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KRKappel

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About KRKappel

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  • Birthday 01/11/1979

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    Chicago, IL

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  1. So, we're getting ready to release an errata update for Ready...Fight! Have you noticed a typo or something else problematic or confusing? Let us known and we'll get it fixed (along with some art updates!)
  2. Hello! I'm Keith and I really like Genesys. I'm a bit biased, because I've worked on a few Genesys titles as a freelance writer (Shadow of the Beanstalk, Player's Guide, Keforge), as well as a slew of Star Wars RPG books beforehand which basically use the same system. That said, I do create my own Genesys stuff for the new Foundry program under the High Metric Games imprint. The first thing we did was Ready...Fight!, an unarmed combat supplement for Genesys. I also run an online writing school, called Adventure Writing Academy http://www.adventurewritingacademy.com Otherwise, you can mostly find me at conventions running demos of Star Wars and Genesys!
  3. As the guy who initially wrote the Homestead rules (and the Jedi school stuff from the Warrior book), I'm glad to see these finding life in Genesys as well! I also did rules for building a fighter gym along the same lines for my Genesys Foundry supplement (Ready...Fight!) Which you can check out on Drive Thru RPG.
  4. I mean, you should do whatever works best for your table. I think what we're trying to say is that the rules kind of already do what you want them to without changing anything. But if you want to change them, have at it. I think one thing you might be getting hung up on is the narrative squad vs the mechanical rules squad. A rival clone with 3-4 minion clones in their mechanical squad has very high survivability, the minions under him and the leader all go on one initiative slot. Narratively speaking, he might be leading a fireteam or element, not an actual full squad. If doing a little extra work gives you a better feeling for it, I think that's fine. But I would encourage you to run the rules as written a few times first, and then house rule them if you still feel its necessary.
  5. These special clones you want to have character and personality? Those sound like rivals to me, not minions. They can have some nameless clones under their command to ensure that they survive battles using these rules.
  6. Ready....Fight! Went silver! Super proud of how the book is doing. Thanks to everyone who picked up a copy, and everyone on that credits page who helped make the book a reality
  7. Allies and Adversaries, as well as the Clone Wars books, have some higher level Adversaries you can use the stat blocks for and just create a new character. Of course, if its 6 on 1, your adversary is still going to get put down pretty quickly in many cases, so use the squad and squadron rules to add survivability, and maybe give the adversary the optional rule that lets them have two initiative slots in combat.
  8. Not sure if you found out about the Sector Rangers from my work in the Clone Wars books, or if you knew about them from the prior EU or wookieepedia. But... 1.) If you want to find out how the Sector Rangers fit into the Old Republic government, check out Rise of the Separatists, where they get mentioned in the context of the Republic. 2.) https://starwars.fandom.com/wiki/Sector_Ranger There is a fair amount of legends info there that can still help you out, along with some character names you can use for NPCs. 3.) If you're looking for campaign concepts, a rogue Sector Ranger that the party now has to hunt down is always a cool start. Maybe that sector ranger has good reason for doing what he's doing. Maybe he's deep undercover. Maybe hte people running the sector rangers are the truly corrupt ones, maybe this one ranger just went bad, and wants to form a crime syndicate that will plague the PCs for the whole campaign. I think the important elements for a successful Sector Rangers campaign are to have investigations across multiple planets and varied environments, shoot outs, and maybe even a few courtroom drama scenes thrown in sparingly. Thematically, the campaign is exploring what justice looks like in the galaxy far, far away, so you want to show it from a lot of different angles, and show where it's working and where it's not, and see what your PCs do! Enjoy the campaign!
  9. Ascetic is specifically designed around this concept, no? The less worldly possession you carry, the more powerful you get.
  10. The squad and squadron rules are meant to add survivability to key NPCs and PCs in certain combat encounters. That's what they were written to do. To balance that against NOT running a mechanical squad, we took away some offense. The rules are not meant to power creep and only upgrade. They are meant to provide a tactical option. Who is in your "squad" narratively, and who is in it mechanically are wholly separate things. If you have 10 minions to play with, you might grant your best fighter (most likely to generate triumphs) a couple of minions to get that free attack to mitigate the lack of offense. You might give a few to your tank to provide some additional damage absorption. You might just put them with your face character, who can use social talents and checks to buff other PCs (and still spend a triumph result on thsoe checks to trigger a squad attack). There are a lot of clever ways to use the rules. What you should try and avoid, is making squad rules a "must use for every situation, clearly better than leaving minion groups on their own" option. Because then its not a tactical option, its the only way to go. This system has 2 ways of dealing with a large number of NPCs in a combat encounter. 1.) Minion groups The squad and squadron rules modify these rules. So do the Phalanx rules, both of which I wrote. 2.) Mass combat rules. Obviously, it is your table, so you can do whatever you like. But the rules were absolutely meant to replicate situations like the Trench Run, where NPCs protect Luke while he goes on an attack run. Happy gaming!
  11. Yeah I wouldn't say useless, but she's much harder to organically work in. But a good player can make great use of the senator.
  12. So, Ready....Fight! is an unarmed combat supplement for the Genesys RPG on Genesys Foundry. It should make all your unarmed combat dreams come true, providing support for martial artists, wrestlers, and street brawlers alike! For those that don't know me, I'm Keith Ryan Kappel, and have been working as a freelance writer for FFG on twenty-some-odd Star Wars and Genesys products since January 2013. If you haven't given the supplement a look yet, you can check it out at https://www.drivethrurpg.com/product/284412/ReadyFight-An-Unarmed-Combat-Supplement-for-Genesys If you've already picked it up and given it a look, consider leaving a review on drive-thru!
  13. Note that if you don't get a beginner box, then you'll also need to buy dice, or buy the dice app.
  14. Pick a beginner box, pick a core rulebook, and then both clone wars books that just came out. That should be plenty. It won't matter too much which line you get the box and core book from (or even if they're from the same line), as the lines are all 100% compatible. If you want the campaign to be more about war, the clones, republic soldiers and officers that aren't clones, and local guerilla fighters and such, then AOR is a better choice. If you want the campaign to focus more on the Jedi and the mysteries of the Force, and explore a wider variety of Force powers, then Force and Destiny Core rulebook is probably a better choice. Note that you'll be fine with either choice (the clone wars books do a good job of patching for the other lines if you only have one). Just choose which way the story is going to lean more, and go with that line to enhance which side of things you have a few extra options for.
  15. Thanks for the shout outs to Droid Phalanxes and Mindful Assessment, which I worked on!
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