Threat, the… what the fuck is that? A circle with three blades coming out?.They will fuck your shit up and also count as Failures. They do awesome shit and also count as Successes. It’s an “opportunity for a positive consequence or side effect, regardless of whether your character fails or succeeds at the task they attempt”. Advantage, the “up arrow” (even though you don’t really have “up” on dice).What do these symbols mean, you ask? From left to right: But you’re rolling with a boatload of Setback dice. So picking a shitty lock in the middle of the night on the side of a moving helicopter in a hailstorm isn’t any more difficult than doing so in your practice room. The table also lets you roll regular polyhedrals and convert them in to special symbols, but then you have to first figure out why you hate yourself. There’s a table with the dice/symbol breakdown, if you like calculating probabilities. They’re the opposite of Proficiency Dice. They represent “the most extreme adversity and opposition”. You’ve got Challenge Dice, dark red twelve-siders.They represent the natural difficulty of a task. You’ve got Difficulty Dice, purple eight-siders.They represent bad situations and hindrances. You’ve got Setback Dice, which are black six-siders.You get them when you’re both naturally talented and well-trained. You’ve got Proficiency Dice, yellow twelve-siders.They represent your natural ability and trained aptitude. You’ve got Ability Dice, green eight-siders.You’ve got Boost Dice, which are sky blue six-siders.There are six kinds, color coded for your convenience. A classic example of a ‘core mechanic’, it’s used for pretty much everything. It’s the same system FFG used in Star Wars, but they changed the symbols to ones owned by FFG because Fantasy Flight likes making lots of money they want to use symbols not owned by Disney. Chapter 1: Core MechanicsĪs I said, Genesys uses the Narrative Dice System. Either you’re coming at Genesys because (a) you like Star Wars and want to play Fallout, or (b) you’ve heard good things about FFG’s Star Wars games but aren’t really in to Star Wars. While I’m always grateful to see stuff like this in a book, I’m very curious to know who is playing Genesys who has never played a narrative game. Instead of taking a ruler and measuring the distance between characters on a map, you simply need to state, “I’m ducking behind the helicopter to get some cover while I pull out my pistol.” Quote: "Our game focuses on your characters and the heroic actions they take rather than on measurements, statistics, or other minutiae. Again, old hat to narrative grognards who’ve played Fate and Apocalypse World and Nobilis, but if this is new to you, it’s helpful, I guess? Then we get a half page about “Narrative Play”, and how it works. Rolling by shaking your phone and getting a little dice rolling noise and watching the dice bounce around on the ‘table’ before the computer just does all the math-cancellation for you is pretty nice.) Part 1: The Rules “Playing Genesys requires very few materials.” All you need is this $40 book and a bucket of our proprietary dice! They also point out there’s an app. The GM gets an extra capital D because they’re the big dick. The dice mechanic is pretty cool, if you like paying for a whole new table’s worth of dice. I mean, that’s true of almost any role playing game, right? “here every roll of the dice lets you tell a story!” I mean, I guess that’s true. Did you like paying for the game thrice? Well, it’s not over yet! Let’s keep paying! Fantasy Flight Games’s Genesys is the genericized game built around the Narrative Dice System, the trademarked term for the core mechanic of the Star Wars trio of games (Edge of the Empire, Age of Rebellion, and Force and Destiny). Been here since 2003 and ain’t contributed shit, so fuck it, let’s do this. Core Mechanics posted by CitizenKeen Original SA post Genesys - Chapter 1: Core Mechanics
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