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  1. I was looking at the Materia for Time and Seal and the like... You may want to clarify that the caster "must use one and only one of the following effects..." Since only FF fans will be using this ruleset, maybe that is obvious, but the wording and the way it is inserted into the chart could imply you just have to use at least one effect, and all other options can be used just like any other normal magic spell in Genesys.
  2. Nah, don't worry about being too late. We're all here to help each other. I have also started making a classic setting. I wanted to incorporate Summons and I got some good advice on that. There are a lot of similarities to my ideas to Kawiie's ideas. You just take what you like and ignore or tweak what you don't. The layout does look great. I wish I could do that kind of work easily.
  3. I have been working on a Final Fantasy setting, and so far it has been a lot of fun to create. Once I get a little more done I'd be happy to post it here, if anyone is interested. But for now I'd love some creative thoughts on "Espers" For this setting, magic will be learned through Titans. For those familiar, they will essentially work like a Genesys version of Espers from FFIII/VI. When a magic using class equips a Titan, they will have access to any spells that Titan inherently knows. After summoning the Titan three times successfully (with the Knowledge: Summon skill) the character will then have mastered the Titan's possessed spells and can use them at will. Creating the spells has been easy so far, but creating the effects of summoning Titans is trickier. I don't exactly want them to be super-spells, nor do I want them to feel generic. I want them to feel different. and interesting. That's where you all come in. I know I want each Titan to have the following components: Name Summoning Difficulty Strain Cost Summon Effect Known Spells Here is an example: Name-Ramuh Summoning Difficulty-Easy Strain Cost-4 Summon Effect-Target up to two enemies within short range. Deal 5 Lightning damage plus the number of Successes rolled and 2 strain damage plus the number of Advantages rolled. Known Spells-Lighting I kind of purposely picked an effect I am not exactly happy with. It just feels like a strong spell. What would I do for other elementals? Same concept with burn or immobilize? Boring...I am keeping that for the spells themselves. I want these guys to feel unique! So if any classic Final Fantasy fans have any thoughts, mechanically or narratively, I would love to hear them. How do I make these guys feel special? What can they do that a spell can't? Or is it not a problem if I simply make them massive spells? What do you think? Thanks.
  4. Interesting. I feel pretty differently. I have been having a blast with this book and with these tools. I have written pages of material, I have gotten together with my groups to work things out, we have begun constructing two completely different yet equally exciting settings, and I have read and re-read chapters just starting to get into all that this system can offer. I would be happy with this one book if it was the only Genesys product ever released. Now don't get me wrong, I do look forward to new supplements. I have no doubt FFG has not gotten the last of my money, and I will be happy to receive new materials which will inevitably show up in the future. But for me...I don't need another article, I don't think the system will flounder, and I don't care about the hype. The community is already awesome, the system is great, and GMs already have enough material to last a lifetime. This is a great time to be a role-player.
  5. I am the DM for my group and two sessions ago we just finished running Hidden Depths. Ironarm was left wounded, removed from his position with the Empire, and now seeks revenge on the PCs. The next session was 100% home brew. Ironarm set two plans in motion: one was to hire some mercenaries and bounty hunters to track and capture the PCs. The other was to seek out a legendary "warrior" to train and gather strength to face the PCs head on. This gave the PCs the choice of either shutting the bounty hunters down before they began their search and thus letting Ironarm get stronger for the inevitable face off with him...or leave the bounty hunters to harass them in future sessions and pursue the "warrior" themselves, in hopes of intercepting Ironarm's training before he gets too powerful. Is this set up a good lead in to Chronicles of the Gatekeeper? I do not know anything about the adventure besides the FFG, but could my "warrior" be the vanished Jedi Knight in the adventure? I thought I'd ask you guys before I wasted any time or money in this adventure. Thanks!
  6. A while back I tried running an older game about time travel called Continuum. We loved the game and what it could do, but we got a little bogged down in rules and minutia. I think the narrative system would be great in a time travel game. So my plan is to essentially run Continuum with the narrative dice system and some version of Obligation. We'll see how it goes.
  7. I was unaware. Thanks for the info!
  8. Hi everyone. A brand new X-Wing group is has just started up in Las Vegas. It is a small group of mostly new players, so it is a great place to learn, play casually, or become a mentor to someone less experienced. We meet on Monday nights at 6:00 PM at Meepleville Board Game Cafe, on Sahara and Decatur. Currently, I have convinced the owner to give a discount on X-Wing (and Armada) product for members on league nights. You can check out our Facebook page at https://www.facebook.com/groups/LasVegasXWing/ Thank you, Wayne
  9. Steve-O, I want to thank you very much for your kindness and help. I have read many posts of yours and clearly you have a solid understanding of the game and enjoy helping people enjoy it as much as you have. I really appreciate your posts. Thanks again.
  10. Thank you. That makes sense. Is it possible to move a hero twice using Mobilize and the supremacy bonus? So he could potentially move four areas in one season?
  11. Hi everyone. Quick background: I have never played Runewars. I did some research and decided that it looks awesome and ordered the game. In the meantime, I have been reading the instructions so when it comes I am prepared. I am running into small questions now. In the instruction booklet on page 17 it states, "A player can recruit and move units into an area containing one of his activation tokens. A player cannot activate an area that contains a friendly activation token." I don't understand. When you play Recruit, you do not get to move units. Does it mean that if you have a previously activated area that contains a stronghold you may still place newly recruited units in that area? Or possibly that you are able to move units the same year that you recruit them? I just can't quite figure out why this specific distinction is made at all. "...can recruit and move..." could imply doing both at once, and I know that is not right. Unless there are Tactics cards I am not familiar with yet that allow that...? Thank you all for your time. I am very excited about this game and cannot wait to play. I appreciate your help.
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