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About StanTheMan

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  1. Don't know if this is the right place but... I haven't seen anything on the forum, but I'd like to change my forum user name for legal/business reasons. I'd like to change it to Poppyseed45 please. Again, this is needed because my current user name will be used for something else professional, so I'd like it NOT associated with my hobbies. If this isn't the place to make this request, please let me know where or to whom I should. Thank you!
  2. So, recently, I went to a LFGS in London and bought Shadow of the Beanstalk. Is it policy with FFG to give a pdf with purchase, or is that a separate cost? (For the record, I bought Genesys through Amazon, so, didn’t expect anything there; the FLGS told me FFG is part of the Bits and Mortar scheme).
  3. Basically, I'm taking a trip soon, and one of the FLGSs I'm looking at has some Genesys stuff. I'm interested in the system (I already have the base book and some dice), and according to my budget, I've got enough cash to buy another set of dice and either Realms or Shadow. So, my question is, as far as getting "more bang for my buck", which sourcebook is the best? What I mean is, in terms of getting more variant rules or equipment or ideas, or seeing ways to apply things towards my own hacks, which sourcebook is "meatier"? There is a chance, in the future, I'll end up buying the other sourcebook anyway (say, in October or at Christmas, but that's far in the future), but, which one is juicier now? My intention is to pitch a Genesys game in the near-ish future (around the end of summer really).Folks? Your thoughts and convictions?
  4. Is true, I know, but I have folks in my group that also care about such, and will look at "official" things if we play a game and I use Terrinoth. They'll look at the art especially and judged based on it. Like, we did a Forgotten Realms game a while ago and two of my players REALLY wanted "non-white" characters. Just something they had in their heads (for the record, one guy was Hungarian and wanted to play something "Arabian-esque" and the other guy Chinese and wanted, well, someone Chinese looking). Pouring over the Sword Coast Guide helped in that regard (as did the main D&D 5e book; just having such pictures there was enough to push/help their imaginations and such not).
  5. Yes, that helps quite a bit, actually. Very good to know. As I don't have the book yet, I didn't know there were other settings implies (such as Al Kalim). That's the analog place I'm looking for. Thanks for that!
  6. True enough. The range (5 steps I guess?) IS pretty short. Though the item qualities add a lot.
  7. Okay, pardon the title, but I wasn't sure how to phrase it. Basically, according to the lore of the setting and such, are there any darker/asiatic type looking people in the setting? I've looked at some of the art/illustrations online and that doesn't seem to be the case. I'm going to be buying the book soon and, as a person of color, I always like to know, setting-wise, if there are folks that look like me in a particular setting. Probably buy it anyway for the rules and such, but FFG did SUCH a good job in this regards in the Star Wars lines that I wondered if that philosophy extended to their own fantasy setting (whereas I'm sure, by the art, it does to their sci-fi settings, for example; mind, I mostly mean from the main Genesys book, but still...).
  8. Pretty spot on. I DO think the carious genre sections do give, roughly speaking, enough weapons and armor to hang your hat on, but year, it'd be nice to have more gear. It's my main (and really only) complaint about the game as a whole, and why I waver between it and GURPS.
  9. I know no one else said anything but thanks for this! One my issues is that I'd love a sheet I could modify myself, but I haven't set it up myself, and now you have (and I agree; I find something like this a lot less hassle than a PDF reader thingy).
  10. That part...can you elaborate what you mean? It’s interesting to me! Does it mean because of die results (so giving cool story things base on Advsntages/Threats, or what?
  11. (cross posted from the Big Purple by me but I'd love to here people's ideas here; I posted this over on r/genesys in Reddit as well) What I mean is, where does it shine? For example, while it can be dialed all over the place, GURPS seems to work best when you want something "gritty" or "low cinematic", with the option to shovel in detail as you wish. You CAN make it much more cinematic (and there are rule for that both in the core and in supplementary books), but the sweet spot seems to be "real-ish" stuff. At its heart, it's a simple system; I roll the dice, maybe modified, and we roll under the skill number usually to see what happens. Everything is more or less a single roll for each instance. Savage Worlds, on the other hand, is definitely a pulpy action game; again, you CAN dial it down to make it more gritty or whatever. Like GURPS, you do single rolls for most things, though there are rules for "dramatic" rolls, making certain things longer contests, though again, definitely pointed towards the action genre (defuse the bomb!; codify complex negotiations into three dramatic yelling matches!). So, by comparison, where does Genesys fit? Pulpy action? Gritty? Something else? This isn't to say you can dial it to move in other places, but the die system and core are set to...what?
  12. Not played yet but going to in probably 3-4 months, so slowly working on what I will pitch to my group. Two scenarios stand out: 1. Late Republic Rome. I’ve talked about this on the forum before and it’s my long time obsession. Something set during the Socii War, for example, end as Sulla becomes Dictator of Rome. 2. Traveller. No lifepath stuff. Just a straight Traveller game, like, PCs are the crew of a ship, maybe working for the sub-sector Duke at the start of the Fifth Frontier War.
  13. I thought about Idea 1 (something similar happens in Diaspora for Fate; their social conflict system is neat, but seems to be set up to take lots of in-world time, and for the players to not do things in-between the hours or days long turns that can exist). So, that's my issue there. Two is right out I think but I see where you're going for. I MIGHT think about it though; I can imagine certain sorts of social engineering are more like battles than even social encounters (say, getting people to adapt to and accept your rule as Principes Inter Pares, who's been secretly supplanting the function of the state for years...
  14. It does help indeed! It reminds me of the social conflict thingy in Savage Worlds, actually. Hmm. That WOULD be simple. And effective. and keeps all the rules where they are more or less, which I like...
  15. As some may know, I've got lots of historical and political games on my mind. One of the settings I've pretty much finished working on is a Roman Republic game. Next on my list is a Warlords of Alexander game (based on the super-excellent fan-made PDF by one of the main writers of BRP, Paul Elliot) set in an ancient Greek city-state, where politicking will happen. In both cases, I'd like players to be of the sort that will try to push through laws and such, or get large scale agreements with government, such as it is. First off, I REALLY like the social encounter rules; fills a hole which sadly many RPGs have, and since I like politics and the like in games, I love such mechanics and ideas. In general, for what I need, they'll work splendidly since the "social encounters" will be one off things (canvasing for election on election day, pushing through a contentious, emergency measure in the Senate; both of those are "in the moment" things, or encapsulate a lot of background things into one main roll, in my opinion). However, one thing I noticed is that the part where it talks about "defeating" the opponents or reaching compromises is based on Strain (or Strain/Wounds for NPC faceless crowds). There will be times when debates really will be over time; a law can have several discussions, over time, as details are hammered out and feathers unruffled. Perhaps a measure is so unpopular (and opposition so fierce) that it'll be a lengthy battle to get it done (say, arguing the Senate around to going to war with Carthage). In these cases, the Strain rules for social encounters don't really work, since, surely, Strain would be healed with a day or so. The rules don't really say what to do about healing in the case of "minions", since they don't encapsulate ever needing them past the initial encounter they're in. Like, I've visions of a demagogue type PC haranguing crowds for days on end before finally working them up enough to storm the King's palace or whatever. So, how to deal with this? As far as I read it, the Social Encounter rules don't. The only fix I've in mind, at the moment, is to declare that the strain (hah!) of dealing with trying to pass contentious legislation doesn't allow proper rest, and so Strain stays between encounter "rounds" of passing said legislation. Only problem is, that leaves the door open to engaging a character in, say, a fist fight, knocking off some Strain, and that guy getting taken out the next day in the council chamber from a searing bon mot. Doesn't seem fair (and before you say it, yes, i know there's a direct link between one's stress and one's ability to give attention to things - I've read Kahneman as well, but still...). Thoughts folks? How to simulate what I'm trying to? Or am I pushing too far?
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