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Release date for GM screen and Player's Guide

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Received an email this morning saying that my pre-order is processed and about to leave the warehouse.

The upcoming page has a US release of 11/29 (which typically means a few days latter for Canada, and a few more weeks for everyone else), though that's not exact (I've gotten products latter, and sometimes a few days earlier, and I'm from Canada).

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Received an email this morning that my pre-order for the Player Guide has shipped and should arrive in two days. The 11/29 release date feels like a pretty good date to hold a "general" release too, though I bet some local stores might just stock as soon as they receive their orders. 

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19 hours ago, Cyvaris said:

Received an email this morning that my pre-order for the Player Guide has shipped and should arrive in two days. The 11/29 release date feels like a pretty good date to hold a "general" release too, though I bet some local stores might just stock as soon as they receive their orders. 

Sadly, my pre-order is still showing as "PENDING." 

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Tracking is finally working for my order, should arrive by 8pm Saturday. Perfect arrival, right at the start of vacation, giving me plenty of time to pour over all the new options. Of course the best part of new RPG books is the smell. 

Edited by Cyvaris

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4 minutes ago, Cyvaris said:

Tracking is finally working for my order, should arrive by 8pm Saturday. Perfect arrival right at the start of vacation giving me plenty of time to pour over all the new options. Of course the best part of new RPG books is the smell. 

Just saw the charge come through on my bank card, so I have a feeling mine should ship soon.

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My copy has arrived. After doing a quick read through, the two stand out sections are easily the Adversary creation rules and the new Magic based Talents. Both sections are pretty crunchy, especially the Adversary rules. The Magic talents will make some people happy (Teleportation, Druid Animal Companion) and the three new spells are amusingly enough pretty similar to the versions I created way back, though Predict is rather different. All three have a nice "+3 difficulty" option that make them feel distinct from other spells.  

I think my only nitpick is that there are no new non-magic Talents, but considering the sheer number of talents in the Star Wars books that people have already converted over, I don't really feel that is a problem. 

Edited by Cyvaris

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On 11/22/2019 at 6:00 PM, Cyvaris said:

My copy has arrived. After doing a quick read through, the two stand out sections are easily the Adversary creation rules and the new Magic based Talents. Both sections are pretty crunchy, especially the Adversary rules. The Magic talents will make some people happy (Teleportation, Druid Animal Companion) and the three new spells are amusingly enough pretty similar to the versions I created way back, though Predict is rather different. All three have a nice "+3 difficulty" option that make them feel distinct from other spells.  

I think my only nitpick is that there are no new non-magic Talents, but considering the sheer number of talents in the Star Wars books that people have already converted over, I don't really feel that is a problem. 

Any opinions on the vehicle creation rules?

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Vehicle creation rules encompass four pages or so. For the most part it consists of tables with different prices for various silhouettes, speed/handling ratings, and hull ratings, and the explanations of that material. It's reasonable enough. There are also around ten pages of example vehicles. 

Edited by Cyvaris

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All-around, very happy with this. It has the crunch density I initially expected of the CRB. It now feels complete enough that one could really go off a make a complete campaign using just the material provided without needing to poach other sources.

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Honestly, the Adversary creation rules (with the new "Challenge Rating") is all I've wanted for a long time. Now, personally I would have liked to see a mechanic like Duty or Obligation added into Genesys as I think they are interesting mechanically and from a story telling perspective, but I agree. At this point I feel the core rules are feature complete and my poaching from other sources (non-narrative dice) is pretty much over. 

That said, I've thought of a spell type I'd like to see, Animate. You can kind of do it with Conjure I suppose, but using magic to bring a broom to life or make a spoon stir a pot of water or cause a statue to spring to life feels like the last major thing "missing." 

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10 hours ago, Richardbuxton said:

Hey I hear there’s specialisation trees in this book 😜 is there a chance you could list the examples? Also is there guidance on making your own?

It’s 4 pages of guidance with one example spec tree, the Daredevil Pilot.

Edited by c__beck

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Especially the specialisation trees were the one thing that was most restricting and in the way of building a character you exactly  wanted without a bloat of talents you wouldn't normally choose in Star Wars. I was delighted when I saw that Genesys went a more freeform approach to obtain talents.

But I might err and specialisation trees might be a good thing after all. How would you convince me of specialization trees instead of freely obtaining talents with only tiers as a prereq?

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