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Blackbird888

Expanded Rules

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So the various Star Wars sourcebooks have usually introduced some extra rules not found in the CRB.

  • Base building
  • Mass combat
  • Battle scars
  • Old west gun duels
  • Homesteads
  • Bounties
  • Animal companions and riding
  • Crafting (including for armor, weapons, gear, cybernetics, lightsabers, and ships)
  • Contact networks
  • Computer slicing
  • Explosives
  • Squad/squadron

There's probably more I'm missing, and more to come. Not to mention the numerous charts, such as social encounters, combat in different environments and settings, encounters in urban settings, encounters in the wilderness, space combat, etc.

How do you think they'll introduce rules like these to Genesys? Release an 'Expanded Rules Sourcebook,' maybe? I figure the animal rules may have to be in the book in some form, seeing as they're doing a fantasy setting.

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There is a huge amount of content for SW, I feel they will cherry pick the parts that fit a Theme thematically eg animal companions for Fantasy, Squad/Squadron for Modern etc.

An entire book on PC assets would be wonderful, homesteads through business and bases, fortifications such as Castles to Space Stations. Equipment Crafting etc...

but I seriously doubt they actually will. Selling all that stuff would de-value the Star Wars content. So just taking the parts most fitting and adding new content would be best for their business.

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I would think they would introduce this material (what doesn't make it in the CRB) with setting books.  It would be a great way to make each book unique and attractive even for those who are not enamored with the setting, so fans can buy as needed.    But imagine how easy it would be now for them to make an RPG setting for all of the titles they have access to?  Licencing issue aside, even Twilight Imperium and Arkham Horror?  Descent?  That said, they can take an "Expanded Worlds" (Cypher System) approach and mix a few settings and new rules into a single book, which would be better.

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From what the article said, it sounds like the Genesys corebook is going to focus solely upon the "what you need to play" and that it will be the realm of supplements to add further material.

So all those things in Blackbird888's post?  Those are all supplemental material and not even remotely required to play.

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25 minutes ago, Donovan Morningfire said:

So all those things in Blackbird888's post?  Those are all supplemental material and not even remotely required to play.

True. They are nice to have, though, and if the system doesn't make many changes I can still port those rules over with little effort if needed. I'm just curious to see what they'll do with all those extra rules they've developed over the last couple of years.

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9 minutes ago, Blackbird888 said:

True. They are nice to have, though, and if the system doesn't make many changes I can still port those rules over with little effort if needed. I'm just curious to see what they'll do with all those extra rules they've developed over the last couple of years.

Honestly, if you already have the Star Wars books with those rules, you can probably port them over directly. Obviously FFG will want them in Genesys books at some point, and they've probably made some refinements based on feedback, but anyone who's been collecting Star Wars will have a leg up on that kind of content at the start.

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I'm assuming they'll have appropriate rules in the assorted settings source books.  Fantasy certainly won't need  hacking, so it can be left out of the Fantasy Sourcebook.  Instead it will get something like the "crafting a magical ritual" section, which is totally unnecessary in your realistic modern spy game. 

One thing they've done in Star Wars, despite it allegedly being three distinct games, is put a rules supplement in only one "system" that effects all three.  They know that the three systems thing is basically false, and people are for the most part just going to buy everything.  I don't know that that will hold true with a Generic System.  I don't like Cthulu/Horror, so I am not going to buy any such sourcebook.  Therefore I'll be very resentful if they put some essential rules system in the Horror book, that I'll want to use for my high fantasy or sci fi game.

Edited by Split Light

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I would not be shocked if each Theme book had rules that can be used in other Themes.

While a "crafting magic ritual" ruleset isn't needed in a modern spy game, it's totally useful in a modern fantasy game (like Dresden Files) or a Weird War setting.

 

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5 minutes ago, Desslok said:

You know, I'd like to think that I'll skip buying genres that don't interest me.

. . . . .

It's good to have dreams.

You better clear some more shelf space off.  Time for another purge.

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I must say I'm very curious to see how they massage a Magic system into this game. I'm suspecting it will draw heavily upon the WFRP system of using Willpower and Intellect skill checks, but what will the spells themselves look like? Will upgrades require Success or Advantage to trigger? Or will they just be a talent that has a basic effect and can't be changed (without the Improved and supreme version)

I really love the Force Power system, the way you can improve upon and upgrade it to your liking. Seeing no "magic" dice is unfortunate since they are so entwined, guess we will just have to wait 6 months to find out.

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Personally, I'd kinda like to see something like Gurps does. Different magic systems. Maybe a quick and easy system for the core set, then later, ritual, blood, hermetic, shaman, cleric, etc. Then, obviously the book on how to make your own.

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I would love to see the crafting make it in the core book. That way, there is no need for gear-porn lists—you can make your own stuff! Most of the generic games I play (or have played in the past) have rules for making your own stuff.

Now if you'll excuse me, I have to go dust off my BESM2e books and do some light reading!

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