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  1. Additionally I notice that the upcoming Zombicide RPG is also listed on the Temp site, which of course is an IP owned by CMoN/ GG, which is also a subsidiary of Asmodee... So it may be a simple consolidation of various RPG lines from differing companies under the Asmodee umbrella? Not unlike the consolidation of accessory manufacturing that was announced last year? Curious, but this does give me some hope for the future of Genesys.
  2. With some community concern over the future of GeneSys in particular, and their RPGs in general, it's a good choice for FFG to promote new scheduled content. That said, personally, I have no feelings one way or the other about KeyForge, other than I'll likely pick it up as a resource for home-brewing as opposed to playing the setting. As to Mutant Invasion specifically, I'm interested less in the setting's expansion content, and more in the idea of a new format for mini expansions as a precedent. Clearly this is (a little) more than what we've seen in previous Adversary decks, so that's intriguing. Perhaps we'll see similar offerings for previous content. Though what I'd really like to see are decks for equipment and vehicles frankly. Regardless, and again, it's good to see FFG talking about upcoming new options.
  3. I don't wish to "Pile on" here, so I'll approach this from my own perspective alone. For myself, $30-ish USD, does not seem unreasonable here--given the box design. My real quip, is that the economics of marketing in today's' amazingly prolific range of hobby games, makes it less attractive to make boxes/ containers that fit the contents. that is to say, that the push to establish a foot print on the shelves of retailers, in an effort to stand out and be noticed by consumers, is high. It may be, that this frequent disparity between the size of the box and the amount of content, can lead to feeling like we are purchasing as much air as game. And while I find it disappointing that FFG is particularly guilty of this, they are by no means operating in a vacuum--other publishers do this too. Now I don't have any working knowledge of what the difference might be, in price, were the packaging to be more size appropriate, but I'd be surprised if that does not play into the equation. I do, however, feel that this has a meaningful affect on our perceptions of value, as consumers. Far more of an impact on the MSRP, is the target profit margin on a given item. Before we can begin to know that, we'd need to first understand how much a given company budgets for the project, including; payroll, art, materials cost, warehousing, shipping, taxes, and so on, not to mention the impact of online retail, and whatever in-house decisions are made in terms of profit margin of a given product vs. the longevity of the core property when properly supported. Without those numbers, it's nearly impossible to know what FFG's expectations are for profit margin on an expansion like this (in the context of a $30 price point). I also think it's fair that FFG would expect to more than break even on their investment. As consumers then, it's up to us to decide what the actual "Value" of a product is on a personal level. From the after market prices on hard to find items, it's clear that there are those out there that would likely pay much more than $30 bucks for the right expansion to a game. Anyone who has ever researched the cost of the Arkham Horror dice sets, will know this all too well. So in the end, I feel it's less about whether it's possible to argue that a company is being greedy, and becomes, with a little self-reflection, a matter of what we as gamers and consumers are willing to live with, how much enjoyment we expect to get out of a particular product, and then what we'd be willing to pay someone else to provide that for us. I'm quite certain, that were I to cobble together the components of the Dead of Night expansion, not to mention the time it would take to play-test and balance it, collect the art, and so on, then have it printed by a third party printing service, I would spend more, possibly a lot more, than $30 dollars for my trouble. So, in that light, Yeah, I'll drop the cash on DoT, because I want to flesh out my core game. For others, it may not be as cut and dry, and I respect that difference of opinion. These are hobby games, and as such, hardly worthy of getting stressed over things that are not, and will never be, within our control. Instead we make thoughtful decisions about what makes sense and what we can live with--choosing not to financially support a product that we don't believe in is absolutely a reasonable choice in my opinion.
  4. Good stuff. I've been eagerly awaiting news on what to expect from the small box expansions for 3ed. So far I'm a fan.
  5. QorDaq


    As someone who was flummoxed by the lack of continued dice support, and further dismayed when the "Awaiting Reprint" status of the previous sets disappeared from FFG's Upcoming page, I am now curious about a potential future for the dice, as Asmodee has announced their new accessories-centric line, Gamegenic. While I've seen nothing to justify my hope that this could mean accessory support for AH 3e, the announced purpose of the accessory line is to support existing game licenses as well as general gaming accessories. So, maybe?
  6. You have some nice ideas here. My own home-brewed setting (still evolving in it's hard-boiled noir meets light Lovcraftian mystery), has a base setting of 1920's, Gangland Chicago. I'll definitely be taking a closer look at these. Thank you.
  7. That makes a lot of sense. Thanks for providing some of the background there. And, I think you were right on target waiting for SotB. I was not (am not really), all that familiar with the Android universe, but when I saw that FFG bothered to make a couple variations on encounter suits and the like, my brain quickly went to the expanse--particularly the tv series. Additionally, the setting being focused on the idea that the Solar System is big, and yet, while not trivial, working and traveling around it is somewhat routine, syncs up pretty well between the two settings. I suspect that space combat could be an interesting challenge, as inter-system conflict in The Expanse is depicted as being highly tactical (and somewhat more conventional), when compared to something like SW, for example. I have yet to dig down into SS 2088 to see how you handled it in there, however, so that might be well covered already. Which is all to say, that the technology in The Expanse universe is not, for the most part, as advanced as it is in SotB, let alone SW. So, I'll be keen to see where that falls. As to Mars, it occurs to me, that each of the major factions, could almost be covered in their own mini splatbooks really. Not that I'm suggesting you don't have your own blueprint, mind you, I'm just spit-balling. All of that said, while my knowledge of both Android and The Expanse is somewhat limited, and I have no particular experience with parsing the system mechanics of GeneSys where it applies to balancing things like Talents, Gear, Archetypes, or similar, if you wanted to tap someone to proof read copy and the like feel free to hit me up. I don't have any fancy (read functional) editing software like In-Design, but I can always work from word. Just putting that out there, as you're nothing if not prolific and always seem to have multiple irons in the fire. Continued Success Warrior.
  8. Ill defiantly be following this project. When I glanced over the SS 2088 materials (some time back), I recall thinking that it could be hacked to cover The Expanse universe. But I'm much more interested in seeing a dedicated port. Both the novels and the television series offer some fantastic Political/ Military Sci-Fi goodness. When the KS went live, I was a little sad that it wasn't going to be an FFG narrative dice effort. So yeah, looking forward to seeing where this goes.
  9. I am certainly a fan of converting a module from one system to another, if it's a good scenario. But in my experience it's rarely any kind of time saver. On the other hand, one of the cool things about the GeneSys toolkit, in my opinion anyway, is that if a given group is relatively mature (as gamers), you can run an adventure fairly fast and loose. Set the scene, and let the Players guide the story to some degree. inevitably I find that the Players will inspire me in unexpected ways if I'm paying attention. But then, I've always preferred running sandbox games in almost any system. Taking 30 minutes the day before I run a game, and sort of sketching out loose beginning, middle, and end points, is often enough to get things going. I may know that I want A, B, and C to happen, but I'll allow the party to go where they want, and then I'll insert "A" in where it makes sense, same with "B" and "C". The random NPC's and situations the party encounters, will then inform the bigger story that evolves in my head for future sessions. I've had good success with that approach in the past, when I run out of time to prepare a deeper story. So how does that apply to the OP? Well, given that you (Ceodryn), have experience GMing WHF and SW, I'd think that-that familiarity should help negotiate GeneSys on the mechanical side, which just leaves adventure hooks really. I saw a YouTube video with Chris Perkins on a panel discussion about adventure creation once, where he mentioned taking inspiration from real world current events, and then adapting them into his (D&D), game. I thought that was a fairly clever approach for doing initial story sketches. I don't know how useful any of that is within the context of finding solid pre-written adventures, but perhaps it offers you some ideas for how to let the game and story evolve organically? And thus, possibly relieve some of the stress of "Needing" a fully fleshed out adventure. The one thing I'd suggest though, is don't tell the players that- that's what you're doing. Let them fill in the missing pieces for themselves and feel clever for having solved your puzzle in their own way. And... Of course, take a ton of notes on what they do and with whom they end up interacting with--that'll help maintain continuity going forward. Success to you in finding a solution that makes sense for you and your group.
  10. Ahh, yes, ala Revolution... Until it got over the top, I enjoyed how that concept was explored.
  11. I think that one of the potentials here, is to homebrew the idea specifically to fit a given game's story. The potential power (and danger) of NanoTech, is pretty crazy, and could quickly get out of hand. However, if used sparingly as a plot device, it could be a useful tool. As an example, I've been toying with the idea of using NanoTech as a background plot point for a mini campaign I'm concepting. The hook will be a wealthy business person/ Criminal boss/ or similar, suffering from a mysterious illness. They have exhausted conventional methods to find a cure, but have heard a rumor of a doctor/ scientist allegedly working on an experimental serum that may yield results. Being desperate, (and possibly fearing that a rival may be involved?) they are willing to hire outside help to track down the doctor/ scientist who has mysteriously disappeared. Not all that original, I know. I don't have all of the threads sorted yet, as it's still in concept form, but ultimately the group will discover that it's not a disease per se' but rather, is the result of exposure to experimental NanoTech of some sort. Which will likely lead to a larger conspiracy/ mystery/ etc. that most likely will indirectly affect one or more of the PCs if not resolved. Anyway, this is just one example, where I don't have to come up with a set of NanoTech rules, or necessarily introduce an overpowered element to the game wholesale, but where the idea can be utilized to prop up the goals of the PCs for a particular adventure.
  12. As per usual, this is a fantastic upgrade and will prove quite useful. Thank you for your efforts, they will not go to waste.
  13. Indeed. I was just swinging by to mention this as well. Stoked.
  14. @Cantriped An interesting exploration of those themes can be found in the NetFlix series Altered Carbon (I have not read the Novels). This debate about what defines a person, (legally, ethically, spiritually, etc.), will definitely be part of my home game(s) twist on SotB. Heavily influenced by the Blade Runner universe of course. There is also the Dexter Anderson novel series by Darusha Wehm, which, while not addressing cloning, does look at what constitutes "Human Rights" within the context of a person's creations when the creator identifies more with their creation than with their own biology. Lots to explore. As to the OP, I feel that one of the beautiful things about the GeneSys toolkit, is the flexibility to pick and choose from the source material in order to fine tune the game world that the GM and Players wish to create.
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