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Grading the Genesys System
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<blockquote data-quote="Kannik" data-source="post: 9282594" data-attributes="member: 984"><p>This is an interesting one for me. When I first heard about it, I thought I was going to absolutely love it. Dice pools are my thing (even if I’m not always keen on specialized dice), and the idea there was this double axis of resolution that included nuanced outcomes and foster narrative flourishes? Sounds great! </p><p></p><p>In practice, however, while I know many people love this system as much as I thought I would, it never gelled for us and by the end we were all more than ready to leave it behind. And most unfortunately, it was the dis/advantage system that ended up being the biggest damper on our experience. </p><p></p><p>For starters was how varied it was in use. During combat, it was a metacurrency with specific spends for specific things. But when you step out of combat it became almost purely narrative and hand-wavy… which could be fine! Except for that ‘almost’ part, where a few of the skills (but not all!) or other uses once again list specific spends for certain advantage rolled. </p><p></p><p>The second and bigger hurdle though is what has been mentioned a couple of times upthread already: how often dis/advantage appeared. Nearly every die roll would generate some amount of dis/advantage. In combat, this became repetitive and ultimately tedious. Worse though was the narrative world outside of combat where it became a huge chore not only for frequency but also to adjudicate results such as “you fail at the task but have four advantage.” And because it happened so frequently (nearly every roll) and fluctuated so much, the results ceased to feel like an interesting narrative twist and instead became banal and meaningless. </p><p></p><p>Other speed bumps were the many bits of the system that interacted with other bits but were scattered all throughout the book, such that needing to find something sent you scrambling around to find it. Also was how many areas of the system were fiddly and full of minutia, while others were the opposite and very hand-wavy or even nonexistent*, even within the same section of the rules. Or the critical hits table needing a d100 as the only d100 roll in the whole system. (Also, from a PC perspective, often the result was not useful against a soon-to-die opponent anyway, so spending your advantage on something other than a crit was a better spend.) </p><p></p><p>Alas, it didn’t work for us. I’m still intrigued by that dual-axis resolution – if dis/advantage occurred a lot less common then I think it would work much better. But on the whole (there are a few more things I haven’t mentioned) it’s not a system that offers anything compelling to me. (And I’m happy for those for whom it works great!)</p></blockquote><p></p>
[QUOTE="Kannik, post: 9282594, member: 984"] This is an interesting one for me. When I first heard about it, I thought I was going to absolutely love it. Dice pools are my thing (even if I’m not always keen on specialized dice), and the idea there was this double axis of resolution that included nuanced outcomes and foster narrative flourishes? Sounds great! In practice, however, while I know many people love this system as much as I thought I would, it never gelled for us and by the end we were all more than ready to leave it behind. And most unfortunately, it was the dis/advantage system that ended up being the biggest damper on our experience. For starters was how varied it was in use. During combat, it was a metacurrency with specific spends for specific things. But when you step out of combat it became almost purely narrative and hand-wavy… which could be fine! Except for that ‘almost’ part, where a few of the skills (but not all!) or other uses once again list specific spends for certain advantage rolled. The second and bigger hurdle though is what has been mentioned a couple of times upthread already: how often dis/advantage appeared. Nearly every die roll would generate some amount of dis/advantage. In combat, this became repetitive and ultimately tedious. Worse though was the narrative world outside of combat where it became a huge chore not only for frequency but also to adjudicate results such as “you fail at the task but have four advantage.” And because it happened so frequently (nearly every roll) and fluctuated so much, the results ceased to feel like an interesting narrative twist and instead became banal and meaningless. Other speed bumps were the many bits of the system that interacted with other bits but were scattered all throughout the book, such that needing to find something sent you scrambling around to find it. Also was how many areas of the system were fiddly and full of minutia, while others were the opposite and very hand-wavy or even nonexistent*, even within the same section of the rules. Or the critical hits table needing a d100 as the only d100 roll in the whole system. (Also, from a PC perspective, often the result was not useful against a soon-to-die opponent anyway, so spending your advantage on something other than a crit was a better spend.) Alas, it didn’t work for us. I’m still intrigued by that dual-axis resolution – if dis/advantage occurred a lot less common then I think it would work much better. But on the whole (there are a few more things I haven’t mentioned) it’s not a system that offers anything compelling to me. (And I’m happy for those for whom it works great!) [/QUOTE]
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