-the-books Imperial listening station (commissioned by a Moff to spy on his rivals). That adventure is a perfectly serviceable tutorial, but nothing special as such. But Operation: Shadowpoint picks up where that left off: now what? That base isn't going to run itself, and it's not like the Rebel Alliance is swimming in resources. So the PCs will have to recruit allies among their neighbours, both natives and colonists, figure out how to get supplies to the base, and deal with various threats and opportunities. It's sort of a semi-sandbox where there are a bunch of things for PCs to do, and just enough detail on those things to give the GM a fairly good idea what's going on, but not so much that your creativity is stifled. Running that was one of the best times I've had as a GM, and it's quite possible my impression of the system as a whole is shaded by that experience.</p><p></p><p>The system <strong>does</strong> have a few weaknesses. One of the big ones is vehicle combat – and in a Star Wars game, that's a pretty glaring flaw. The biggest problem is that since they're trying to seamlessly cover all sorts of vehicles from speeder bikes to Death Stars with a single set of rules, it doesn't leave much room for differentiating at the lower end where most of the action is. I have heard that Genesys fixes some of the issues, but I haven't looked into that.</p><p></p><p>A lesser issue is the whole thing with weapon qualities. They are a great idea, tying weapon special effects to the spending of advantages. However, you normally need 2 advantages to activate a quality, and most weapons crit on 3 or more advantages – and a crit is usually much better than activating a quality. So it's fairly rare to see those qualities actually being used. Perhaps it would have been better to only require a single advantage to trigger a quality, but to make them scale with the number of advantages spent.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9282533, member: 907"] While it is not technically part of the [B]system[/B], I'd like to voice my appreciation for [URL='https://cdn.svc.asmodee.net/production-edge/uploads/2021/09/swap01operationshadowpointwq.pdf']Operation: Shadowpoint[/URL], the web enhancement for the Star Wars AOR beginner rules. The beginner rules has a fairly simple adventure, Takeover at Whisper Base, that gradually introduces various rule concepts and has the PCs infiltrating and taking over an off-the-books Imperial listening station (commissioned by a Moff to spy on his rivals). That adventure is a perfectly serviceable tutorial, but nothing special as such. But Operation: Shadowpoint picks up where that left off: now what? That base isn't going to run itself, and it's not like the Rebel Alliance is swimming in resources. So the PCs will have to recruit allies among their neighbours, both natives and colonists, figure out how to get supplies to the base, and deal with various threats and opportunities. It's sort of a semi-sandbox where there are a bunch of things for PCs to do, and just enough detail on those things to give the GM a fairly good idea what's going on, but not so much that your creativity is stifled. Running that was one of the best times I've had as a GM, and it's quite possible my impression of the system as a whole is shaded by that experience. The system [B]does[/B] have a few weaknesses. One of the big ones is vehicle combat – and in a Star Wars game, that's a pretty glaring flaw. The biggest problem is that since they're trying to seamlessly cover all sorts of vehicles from speeder bikes to Death Stars with a single set of rules, it doesn't leave much room for differentiating at the lower end where most of the action is. I have heard that Genesys fixes some of the issues, but I haven't looked into that. A lesser issue is the whole thing with weapon qualities. They are a great idea, tying weapon special effects to the spending of advantages. However, you normally need 2 advantages to activate a quality, and most weapons crit on 3 or more advantages – and a crit is usually much better than activating a quality. So it's fairly rare to see those qualities actually being used. Perhaps it would have been better to only require a single advantage to trigger a quality, but to make them scale with the number of advantages spent. [/QUOTE]
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