I picked it up when it was on sale for something like $12.50. I liked a lot of what it tries to do and would happily play it. Ultimately, it wasn't enough to suck me away from D&D because I wanted something lighter weight and I felt that Genesys is almost exactly as "heavy" as D&D. Yes, it lacks levels and classes are much more suggestions than straight-jackets (which I consider to be a huge plus). But, my players are resistant to changing systems, so not worth the effort -- especially because I had my eye on Fate specifically because I'm tired of having to memorize rules-by-exception and like the idea of "makes sense for your character".This thread prompted me to finally go ahead and spring for Genysis (plus some dice). I have been curious for a while. I'll be curious to see how easy it is to build in community rules.
My decision to pick up and try Genesys was not based on system "heft" so much as it being a nonbinary core mechanic. I am kind of tired of pass/fail.I picked it up when it was on sale for something like $12.50. I liked a lot of what it tries to do and would happily play it. Ultimately, it wasn't enough to suck me away from D&D because I wanted something lighter weight and I felt that Genesys is almost exactly as "heavy" as D&D. Yes, it lacks levels and classes are much more suggestions than straight-jackets (which I consider to be a huge plus). But, my players are resistant to changing systems, so not worth the effort -- especially because I had my eye on Fate specifically because I'm tired of having to memorize rules-by-exception and like the idea of "makes sense for your character".
Still, I may have to pick up the Terranoth sourcebook, sometime.
Yeah. This definitely is appealing. I'm kinda wondering whether it requires prior buy-in for the narrative dice to work or if the mechanics would pull narration out of reticent players.My decision to pick up and try Genesys was not based on system "heft" so much as it being a nonbinary core mechanic. I am kind of tired of pass/fail.
This is where Fate (among others) appeals to me, as well. 5E D&D has a "sweet spot" of 5th-10th levels (or so). I can deal with the 1-3 "training" levels, but have been starting games at 3rd. I've also made it clear to my players that things will wrap right around the time they get 5th level spells -- and it's really the spells that bug me, though oodles of HP aren't a winner, either.Also, anything without a power and complexity ramp is good for me. I have grown to dislike running even mid level 5E.
This is where Fate (among others) appeals to me, as well. 5E D&D has a "sweet spot" of 5th-10th levels (or so). I can deal with the 1-3 "training" levels, but have been starting games at 3rd. I've also made it clear to my players that things will wrap right around the time they get 5th level spells -- and it's really the spells that bug me, though oodles of HP aren't a winner, either.
I'm not totally sold on just how little advancement there is to Fate. I'd like to see the characters grow some. But, I haven't played in a campaign of it, yet, and it's easier to add in rewards than it is to take them out.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.