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Looking At Genesys From Fantasy Flight Games
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<blockquote data-quote="Mercule" data-source="post: 7736171" data-attributes="member: 5100"><p>I hadn't heard about it, prior to this article, but was intrigued enough to listen to about 10 hours of podcasts (combination of discussions and actual plays) and went ahead and bought the PDF from DriveThruRPG ($13 and change during the GM's Day sale). </p><p></p><p>It looks like a pretty good system. I just need to decide whether it's the one for me. Like some other folks, I'm a bit done with the D&D crunch. I don't hate 5E, by any means. I just want something more narrative, light weight, and fast-playing. While some of my players (including me) used to be hard-core geeks, we're pretty much in a casual mode and want to hang out and tell a story/have fun. Also like some others, I'm trying to compare Fate Core to Genesys.</p><p></p><p>I've got one player who has never enjoyed reading the books and really is content to jot down notes during character creation, listen to suggestions, and use a character sheet that summarizes everything -- which can be pretty small print in D&D. Another player (my daughter) is newer to gaming, has the PHB, but, while she enjoys the game and even listens to some podcasts, really doesn't move as fast as the rest of the group on stuff we take for granted. Another player is the archetypal "Hold on, I'm looking up my spell," player, even when it's the same spell he cast last combat. A fourth player has made a point of only reading the parts of the rules that pertain to his characters because he's a recovering rules lawyer. That leaves one player who actually has any interest in doing much math and, although he's pretty moderate about running numbers, it's all the more disrupting because he's the outlier.</p><p></p><p>I had been looking at Fate Core because it seems like an amazingly lightweight system. Definitely no looking at the book during play, once you get your legs under you. It's very different, though, and getting some sideways looks from the group. Some are "whatever makes the GM happy" and others are not so sure of things like letting go of different weapons granting different damage modifiers. The biggest problem I have, personally, is that I haven't found a pre-existing magic system that feels like it could create the sort of "special effects" that you get in D&D without actually adding too many mechanics to the game -- I definitely want Fate Core, not FAE. Fate Freeport did <u>not</u> impress me. I love the "Session 0" support of Fate and mechanically integrating the characters both with the setting and each other.</p><p></p><p>Genesys looks quite a bit crunchier than Fate Core. It definitely has an equipment section, rules for encumbrance, tracking for money, etc. I haven't read the details enough to know whether it's closer to D&D or to Fate, in those respects. It does give me pause, though, that there might still be a lot of rules reference during play. On the other hand, the Narrative Dice look fantastic. I really like the idea of having Triumph in failure, setbacks, advantages, etc. Very, very cool and it really comes out in Actual Play podcasts. The fact that I normally hate actual play podcasts, but have been pretty engrossed by <a href="https://www.thedicepoolpodcast.com/podcasts/" target="_blank">The Haunted City</a> is noteworthy and I think the Narrative Dice have a lot to do with that. As an added benefit, I suspect that the Dice make it somewhat more difficult to run the numbers on what the best "feat" to take is. But, I also worry that the Talent selection just takes the place of feats in players planning out their progression by the numbers instead of by the narrative. </p><p></p><p>I also think the system could benefit from a bit more attention to "Session 0". Clearly, they aren't going for something as extreme as Fate, but so much attention on the Dice makes the lack of something akin to Aspects stand out.</p><p></p><p>At this point, I'm tempted to try Genesys, just to move the dial a bit and consider Fate, later. If Genesys still has that one player fiddling with the numbers, gazing at his next advancement instead of focusing on the character, I'm not sure I'm going to be happy. </p><p></p><p>What I'd really love would be to be able to run Eberron in a strongly narrative system that involves little-to-no rules look-ups during play, has fast combat, and rich character development with slower mechanical advancement. I might not use Eberron (currently home brew), but being able to support the feel of Eberron would almost certainly get me what I want. Right now, I don't see much for either system that's a solid conversion of the setting.</p><p></p><p>Anyone who has played both systems have any thoughts?</p></blockquote><p></p>
[QUOTE="Mercule, post: 7736171, member: 5100"] I hadn't heard about it, prior to this article, but was intrigued enough to listen to about 10 hours of podcasts (combination of discussions and actual plays) and went ahead and bought the PDF from DriveThruRPG ($13 and change during the GM's Day sale). It looks like a pretty good system. I just need to decide whether it's the one for me. Like some other folks, I'm a bit done with the D&D crunch. I don't hate 5E, by any means. I just want something more narrative, light weight, and fast-playing. While some of my players (including me) used to be hard-core geeks, we're pretty much in a casual mode and want to hang out and tell a story/have fun. Also like some others, I'm trying to compare Fate Core to Genesys. I've got one player who has never enjoyed reading the books and really is content to jot down notes during character creation, listen to suggestions, and use a character sheet that summarizes everything -- which can be pretty small print in D&D. Another player (my daughter) is newer to gaming, has the PHB, but, while she enjoys the game and even listens to some podcasts, really doesn't move as fast as the rest of the group on stuff we take for granted. Another player is the archetypal "Hold on, I'm looking up my spell," player, even when it's the same spell he cast last combat. A fourth player has made a point of only reading the parts of the rules that pertain to his characters because he's a recovering rules lawyer. That leaves one player who actually has any interest in doing much math and, although he's pretty moderate about running numbers, it's all the more disrupting because he's the outlier. I had been looking at Fate Core because it seems like an amazingly lightweight system. Definitely no looking at the book during play, once you get your legs under you. It's very different, though, and getting some sideways looks from the group. Some are "whatever makes the GM happy" and others are not so sure of things like letting go of different weapons granting different damage modifiers. The biggest problem I have, personally, is that I haven't found a pre-existing magic system that feels like it could create the sort of "special effects" that you get in D&D without actually adding too many mechanics to the game -- I definitely want Fate Core, not FAE. Fate Freeport did [U]not[/U] impress me. I love the "Session 0" support of Fate and mechanically integrating the characters both with the setting and each other. Genesys looks quite a bit crunchier than Fate Core. It definitely has an equipment section, rules for encumbrance, tracking for money, etc. I haven't read the details enough to know whether it's closer to D&D or to Fate, in those respects. It does give me pause, though, that there might still be a lot of rules reference during play. On the other hand, the Narrative Dice look fantastic. I really like the idea of having Triumph in failure, setbacks, advantages, etc. Very, very cool and it really comes out in Actual Play podcasts. The fact that I normally hate actual play podcasts, but have been pretty engrossed by [URL="https://www.thedicepoolpodcast.com/podcasts/"]The Haunted City[/URL] is noteworthy and I think the Narrative Dice have a lot to do with that. As an added benefit, I suspect that the Dice make it somewhat more difficult to run the numbers on what the best "feat" to take is. But, I also worry that the Talent selection just takes the place of feats in players planning out their progression by the numbers instead of by the narrative. I also think the system could benefit from a bit more attention to "Session 0". Clearly, they aren't going for something as extreme as Fate, but so much attention on the Dice makes the lack of something akin to Aspects stand out. At this point, I'm tempted to try Genesys, just to move the dial a bit and consider Fate, later. If Genesys still has that one player fiddling with the numbers, gazing at his next advancement instead of focusing on the character, I'm not sure I'm going to be happy. What I'd really love would be to be able to run Eberron in a strongly narrative system that involves little-to-no rules look-ups during play, has fast combat, and rich character development with slower mechanical advancement. I might not use Eberron (currently home brew), but being able to support the feel of Eberron would almost certainly get me what I want. Right now, I don't see much for either system that's a solid conversion of the setting. Anyone who has played both systems have any thoughts? [/QUOTE]
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