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About StanTheMan

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  1. StanTheMan

    At its core, what sorts of games is Genesys good for?

    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?
  2. (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?
  3. StanTheMan

    How are your campaigns going so far?

    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.
  4. 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...
  5. 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...
  6. 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?
  7. StanTheMan

    What campaigns have you started? Your experiences so far?

    Also haven't run Genesys yet (but it will 70% be the next game I run), in which case, I've already mostly completed a Roman Republic adaptation (thanks to folks on this forum), and I've a mind to try a few other re-skinnings for something Honor Harrington or Traveller.
  8. StanTheMan

    Social Status and Wealth

    Okay all, FINALLY got some time to do some work on this, and here's what I tentatively came up with. It does come with a few caveats: 1. I didn't want to really add rules; 2. These things should be (mostly) within reach of starting characters; 3. I wanted something fun, that added a little spice, but as said, doesn't get in the way or main characterization; 4. Boiling down centuries of cultural practice into a few lines is hard... The Rules All players should choose one of the four basic archetypes: Average Citizen (Average Human), The Athlete (The Laborer), The Scholar (The Intellectual), and The Orator (The Aristocrat). Average Citizen: Brawn – 2; Agility – 2; Intellect – 2; Cunning – 2; Willpower – 2; Presence – 2 Starting Wound Threshold: 10+Brawn Starting Strain Threshold: 10+Willpower Starting Experience: 110 Starting Skills: The Average Citizen starts with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation. Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool. The Athlete: Brawn – 3; Agility – 2; Intellect – 2; Cunning – 2; Willpower – 1; Presence – 2 Starting Wound Threshold: 12+Brawn Starting Strain Threshold: 8+Willpower Starting Experience: 100 Starting Skills: An athlete starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation. Tough as Nails: Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.” The Scholar: Brawn – 2; Agility – 1; Intellect – 3; Cunning – 2; Willpower – 2; Presence – 2 Starting Wound Threshold: 8+Brawn Starting Strain Threshold: 12+Willpower Starting Experience: 100 Starting Skills: A Scholar starts with one rank in Knowledge during character creation. They obtain this rank before spending experience points, and may not increase Knowledge above rank 2 during character creation. Brilliant!: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect. The Orator: Brawn – 1; Agility – 2; Intellect – 2; Cunning – 2; Willpower – 2; Presence – 3 Starting Wound Threshold: 10+Brawn Starting Strain Threshold: 10+Willpower Starting Experience: 100 Starting Skills: An Orator starts with one rank in Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character creation. Forceful Personality: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check). Classes After this, each player should choose a career that reflects their take on being a Roman Noble. That is, where do they see themselves as a person in Roman Noble society? Politicus (Politician) The politician is a person who is either in the Senate, or dreams of doing so, and is sort of a jack-of-all-trades; they can fight, lead soldiers, speak in public, and in general serve in the many offices of the Republic. This is a person who expects to move up through a combination of bravery in battle, oration, wealth and family connections. Career Skills: Charm, Coercion, Cool, Discipline, Leadership, Melee, Negotiation, Riding Sacerdos (Priest) While any Roman may be called upon to be a priest of the state (as a Minor Priest, Augur, State Priest, or Special Flamen, or other religious functionary), a character taking this class has really studied the lore of the gods and spirits, and understands that there is real power in learning the rites and sacrifices that please them. They may even forsake regular work or duties to become an expert in sacral things. Career Skills: Charm, Coercion, Cool, Discipline, Divine, Knowledge (A god/goddess/spirits), Negotiation, Riding Sciolus (Dilettante) These people are that don’t have the wealth or inclination to seek higher positions or offices, or conversely, don’t care about it, and are more concerned with attending parties and enjoying the fruits of their wealth, or pursuing personal areas of interest. They may or may not seek offices, or spend their lives as idle backbenchers if in the Senate, happy to exercise their vote with their feet, never allowed to speak. Career Skills: Charm, Cool, Deception, Knowledge (whatever catches your fancy), Negotiation, Perception, Streetwise, Vigilance. Vir Militus (Military Man) This is a person that has decided the best way to climb society is with the edge of their sword. They constantly volunteer for military appointments and spend more time outside Rome fighting her wars than in Rome. For them, political offices are not a goal in themselves, but a means to an end of being able to hold great commands (often given after being Praetor or Consul). Career Skills: Athletics, Brawl, Coercion, Melee, Perception, Riding, Survival, Vigilance. Special Talents The following Talents can be chosen in addition to the talents shown in the Genesys corebook. One note: For reference, money works like this: 4 sesterces (bronze coins) equal 1 denar (silver coin). One talent (a common measure of money) equals 6000 denarii or 24000 sesterces. It takes roughly 3 sesterces to survive for a day. All players start as either a slave, freedman citizen, or Roman Head Count, as they wish. Higher Class Tier: 1 Activation: Passive Ranked: No You are a recognized member of the Roman Fifth to Second Classes, with an official census of between 2500 - 25000 sesterces. You can vote in the assemblies and for higher magistrates. Despite this, you are considered more dependable that most under Roman law, and your word carries more weight than members of the lower classes. You can move yourself up into the Equestrian Class, if you manage to accumulate enough wealth to do it (in essence, you can upgrade this Talent for that Talent if you can spend the XP needed). This also let’s you ignore one when arguing against a lower class person. Patrician Tier: 2 Activation: Passive Ranked: No You are a Patrician, a member of Rome’s original noble class. You can trace your ancestry back to the early days of the Roman kingdom, when your ancestor served as one of the 100 advisors to Romulus himself, and as a member of the first senate after the fall of the last king and the beginning of the Republic. As a Patrician, you gain one upgrades whenever you make your roll for elections. You are, however, barred from certain offices (like Tribune of the Plebs). Higher Class (Improved) Tier: 2 Activation: Passive Ranked: No You have a census of at least 400,000 sesterces in wealth, lands, or business interests, and more importantly, are considered a member of the Equestrian Class in Rome. You have the right to vote in the Assemblies. You can try to run for political office in Rome, but you will need to make sure you have the wealth to fit a Senator’s Census by the next election (in essence, you can upgrade this Talent for that Talent if you can accumulate the XP needed). You also have extra cash of 400 sesterces (100 denarii) per session, given to you at the beginning of each game session by the GM. Any time you must interact with the lower classes, you gain one if using Charm or Negotiate. Higher Class (Supreme) Tier: 3 Activation: Passive Ranked: No You have at least 1,000,000 sesterces in wealth, land, and secret business interests, and more importantly, are considered a member of the Senatorial Class in Rome (meaning that at least three consecutive ancestors of yours were Consuls). You have the right to vote in the Assemblies, and to run for political office in the Cursus Honorum. You also have extra cash of 800 sesterces (200 denarii) per session, given to you at the beginning of each game session by the GM. Any time you interact with the lower classes, you gain if using Coercion or Deception. Wealthy Tier: 3 Activation: Passive Ranked: Yes You are quite wealthy for your social class. For each rank of this Talent, your personal census status increases x10. You also receive another 400 sesterces per session, on top of your other income from other Talents, if applicable. You may take this twice. You are wealthy enough to try to sway elections with bribery; anytime there is an election, you add two bonus dice to any election checks, either for your own character or for another character. Creosus Tier: 4 Activation: Passive Ranked: No You are one of the mega-wealthy of Rome, so rich (and so many owe you or depend on you) that there are probably only a handful of people at your level or wealth in the Republic. At this level, you always have money to bribe, even on the scale of influencing elections or supporting a legion or two on your own. With this Talent you can add two bonus dice to election rolls, as well as for passing legislation. So, that's off the top of my head.
  9. StanTheMan

    UK availability

    I'm in Hungary, but I ordered the book from GamesLore (and indeed, the book is out there, as I see now). I got some Star Wars dice recently from the US Amazon, and the sending wasn't even terrible. Maybe there? Price is 45 GBP for the Genesys CB (about 32 quid, so close to the price you stated?). Dice are $20 (so, 14 GBP). Don't know if that's reasonable for you? Wackily, Star Wars dice are cheaper! Sending price I assume is better to you than to me here in Hungary. That's what I sometimes do if things run out elsewhere (to wit, I bought Force and Destiny from US Amazon, iirc). Good luck!
  10. StanTheMan

    Genesys Rulebook in europe

    I live in Hungary, so less "mainstream" Europe than you. That said, I used Games Lore (already mentioned above) for the book, and Leisure Games for the dice (https://leisuregames.com). Both are based in the UK, and gave VERY GOOD prices, and shipping was pretty cheap overall. GL is generally cheaper, overall. I've also used Amazon UK to good effect for gaming (and bought some of my Star Wars dice there); prices also generally okay. Avoid Amazon Germany for gaming; they seem to have this idea that gaming material=gold, and must thus be priced through the sky.
  11. StanTheMan

    My review of Genesys rpg

    Ah, I see. I had Hero (FRED, to be precise) and yeah, it was "complete" in that you could build anything (and there were LOTS of worked examples in the core book, and the genre books were good about that too; Fantasy Hero and Space Hero were gold mines). That said, for me, the problem is Mass Combat. Here we'll have to disagree, but I tend to run political games, which means mass combat shenanigans at some point. I like having at least the option to run a mass combat. In Genesys, I can use Star Wars stuff (and someone has already done a mass combat write-up for Genesys as a fan made thing, I think based on Battle of Arda or whatever that supplement was), so that suits me fine. Savage Worlds had it baked in, which is why I ended up using it as long as I did, though it isn't even close to my favorite (as you say, the dice stat vs skill system is...special). As always, things never quite fit us all, though I think we largely agree!
  12. StanTheMan

    Social Status and Wealth

    Definitely! Just need a chance to actually sit down and think. Sadly, in the midst of class planning, so, I hope today or tomorrow to get around to it. I don't think it'll be hard to put something together though.
  13. StanTheMan

    My review of Genesys rpg

    As a long time GURPSer and FUDGE/Fate person, I have to disagree. FUDGE (and Fate to a lesser degree, though this changed in Core somewhat) left an incredible amount up to the GM. In FUDGE, you had to make up EVERYTHING, including the names of the stats or skills you'd have in the game (should we talk about vehicles or magic?). All you got with that book was a "here's a rolling system and some ideas about different genres; good luck!", and that's only if you got the 20th Anniversary edition. Cybernetics? Supers? Hahahahaha... Fate Core is not complete. Again, lots of decisions about weapons and gear (and if so, there are no guidelines in the book on how to do it except "Make it an Aspect" or "You can have numbers for weapons; no, we have no inclination to guide you on whether or not a pistol should equal a bazooka". In both games (and GURPS, and Genesys for that matter) they don't have mass combat rules unless you buy them separately (for GURPS; for Fate/Fudge, good luck with that, though the Fate Toolkit does outline two different system for fights involving mass groups, so, you'd have to get it separately; to their credit, you can download the PDF for it for free). And again, Supers; anything I ever tried to come up with was a mess. Venture City fixed that, but again, it's a separate supplement. In almost all cases, you have to define what your magic system smells like. GURPS does this for you, as long as you like spells as skills and like the idea of spells working better the more you know particular spell; you want anything else, you gotta get a supplement book, or figure it out as Advantages; possible, but harder without the Powers book). Also, there are wacky point-break places in GURPS where it's hard to model certain fictional abilities in terms of their "difficulty"; in Star Wars, telekinesis is had by everyone and their grandmother; in GURPS, that's expensive (I remember, very clearly, trying to figure out how to get a starting character at Yoda's ability to lift a tie fighter; and Yoda's implication that Luke could have done so with just the right mindset...). So, to me, Genesys is as complete as anything else. Savage Worlds is pretty good in these terms; it touches, at least, everything you might expect to some small degree, even social contests and such, which I think GURPS misses out on. Though I'm not a fan of SW die system, but that's a thread for another day.
  14. StanTheMan

    Social Status and Wealth

    I like this rather a lot, now that I've looked more carefully. The Archetype thing I mean. There's some goodness in there, for sure.I'll have a think. Combined with some Talents to show even more Wealth or Influence, this could be what I need!
  15. StanTheMan

    Social Status and Wealth

    That could work, in which case, each Talent represents a level of "general wealthiness". I can imagine something like 6 levels of Wealth (0 being what all characters have). If my players are fine with just being all noble, then I can angle the Talents towards that. Heck, the Talents could talk about a level of wealth, and bonuses to, say, Influence rolls or something like that. I'll think, but it's interesting.