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About kkuja

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    Finland, Jyväskylä

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  1. You are not blind, and did not miss anything/much. There is no career with verse skill as career skill. Only way to be a Bard and use verse magic is to buy Tier 2 talent bard, and then a rank in Verse skill. In our game, bards are (mostly) envoys with Bard talent. If you want a dedicated bard career, then it's pretty easy to make one from e.g. Envoy (see Runemaster for ideas). I may be incorrect, if so, please someone correct me.
  2. Write an email to the company owning the IP, and ask about their policies. Usually they give you quite a clear answers. I have done it few times. Different companies have different policies. Some allow you to publish free products freely, as long as you acknowledge the IP owners. Some don't allow you publish anything. Some allow you to even publish and sell. But in my experience, best way to find out is to ask from IP owners.
  3. IMO, it's not good or bad idea, it's a change, which may work for you. Personally, it wouldn't for for me, because I often give additional points of XP from good roleplaying. And base amount is based on time (following Jay Little's recommendation for SW, which was 5 points per hour or actual playtime), and currently our session usually are from 1.5 to 2 hours, which means 7 to 10 XP plus 0-3 points based on player actions. With your change, you would lose some granularity when giving XP, but only you can find out whether that is problem, because that fully depends on your gaming style.
  4. Ok, I understand. I have seen your dice roller, and and explored it, but somehow I didn't connect it to you. Also, it's nice to know other people have similar needs than we do. Anyway, thank you for everything you have done for the community.
  5. One question. Will this be windows only application? I love the idea, and believe this will be a great asset. Thank you.
  6. Awesome work Skyjedi! Just one question. Is it possible to remove talents from character? As I was testing the site, I didn't find a way to remove talent I added to character. Also, feature request for version n+1 (after you have nothing else to do ). A dice roller shared with all characters of one GM. (Background, I mostly GM online games using Roll20, and I'm looking an alternative to that, and in addition to this character sheet, all I need is a dice roller where I could put a difficulty to a PC and that player could click a "roll dice" icon next to skill, and software would roll dice, and show results automatically calculate number of successes/failures etc.) I'm not expecting you to ever to do the dice roller as it's quite a much work, and it's not actually in the core focus of this project. But, because you are sharing your code, I may fork it to our own project, and maybe add a dice roller to it. But again, thank you for your awesome work.
  7. Not in Genesys, but in Star Wars (which is almost same system but Genesys has some rule enhancements, which would have fixed few of my problems (like PCs hoarding Dedications)), I GM'd 81 session campaign. At the end it was a bit cumbersome for me as a GM because 1) I gave a bit too much XP (characters gained well over 1000 xp), but 2) more importantly, I locked myself to SW canon too heavily. That campaign will continue later now that I have solutions to problems. I don't see any reasons why Genesys wouldn't work in longer campaigns. Power level will rise over time, but happens in every system with character development. IMHO GM need focus on few things in longer campaign: 1) Don't give too much XP (recommendations in book are good), 2) Make sure PCs don't cheese and min-max too much, 3) don't plan too much ahead in detail. Have a rough guideline in your usage, but e.g. give opponents stats when it's appropriate, and don't mind changing them appropriately if PCs gain more XP than you anticipated (e.g. from additional side quests).
  8. This is a bit of thread necromancy, so sorry for that. I just had something to say about, which I fell may be useful to some people. I'd handle the situation with normal rules and bit of creativity. I'd say to player that, "You can attack the opponent with deception (or cool if that suits better) against its vigilance, and if you succeed, you lure the enemy to the gas pool and light it at optimal time". On success PC would attack the opponent with fire. Personally I like when PCs attack opponents with unconventional skills. This works for our group, but YMMV. As one eyed pirate said, events actually happen fairly simultaneously, and PCs and opponents don't neatly wait their turns to hit, while other hack and slash at their turns. We can use this fact to our advantage. And Genesys is narrative system, not combat simulation, so PC action can narratively be delayed, but rules wise handled normally. I.e. PC acts normally on his/her turn, and that action's effect comes to play in NPC initiative slot. This requires some leniency from GM, and PCs, but in my experience works well. In this case there IMHO is no need for delayed action. I understand that sometimes delayed actions are useful, but most of usually situations can be handled normally in Genesys, when we just remember to keep PCs acting proactively and use a bit of creativity.
  9. As Swordbreaker said, "every uncancelled success", including the first one. So, all damages are actually at least +1 when attack hits. So minimum damage in this case is 6.
  10. Hi @GM Hooly. I have listened all your dicepool podcast episodes (mostly while doing something else, like housework, so I have missed many details), and I'm anxiously waiting for more. I love the content. I just dropped by to ask do you have a plan to release the Night's edge setting as written document? Thank you for the podcast. You are doing great work.
  11. Call of Cthulhu 7th edition has two gaming modes, normal (the deadly) and Pulp, which is so much more forgiving. Personally I'm not sure if Genesys is the best system for Cthulhu games. For pulp games it probably would work, but I personally probably wouldn't use it for purist games, where focus isn't in cinematic action, but more in "can I survive?" or "how will I perish?". I started doing a Genesys conversion for my favourite horror game, but quit because I came to a conclusion that changing the system to Genesys would change the spirit of the original game too much. Of course, very much of how suitable Genesys is, depends on personal preferences.
  12. AFAIK, AH is FFG product currently. IPs of Lovecraftian works are interesting. Chaosium of course owns its Ctlhulhu related stuff. Lovecraft's book are largely seen as public domain, even though there is (or at least was) some dispute whether someone still owns them. E.g. Derleth (Arkham house) claimed he owned all Lovecraft's copyrights. Wikipedia page about matter gives AFAIK fairly good and interesting summary about that mess. (https://en.wikipedia.org/wiki/H._P._Lovecraft#Copyright)
  13. Or opposed to Discipline, or Athletics, or... what ever suits the situation. Otherwise I agree. But that's just how we roll.
  14. kkuja


    I respectfully disagree here. I require more specifications to define the best RPG. For me, best urban horror RPG for me is SLA industries (I love the world but hate the system). Best scifi opera RPG is FFG SW. Best space fantasy horror is Dark Heresy. Best space horror RPG is Rogue Trader. Best rules light horror RPG is Cthulhu Dark. My favourite beer and bretzels RPG is Fiasco. Best general fantasy is Dungeon World. Best hard scifi RPG is Jovian Chronicles. Best general system (also for fast spaced pulp styled games) is Genesys (future will show whether it's the system I will default to in every game). Also, if I want a system which heavily simulates the game world I choose different system than if I want a system which heavily focuses on narrative. So what is the best RPG for me? If you can say easily what is the best RPG for you then great, more power to you! Unfortunately I cannot. I'm not saying other people cannot define best RPG more easily than I can, I'm only saying I cannot. Thank you and sorry.
  15. Sorry for necromancy. I was looking for tips how to not lose every game. IMO it's good that lone investigator gets 4 turn before midnight. Team size cannot be balanced so that it works well always. After all, currently player always get four actions between midnights, difference is just that does he/she get them with one or four investigators. In that point on view current system is balanced. Act once per investigator between midnights would just turn the situation to opposite. Full team would have larger benefit that solo investigator currently has (4 times the actions, and benefits for all investigators). Maybe only really balanced way would be single action for single investigator each day, but that would just be silly. There is also the beginner aspect. Game is currently really difficult for beginner players, in fact in my opinion too difficult (also, difficulty varies hugely between games). As solo investigator I win maybe every 10th game, against Yig. So, if player want's a bit easier game, solo games are good. Those who have mastered the game can increase difficulty by playing with full team, and by selecting non-optimal investigators. After all, it's FFG's benefit to make a game which can be played with satisfaction by larger group of people. What I'd like to have in this game is difficulty setting.
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