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Everything posted by Lordmhoram

  1. I'd love to see Immortal Iron Fist and Luke Cage maybe the Daughters of the Dragon - as they are in the comics rather than the Netflix shows. They have always been favorites. I don't know how they would do the villain - but it would be cool to see some physically huge threats - Fing Fang Foom or Dormamu (although we need to have a Dr strange hero before he showed up). It would be interested how they would do Galactus - you can't beat him down, but have a special win condition. Or maybe Galatcus is the scheme and a Herald is the villain. More normal villains - Hellfire club could be fun (especially Emma), Kingpin, Kang. Henry Peter Gyrich - as a bad guy ally. And I'd really love to see (down the road) a parallel game doing DC that would could mix and match (the way Heroclix and Vs did).
  2. I'm a +1 to this as well. I never played (nor owned) any Star Wars PRG material (from any of the Star Wars versions). So what I have right now is the Core Rulebook and Terrinoth (and the expanded Talent from here). I am also a Hero player; I wonder how many of us there are? I play Hero weekly with the group, and the wife and I play Genesys solo. I wanted a universal system that was something of the opposite of Hero, and Genesys is what we play.
  3. I am starting a game that is set to feel like console JRPGs. I was planning to have a magic system like FF7. Runeshards give enhancement to weapons, can do magical effects on their own, and enhance spells. Sound like I found a solid system for Materia.
  4. Reading through the description, I really doubt this will have the core rules. In the "mechanics" discussion, they talk about extra material that expands on what was in core book - new this and added that. I think it will completely new material. I like the "rest of the world" stuff, and would love to see further sourceooks focusing on stuff like that.
  5. Lordmhoram

    Magic ideas

    Actually that is what I was suggesting " an ally can chose to use their action" as I felt the same way. Thanks for the reply. Having actually read the rules now, I think that this system is going to be everything I hoped it would be.
  6. Lordmhoram

    Magic ideas

    So I am finally getting to really reading the magic rules. Some ideas I've had (well 2, but I'm sure I have more). The first idea is only 1 magic skill, but another limitation on availability of spells. My wife wants me to run a game that feels like old console JRPGs, so with that - I am going to have 1 magic skill, but Materia for spells (think Final Fantasy 7) - and more limited. There will be a firebolt materia that can let you do flame blasts (by SFX) then add burn and burst and such. So the balance is not in what spells are attached to what skills, but by what materia the character has. Working name for the campaign "Final Tales of Questing" The second - I was reading the conjure rules to the wife, and talked about summoning a silhouette 3 ally, I said T-Rex, the wife said "Sue!" (Dresden files). Necromancy (in that book) had to have a drummer (to simulate the heartbeat, to control the undead - could be a tapping a book, real drums etc). Harry cast the spell but a friend has a drum he hits to keep time to be his drum, so harry could just save the day. So that brought up how to model that in Genesys. First though - an ally can chose to use their action to cover for the maneuver portion of keeping a spell going for conentration, so the mage can continue with full actions.This also lead to the idea of a big bad that has multiple apprentices who are keeping the concentration for multiple spells, and the PCs would need to take them out to drop the spells to make going after the head wizard within their reach.
  7. Thanks for that info, I was getting concerned. I love my books.
  8. Thanks - I will Use this for mine. Weird is going to be my magic/esoteric catch-all. (Urban Fantasy).
  9. That was my intent. My wife and I both game, so one of our habits in the last decade or so, when we get a new corebook, we read it aloud and discuss it before we do any playing. Watch videos of play. Part of my I loved threads here like "what are the coolest things you did with Triumph" and such.
  10. I've finally got my book. Going to take a few days to read it, and get a better feel for it. Then I plan on posting my review.
  11. Finally having got the book, it's going to take a big assumption shift for me to play. I knew that would be the case before I got it, but actually reading the rules, it is really looming large; this isn't a bad thing. My two most played systems are D&D3.x/Pathfinder and HERO. Both systems are very much "if it isn't on your character sheet you can't do it". Genesys .. it almost feels like the character sheet is an outline. Now, I want to play Genesys for that reason, to bring the character and player play into the game, and not play the character sheet, but it is proving a big adjustment. And that is just reading the rules, not even trying it out in play with the new dice.
  12. Setting up a new game idea - Urban fantasy with a little cyber/high tech thrown in - basically a "20 minutes in the future urban fantasy" but not full on Shadowrun. The tech/science side will be 10-15% of the game.
  13. I think I am in the vast minority that I am not coming to this from Star Wars. That sort of colors my view of comments and reviews. I see "this doesn't have talent trees like star wars, it has a talent pyramid" - and half of that comment is useless to me, as I have no clue what a talent tree in SW is. lots of stuff like that. I have yet to see a single review that just comments on the game as it's own game, but rather as Star Wars little Brother. (I'm not calling you out, your review was great) - just that everyone takes that approach. When I'm read the book solidly, I plan to post a review - but not mention star wars really, but come to it as a fan of universal / generic systems and how it works in that POV.
  14. Fairly nice review thank you. Every review I've read or seen talks about the dice and saying "just use star wars dice". I think the dice are for people like me - interested in the system, fans of universal games, but never played star wars, so I have no dice of this sort.
  15. From what I see it isn't Hero (yet). Hero for the last few editions have always been (one book is all you need period, these others really save you work). Genesys isn't that. It's a great toolkit, and has lots of options to play with, but not as robust as Hero. But that is fine, Hero 6 was two 500+ page books. I'm happy with what we got jammed into the book we got. To be honest Starfinder sorta felt similar - there is enough to run, but slim options and not a whole bunch of mechanical toys to play with. After a couple of full setting books come out, with new spells, talents etc I think Genesys will be at near Hero level. And based on the info I had before Genesys release, that is exactly what I was expecting.
  16. My game shop has them in (Game Grid in Utah), and I had pre-ordered, but tonight is our game night, which we start right after I get off work, until I go to bed, so I can't go pick them up until tomorrow after work.
  17. For me, I think it will be perfect (I get mine this weekend). It never claimed to be "everything you need to play in one book" the way Hero 5th or 6th did. But it gives core rules, a selection of genre rules, a selection of tone rules, and some alternate rules - then the tools to create stuff on your own (to an extent). That's all I wanted. I didn't expect a "full game" that I could play out of the box - I expected a system, who's rules I use to make My game. Once setting books start dropping then you have the stuff to take core rule and setting and run without creation. But this seems to be exactly what was promised us, and it looks like it will be exactly what I want.
  18. I have something like 15-20 campaign ideas at this point. Just waiting for the book to see what would work best. These are campaign ideas I've had off and on for years, some decades, that just didn't work in the other systems I enjoy. A really low combat Magical Highschool/College in a fantasy setting. The "low combat" just doesn't work in most action oriented system, but in a Narrative leaning system, it should work.
  19. Makes sense for a Universal system too. If you want to run a mix and match genre game (Urban Fantasy as an example), you don't have to make up full career talent trees.
  20. Yeah - as someone who has played and GMed Champions/HERO for 30+ years, almost all in superhero genre... I agree. I've learned some tricks over the years, but it can be really tricky to do.
  21. I've imported the "countdown pool" from WOIN into a number of mine. You have an event that you don't know exactly how long until it happens, but want to have a timer on, and want to keep tension high. So you grab a pool of D6 - the bigger the pool, the longer the time, and at the start of each round, you roll them all. Any that have a 6, you remove. When all dice are gone, times up.
  22. All of the official material don't capitalize the S - it's just Genesys. Don't know if you have just not noticed that, are trying to make some sort of unclear point, or your keyboard just randomly capitalizes things, so I thought I'd point it out.
  23. Agreed - I think GURPS is great for action, and really low level supers, but not JLA/AVENGERS style, and HERO handles the Mid-high end supers very well, but isn't as granular (well a little more granular with 6E) for low end play. Both are Universal/Generic systems, and each have their strength & weaknesses.
  24. There is a book for 1st edition Fantasy Hero by Aaron Allston and Mike Nystul "The Spell Book" that has a bunch of pre-built spells for the system. Now the mechanics are out of date - but there is advice in there about what requiring/disallowing different advantages, disadvantages and powers would mean to you game. Some examples include - if you have a flight spell - not uncommon in RPGs, but very little of it in source literature before that; if you require "requires a skill roll" that means magic is never ever for sure, there is always a chance of failure - conversely disallowing mean magic always works and almost feels like superpower or mutations. This article changed how I approached gaming (and highly recommended). The reason I bring it up here - I don't think any genre, tone or whatnot is required wholecloth. When I get Genesys, I'm going to look at each setting, and each tone and the rules therein and think about what each of them mean, in total (say I want to use horror complete), or individually (say I want fear but not sanity). And see what each of them means to a game individually. Just like powers, skills and ability scores in games like GURPS or HERO are building blocks of the character - these things will be building blocks of a campaign. This game isn't Pathfinder, or even Edge of the Empire, it is a toolkit for building games. I've posting (as a long time generic/universal/toolkit GM and player) as a public service, I guess, to remind everyone that is the case. Not that I am better or know more, but to help spur discussion of the toolkit nature of the game, and ways we can break pieces apart and put parts of them back together to make exactly the kind of campaign we are going to run.
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