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roleplay:campaign:shadow:genesys [2021-10-05 15:05]
eli created
roleplay:campaign:shadow:genesys [2021-10-05 15:12] (current)
eli
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 ======A very brief overview of Genesys====== ======A very brief overview of Genesys======
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 ====Narrative Dice==== ====Narrative Dice====
 Whenever you have to roll (which isn’t all that often), you create a dice pool based on a characteristic, a relevant skill, the difficulty of the check and any circumstantial factors. Once you figure out what you rolled, you’ll have some combination of: Whenever you have to roll (which isn’t all that often), you create a dice pool based on a characteristic, a relevant skill, the difficulty of the check and any circumstantial factors. Once you figure out what you rolled, you’ll have some combination of:
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 Here’s a pretty good online dice roller: https://rpg-dice-roller.herokuapp.com/ Here’s a pretty good online dice roller: https://rpg-dice-roller.herokuapp.com/
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 ====Story Points==== ====Story Points====
 Each session, the players get one story point between them, and the GM gets one story point. If you use one, you pass it across the table. Story points can be used to upgrade a die, or to add a narrative element. For example, you’re backed up against the cliff, but fortunately (pass a story point over), you remembered to pack some sturdy rope! Each session, the players get one story point between them, and the GM gets one story point. If you use one, you pass it across the table. Story points can be used to upgrade a die, or to add a narrative element. For example, you’re backed up against the cliff, but fortunately (pass a story point over), you remembered to pack some sturdy rope!
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 ====Encounters==== ====Encounters====
 I can explain the details the first time it happens, but basically, you describe what you want to do (which doesn’t have to be an attack), and then roll a dice pool both to determine success, and to advance the story. There can be both combat and social encounters. I can explain the details the first time it happens, but basically, you describe what you want to do (which doesn’t have to be an attack), and then roll a dice pool both to determine success, and to advance the story. There can be both combat and social encounters.
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 ==Defenses== ==Defenses==
   * Wounds – These are your HP. If you run out, you receive an injury, and you’re incapacitated (but probably not dead).   * Wounds – These are your HP. If you run out, you receive an injury, and you’re incapacitated (but probably not dead).
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   * Injuries – A critical hit can give you an injury, which can have a lasting effect until it’s dealt with.   * Injuries – A critical hit can give you an injury, which can have a lasting effect until it’s dealt with.
   * Strain – This is your mental or psychological health. If it gets to 0, you’re incapacitated. In a social encounter, getting to 0 means you’re out of the encounter, having not achieved your goal.   * Strain – This is your mental or psychological health. If it gets to 0, you’re incapacitated. In a social encounter, getting to 0 means you’re out of the encounter, having not achieved your goal.
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 ====Death==== ====Death====
 This system was originally modeled after Star Wars, where no one dies unless it’s important to the plot, or they’re storm troopers. It is very difficult to die. You have to get several critical injuries, and each one increases your chance of death, but you need something like five injuries before death is even on the table. Defeating an important NPC generally means they are captured or chased away, not killed. So lots of recurring villains. This system was originally modeled after Star Wars, where no one dies unless it’s important to the plot, or they’re storm troopers. It is very difficult to die. You have to get several critical injuries, and each one increases your chance of death, but you need something like five injuries before death is even on the table. Defeating an important NPC generally means they are captured or chased away, not killed. So lots of recurring villains.