I’ve always had a thing for generic RPGs. I dabbled in GURPS, fell in love with HERO, and checked out OVA for anime shenanigans.
And now Genesys shows up, the new hotness, with promises of Narrative gaming and excitement. With fancy colorful dice and symbols, and a resume that boasts of being the engine behind the popular new Star Wars RPG, it certainly makes a powerful first impression.
So how does it hold up?
The base mechanics behind Genesys might appear gimmicky, but looking past the fancy dice lies a solid rules system. Gameplay is fluid and the thrill of rolling dice pools is given new depth with the varied outcomes for each die.
There’s something visceral about rolling your own difficulty, a sense of ownership as your GM hands you the extra difficulty dice with a grin, knowing that your character’s chances are all in your hands.
Campaigns. Your Way.
As a Generic RPG, Genesys is judged not just by it’s rules, but by how well it can facilitate a GM’s vision. A third of the game is dedicated to being able to craft a setting of your own. Alternate rules are pre-built options that you can weld into the original framework to twist gameplay towards your desired odds, and the discussion on Tones and Settings help in giving it the feel you need.
Building a campaign in Genesys should be a game in itself, honestly. It feels like putting together a project car, with a standard build, that you then personalize with Customized Rules, tweak with Alternate Rules, then spray on a fresh paint job with the Tones.
And it does it all without the burden of points juggling and math.
Genesys is quick. There’s obviously a lot of design thought that went into it, and a lingering sense that all the designers wanted to do was to add just one more little bit into it. Sometimes that leaves us pining for what could have been, like a more extensive section on Superhero gaming, but that’s just us being greedy.
For those with a preference for rules-medium gaming, Genesys fits in perfectly well as a contender against Savage Worlds for fast, furious, fun. While it doesn’t have the intense library of GURPS or the near insane modularity of HERO, Genesys knows how to present a lean generic ruleset that can power almost any genre.
Overall, Genesys is a must have, not only because of its versatility, but also because it forms the bedrock of a lot of products in the future. Alternate rules are a sneak peek into the future, and I expect that with products like Realms of Terrinoth, we’ll be seeing even more ways to make the system sing.
Thanks for checking out my review. This is a fraction of a longer series of Let's Study articles for Genesys that can be found over at: https://philgamer.wordpress.com/category/role-
[4 of 5 Stars!]