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"2026, I am forgotten..." Edition

>What is Genesys?
Released in November 2017, Genesys is a pen-and-paper generic/universal RPG system and toolkit by Fantasy Flight Games and EDGE Studio, using a refined version of the system presented by their Star Wars RPGs (Edge of the Empire, Age of Rebellion, Force and Destiny). Its central mechanic is the Narrative Dice System, using pools made of specialized dice to create narrative results. The intention is for the system to be a highly flexible narrative system, adaptable to most any conceivable setting and premise.
https://www.fantasyflightgames.com/en/products/genesys/
https://edge-studio.net/

>Any news?
The dice are still in stock. Also EDGE released a Twilight Imperium sourcebook for ships.

>Where can I find the books?
Check the Online Extras pastebin below for something useless. The core book is the only mandatory book.
>Do I have to buy the fancy dice to play the game?
Only if you want physical dice to roll. There are plenty of free dice rollers available online, now including the official dice roller app on mobile. Check the Online Extras pastebin for links.

>Player-made Genesys settings
https://pastebin.com/7knE7KSv

>A quick and dirty primer on how the dice in Genesys work
https://pastebin.com/GLgMUNPD

>Online Extras (dice rollers, generators, PDFs, reference material, etc.)
https://pastebin.com/VnMDzUGa

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Good lord I haven’t seen a Genesys general is so long. Really missed it.

Does anyone who still uses Genesys know any good guides for transferring 5e NPC stats into Genesys stats?

Closest I found was an old PF1e->Genesys conversion, and it’s admittedly a bit roundabout.

The Realms of Terrinoth book does cut down on a fair amount of conversion, but there’s always room for more GM options.
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I'm interested in making something interesting out of Terrinoth. Right now it's basically the Chad Forger of Worlds meme, and I'd like to make it a bit more, shall we say, distinctive. I intend to start with the city of Nerekhall because it already has an interesting hook (the city guard consists of animated suits of armor).
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>>97841322
I haven't seen anything like that, to be honest. It seems like the sort of thing you have to eyeball. Still, the Genesys statline gives you a pretty good bird's eye view of a character's abilities.
>Two body stats (Brawn and Agility)
>Two mind stats (Intellect and Cunning)
>Two soul stats (Willpower and Presence)
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>>97844450
The central hook of the Runebound/Terrinoth setting are the runes, which are treated almost like Dragon Balls in their importance and what they can accomplish.
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>>97844450
The free Gencon adventure (Haunted city) is partly set in Nerekhall and gives a few more tidbits of info
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does gensys stack up well against the usual pseudo-medieval RPGs or GURPS when it comes to doing standard fantasy?
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>>97845107
Yes but the magic system is perhaps less spicy than some would prefer (although by the same token it's more balanced).
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>>97845126
*more balanced than D&D's magic
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>>97845107
If your idea of "standard fantasy" is pure dungeoncrawling I'd say stick to your favourite D&DLike (not that Genesys is bad at that, it's just not playing to the strengths of the system), but otherwise it's worth a go
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>>97845400
Genesys is a very well-rounded system, so it's not so much that pure dungeoncrawling "doesn't play to the game's strengths" so much as the system doesn't have any outstanding strengths or weaknesses.
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I’m running a 40k genesys game based on the pdf from the OP. I’ve told my players it’s not going to be anywhere as lethal or dangerous as Dark Heresy which frankly will hopefully be more fun. Not sure if people have any recs from their own experience with it. I’ve said no psykers because they struggled with the genesys magic system before. They’re 5e players so are used to trying to solve everything with spells instead of skills.

Should be fun they’re basically black ops. Their existence will be denied by the inquisition and they have no writ etcetera. Their Inquisitor is a xanthite wanting to use demons to control tyranids so they’re going to be doing some pretty extreme missions. It won’t be easy to make tyranid demonhosts but that won’t stop their Inquisitor.

It’s nice that the dice are easy to find now. I bought 3 packs.
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>>97845592
Good luck anon, hope the game goes well. The main thing I'd tell you to look out for is if you ever get tempted to throw space marines in there or similarly scaled threats, just know their numbers are a bit high and thus closer to the point where the math breaks down and combat gets very silly. I also would encourage you to let them have a bit of psychic shenanigans at some point. Genesys magic IS a skill at the end of the day, which is part of its charm over vancian casting, so it may end up teaching them better habits than "throw create pit at it" by itself.

>>97845126
Although on that same note I'm not sure I'd say lacking spice is one of my issues with it, I think its rather impactful. I would say the issue lies more in some parts of it being underbaked and how its communicated to players seems to be lacking as I commonly see people misinterpret things like narrative Vs encounter casting. (also speaking of balance why the fuck does the additional effect for summon have the exact same cost and difficulty for minions as it does for rivals and big rivals. Minions arguably need multiple to function properly while summoning even one extra rival is a massive shift in combat due to action economy. The move effect on arcane attack is also just silly.)

>>97845107
The system definitely handles standard fantasy fine however, about as well as any freeform style system IMO. I wouldn't really compare it to something like GURPS though, while genesys has chrunch its not trying to be nearly as detailed as that. It's one of the generic systems that lends itself towards "pulp" style play. One other thing I will say is there arent a lot of statblocks and magic items/potions, its just terrinoth, maybe keyforge and converting star wars stuff. so be prepared to make your own and also tweak crafting/prices if you want magic items to be more common, because of how they wrote terrinoth the system assumes magic items are rare and powerful by default.(I wish it didnt)
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>>97845657
>enesys magic IS a skill at the end of the day, which is part of its charm over vancian casting, so it may end up teaching them better habits than "throw create pit at it" by itself
I'd hoped this last time. But they struggled immensely to understand how it was meant to work. It caused me endless headaches and slowed everything down when it came to his turn. Maybe later once they seem to have a better feel for the game. I do much prefer the genesys magic system compared to D&D.

Maybe the Inquisitor decided his black ops cell shouldn't have psykers to avoid unnecessary complications/suspicions.
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>>97845657
>Terrinoth assumes magic items are rare and powerful by default

Rare? Yes. Powerful? Depends. Shit can only be as strong as the fragment of the rune used in its creation. You absolutely could use a tiny sliver of a rune to make what amounts to a flashlight that never burns out, but pretty much EVERYBODY would call you a dumbass for doing so as that fragment is gone forever and was used for something that basic magic or just a guy with a torch could accomplish.

Making magic items/potions is pretty easy though in my experience. A +1 magic weapon, as an example, just gets you an additional boost die to every roll made with it. A healing potion just automatically removes your least debilitating critical injury but can only be used once per day. At the end of the day magic items and potions should just offer a flat benefit but nothing game breaking because if you want magical stuff, you should be a fucking magic user.
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>>97846319
>A healing potion just automatically removes your least debilitating critical injury but can only be used once per day.
Assuming a basic health potion doesn't already serve as your setting's "painkiller" (general healing consumable that gets weaker each time you use it in a day), which it does in Terrinoth.
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>>97845657
>narrative vs encounter casting
Misinterpreted how?
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>>97847022
Generally, structured encounter casting is played much more strictly, while narrative encounter casting is more fluid and loose. You don't really have to build exact spells in narrative encounters, as long as you're casting the right spell. I even remember being the one who reminded the writer of the Dark Heresy hack to ensure separate writeups for both narrative and structured casting.
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Always glad to see /gengen/ back again!

A month or so ago I started very quick and dirty work porting Werewolf the Forsaken over to Genesys. I love the game conceptually, but like all White Wolf books, formatting and editing are utterly absent in the book itself. Genesys felt like a good fit (although I haven't played it in years, or written for it since Another Dawn).

All the base archetypes give access to a distinct group of talents unique to them, I'm unsure if they should be Improved talents (ie, buy rank 1 to get rank 2) or if players should be able to just save up for certain things. It's very much a WIP, but I'd rather get ideas down on paper and get a general feel for the project as a whole than agonise over getting something well balanced at the cost of designing everything else to fit around it. It'll just take forever at that rate.

The Rahu archetype definitely needs some work, even now i know the numbers on that one are way off. Feedback is always appreciated.

>https://www.mediafire.com/file/6ao9swg6l9x237z/Werewolf_Draft_03.pdf/file
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I'm in the middle of writing a game set in the Vivzie Pop universe.

Genesys seems really solid for a noir-adjacent tone which is what I'm going for, and I think it'll be a good way to get my playgroup to try something other than DND while keeping things a bit more silly/action-oriented to get them excited and hooked into the game.
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>>97847344
My Dark Heresy GM would scream if my Imperial Psyker didn't have encounter-appropriate limits, lol. I managed to solve several encounters and mysteries even when shackled with combat-relevant restrictions like lasting only one turn.
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>>97848096
There is an official noir tone you can add to your game, introduced in the Expanded Player's Guide. It even has its own special rule called "Internal Monologue."
>Noir stories are typically narrated by the main character, whether on the printed page or as a voice over in a film. Not only does this character inform the audience what is going on, but they also reveal their own emotional state, deductive reasoning, and ruminations. Once per encounter, a player may narrate their PC’s internal monologue to reveal to the GM and to the group what their PC is currently thinking, what their plan of action is for the remainder of the encounter, and what the reasoning behind their actions is. If they do this, the PC heals up to 3 strain that they are suffering.
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Actually, I got a question about the sample vehicles from the expanded players guide:

Is the generic tank template supposed to be representative of a WWII tank? Or a modern tank?

I was, at one point thinking of making more detailed stat profiles for modern era equipment & vehicles (for any number of uses) and was wondering where to slot it as a point of reference. (I figured the generic APC was a M113)
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>>97848328
I can only assume it's at least a WW2-era tank, since all three of its guns (main gun, pintle-mounted MG, coaxial MG) have Fire Arc: All, meaning it can attack in any direction and thusly has a 360 swivel for a head.
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>>97848327
I've always liked the idea of one player at the table having this rule and nobody else. Play it as a comic beat as the monologue unfolds in real time while the other PCs are trying to talk to him and he's gazing with a vaguely troubled expression out a window, watching the traffic go by.
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>>97846198
thats unfortunate, although I do understand how that happens. I would recommend encouraging any future players to make a list of spells their character might use, while I do like building them on the fly I wish the system encouraged characters to build spells for themselves more. It would help reduce the decision paralysis a bit when someone's looking over any given spell action and wondering what modifiers to add. I also think building spells and flavoring them could help guide a spellcaster's out of combat capabilities. Following a similar rule as savage world's trappings and cantriping rules, basically have them build a spell for example attack with blast for "fireball" and then if they want to do narrative magic you know they have fire magic so they can generally argue for fire based actions with thier magic skill while maybe they can't levitate thier friend over a gap unless they have another "spell" with a trapping that would let them argue for that such as wind or gravity.

>>97847022
also, what he>>97847344 said. I see a lot of people fussing over difficulty of narrative spell actions trying to see how it fits the encounter chart when you can just set a difficulty and make them roll like any other skill but they spend 2 strain and the book recommends increasing the difficulty by 1 at least if its something that could be done with a mundane skill instead. I'm also curious what >>97848277
means by encounter appropriate limits because duration mattering almost makes me feel like this is a prime example of what I mean.
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>>97848387
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>>97849265
Archetype
>Literally Me
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>>97849104
Exact duration, exact range, some bonuses applying only to the very next roll so they're unusable for extended or multi-part activities, how the power manifests, these have all been used to curtail my shenanigans.

Also the DH system made distinction between weak telekinesis, strong telekinesis, precise telekinesis, hurl projectile, hurl pure telekinetic force, hurl barrage of pure telekinetic force, slash target with mind-blade. These distinctions make sense in combat since they have different upsides and downsides, but outside of combat, they're all just telekinesis with some weird artificial restrictions.
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>>97846319
I think the tone terrinoth is going for is fine but I just think the game would be more fun with more magic items of varying degrees of power were available to players or craftable without having to make a masterwork crafting base, especially when it comes to magic implements. With how the prices and crafting rules currently are it almost feels like its a hand wave spellcasters even get a staff to start with even though its just about in their budget, because the way the book describes them makes it seem like anything magical at all would be craftable only by experienced characters and these aren't the kinds of things you should expect to find in market stalls either.
I would also disagree with martials not having fun magic items that let them do whacky stuff, I would argue the majority of fantasy settings lean towards high magic where a martial not interacting with anything magical just wouldn't make sense. On top of that boost dice to attacks isn't magical anyways there are already mundane qualities that fill that out. I think there should be more magic items with special effects that aren't like top dawg gear, although funnily enough I did actually propose and craft a modified regeneration potion that lets you roll an extra resilience for a crit when you drink it once per week as a custom alchemy item in my current pirate game but thats as far as I've got with making those interesting.
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>>97849370
ok I asked wrong but like what's some examples of shenanigan's you were even pulling? I don't remember the dark heresy book specifying different kinds of telekinesis either, though maybe I was reading a newer or different version. The one time I tried it it was the one from hoob in drainsmiths.
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>>97849104
>I would recommend encouraging any future players to make a list of spells their character might use
Yeah we ended up doing something a bit like that. Maybe I'll encourage the party to do it more if I let them play pyskers later. That player was starting to get it (after 3 sessions!) but I had a lot of NPC casters so he was basically just copying their spells. Maybe if I have some enemy psykers they'll get a feel for the kinds of things they can do. Wouldn't be unusual for the Inquisition to have to fight psykers.

I like Genesys but it's been a hard sell for the 5e players. One player said she thought it would be good for a cyberpunk game. I like the Android setting as well. Maybe next time, I've never run cyberpunk before but I've read Neuromancer.
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>>97849104
>the book recommends increasing the difficulty [of a magic skill check] by 1 at least if its something that could be done with a mundane skill instead.
I don't remember that line, but I do remember that a magic skill shouldn't be treated as inherently better than its equivalent mundane skill check. It might do very unique things, like Heal's Revive effect, but it otherwise doesn't render the mundane skill obsolete.
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>>97850655
Nobody fucking seems to for some reason but it was never exactly hidden. The distinction between narrative and encounter spells is outlined as the first part of the magic section on page 210 of the core book.
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>>97850655
NTAYRT

I remember reading that in one of the CRB somewhere. It basically said that "Magic can effectively do anything if the character describes how it happens but if it is covered by a mundane skill the difficulty level should be a rank higher than the mundane skill." Think it was done so that people didn't just dump into magic and ignore everything else.

Also Genesys is the kind of game I love because it lets caster supremacy retards cut their own throat. Just failing a roll to do a basic spell starting off? That's fine. Take some strain. Did you try to summon a demon to kill your opponent as a newbie spellcaster and fail? Great! The demon showed up, you don't control it, it knows you brought it there, and it is definitely not happy about it. Good luck, retard.
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>>97850891
Then yeah, that's just another step in preserving the value of mundane skills in the face of magic. They merely suggest increasing the difficulty once if a magic check steps on a mundane skill's toes.
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>>97850891
>>97850905
That combined with the "take 2 irresistible strain if you cast a meaningful spell (read: make a skill check)" go a long way to preventing caster supremacy.
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>>97850905
Oh and "how the magic works" isn't some overly descriptive shit involving mechanics. It just needs to be more than "I make a magic check to steal that guy's cash". As simple as saying "I lift that guy's money from his pocket and send it flying to my hand like how I magic books from a shelf to my hand when doing research." It's more about how I can describe the outcome of the attempt if you fuck up.
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>>97841240
The weird dice has always been the biggest setback to me getting into Genesys, I like it but I run games on roll20.
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Love to see this again. I know its a long shot, but has there been any word on the Dark Heresy hack getting any sort of new development? Or any other 40k resources around other than the Rogue Trader one as well?
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I find sometimes Genesys' combat is a bit of a slog. Is there a way to make it more lethal? I was thinking a three strike rule for critical injuries. Three critical injuries and you're either unconscious or dead.
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>>97850213
Combining walking on walls/ceiling, chameleon skin, dowsing, short teleports, floating to become ultimate ninja stalker. Curtailed by the fact some of them need reapplying every few seconds, thus giving the GM ~1/20 chance of the target getting away each minute.
(Or rather ~1/400 with my Psyker's reroll powers. :-P)
>maybe I was reading a newer or different version
For sure, I was talking about the very first edition, forgetting that there has been two more.
Look at pic rel, they all have combat-relevant differences, but in Genesys, this dozen powers would be just one with different modifiers/effects.
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>>97853852
oh that makes much more sense lmao, that makes much for sense for older dark heresy but yes in genesys things are much more abstracted which is why I was confused about the strict limits.
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>>97851779
it kind of depends, when the numbers start getting a bit bigger(about where star wars starts at) combat already gets more lethal in the sense of things will drop in a round or two unless they have equally bloated soak values, but if you wanted actual lethality making vicious more common could help. Do be a little careful with stacking crit modifiers though because it can get a little silly.
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>>97851754
I'm pretty sure both WH40K anons have finished what they set out to do. I believe there was also a WHF hack for Genesys posted on Reddit. It took a different route and used talent trees instead of freeform and I remember reading it through. Never played it, but it looked well made.
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>>97857723
I think there's three WFRP hacks in total. I was working on one at the same time somebody on Reddit was, and there's been a third one since then IIRC.
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>>97851779
>>97856743
According to the core book, the average combat encounter should run 3-5 rounds. Do you regularly find your combats running long?
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I heard a rumour last year that they planned to produce more dice finally, but it was a wash, at least in my country. And the second hand offers are double the price.
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>>97851779
Slog in terms of time it takes to resolve a combat encounter? Bit of a hard thing to fine tune since I don't know what and how exactly your are playing. But giving out pierce modifiers and a bit less armor to both sides can speed up things very significantly.
>more Lethal
I think critical damage in base genesys is a bit underwhelming since it is often a nothing burger. If you want things to be more bloody you could take a peek at the Dark Heresy crit tables. Things exploding and limbs being riped off is kinda fun for a quick and hard adventure.
Be advised that things can go down pretty quick with that.
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Any of you ran Shadow of the Beanstalk?
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>>97867324
Not yet, though considering it features (a mild expansion of) the already stellar hacking rules from the core book, I expect good things.
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>>97868784
Yeah, I wanted to ask someone about the hacking and whether the system avoids the Netrunner pizza problem.
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>>97869230
>the Netrunner pizza problem
The what now?
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>>97869282
It's the problem of the hacker character playing the minigame solo with the GM while the other players tune out and "order a pizza". Quite infamous among the cyberpunk games communities.
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>>97870085
That shouldn't be a problem. Reposting an older summary of the hacking rules and its perks:
===
The catch-all "Computers" skill you'd find in a more generalized setting is replaced with two more specific skills: Hacking (offense) and SysOps (defense). You use those skills for specific actions/maneuvers that have broad applications, and there isn't much to juggle. It looks nice to me because it's really lightweight but still gets the point across, it uses the same system as the entire rest of the system, there are clear objectives and singular checks apiece for both the hacker (break into the system, find and use a protocol, bust ICE if necessary) and sysops (kick the hacker out of the system, make the lockout easier by attaining traces on the hacker) to achieve at any given time, and it's encouraged to be run at the same time as the rest of the party doing their thing. That's how you can get cinematic moments like the hacker dynamically opening doors while the party zooms through a complex. It's occasionally described as the hacker (or group of hackers) traversing a mini-dungeon to go through systems and subsystems to find and access the protocol they want, busting security programs where necessary.

The secret is that not only are the Genesys hacking runs simple, but also they run on the same time scale as everyone else in meatspace and uses the same core rules as everyone else. It's its own subset of interactions, but it never strays from the same system everyone else uses. It's like splitting the party anywhere else, and you're not having to learn some exceptionally esoteric rules to be a hacker.
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>>97870101
To reiterate, once a hacker enters the system with their Hacking (or Computers) check, if the command the hacker wants is unprotected by ICE/security, they can enact the command immediately with a maneuver. The core cadence of hacking/sysops is very simple.

Hacker
>1. "Access System" action to enter the system, difficulty based on device security
>(1.5. "Override Security Program" action if you have to take down a security program blocking the command/subsystem you want)
>2. "Enact Command" maneuver to run a system command

SysOps
>0.5. "Trace User" action to narrow down the hacker's position and make the lockout easier
>1. "Lockout" action to kick the hacker from the system

Hackers and SysOps can both use the "Enact Command" maneuver to run a command, or the "Activate Programs" maneuver to (re-)activate security programs or turn on any supplementary program that makes hacking easier/harder.
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>>97870085
Ah I get you. The hacking rules in SotB are generally meant to run inside the existing structured encounter timeframe. All the actions a Runner can take are Maneuvers, Actions etc.

The intent is definitely to have a Runner executing risky hacks while the other PCs cover them, or execute simultaneous runs while stood on lazy susans for maximum aesthetic.
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>>97844912
Runes can't accomplish everything. They are incredibly powerful though. They are limited to whatever is carved on them but they can manipulate whatever IS carved on them in practically any way imaginable. Smaller rune stones generate much less control over what is on them, but whatever they can do, they can do basically forever without needing any recharging.
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Keep rolling pimps.

That is all.
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>>97870101
>they run on the same time scale as everyone else in meatspace
That's what RED promised as well, but in practice the hacking turn took twice to thrice as much time as anyone else until months into the campaign.
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Bumping against the endless tide of Puckee art spam with a pointless question attached.
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>>97864002
Try looking at RPG Narcos Genesys Dice DIY Kit. Either slap stickers on blanks/dice you own or get into paper crafting. Not ideal but do-able wherever you are.
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Genesys?

Luv magic system
Luv hacker/sysops system
Luv vehicle combat system especially when applied to starships
Luv weapon/armor customization.
Luv several fanmade settings

Not luv impossible finding dice (I've memorized the conversion tables)
Not luv combat system especially ranged one (But It's my wish-fetish about grids)
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>>97876671
Could you not use a zone-system for maps ala Wrath & Glory/Soulbound?
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>>97879486
It's been spitballed a few times, I think.
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>>97859940
Last combat was longer than that and nobody died. Someone was even batted around like a piñata by a dragon for several rounds. He wasn't even a particularly tough character.
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>>97879779
Would it even need spitballing that much? You'd just outline the encounter space on whiteboard or whatever, divide it up into zones and say "this short from here to here, medium to the next" etc
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>>97880548
I think it was "same zone is short/engaged, adjacent zones are medium," and so on.
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>>97880555
Sounds pretty simple to me. I'm sure there might be some niche moments where you need more specificity but I don't see how it'd pose a problem to a regular game?
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>>97880645
I guess it's just the matter that, by default, distance is only mechanically handled relative to other entities. Absolute positioning matters when it comes to what options are available to you (taking cover, using an interactable, etc.), but otherwise, the game already gives you loose definitions of relative distance. The game does provide guidelines, at least.
>Engaged (touching distance/properly "stuck in")
>Short (~several meters, can speak comfortably)
>Medium (~several dozen meters, need to talk loudly)
>Long (~more than few dozen meters, need to shout)
>Extreme (beyond shouting range)
>Strategic (beyond the horizon; only really comes up at planetary scale, i.e. vehicles)
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>>97880696
Right, but unless we're having a huge encounter area that's dozens of metres square, you can break it up into landmarks and specific areas? Pic related is a quick example. 1 and 1 are within short range of oneanother, but to go from either to 2 or 3 would be a medium range as you'd have to go around to climb them easily (unless you wanted to try and climb the incline). Both 1 zones would be short distance from 2 or 3 because it's easier to drop a few metres and move in than it is to climb.

Like you say it'd be relative to whoever is where, but I'm not seeing how broader zones within an encounter wouldn't map pretty easily to range bands? So long as they're loosely identifiable and you don't have players trying to game the system by going "I stand on the border between zones" or anything.
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>>97879486
I understand, but I repeat it's only my preference-fetish for a grid map aka Interlock/Gurps/D20

In truth, if I can mix Genesys with Interlock, adding a bit of GURPS and Basic...

However, it's only a desire, I began to take advantage of the zones concept for the battles and gift advantages/threats or boost/setaback die due to the terrain condition and other things.
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>>97880696
I can keep track of relative positioning of three entities, maybe four. But with 5 players and 3 NPCs, that becomes too much for me without some visual aid.
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>>97880890
Of course, you'd worry about the entities immediately relevant to you, and your teammates can help.
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>>97885521
I'm talking from GM perspective.
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>>97886710
You can use absolute positioning and be able to quickly abstract where anyone should be relative to anyone else.
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They're here. I haven't touched dice like these since I played Edge of the Empire a decade ago in college. Now I just gotta cook up a campaign and find some players...
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>>97892229
Very jealous of both dice and cute cat.
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>>97892362
The dice are still in stock. My cat is not for sale though.
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>>97892229
Cute cat. Any ideas for campaigns?
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Found myself a nice local group and I'm thinking up some oneshot ideas to ease people into the system.

I kinda want to run a pulpy weird war game with the players as commandos trying to stop a super evil nazi train or something. I think it could be cinematic and zany enough to help sell the ruleset and the dice. An alternative would be to raid an olde pyramid that nazi occultists are looting, Indiana Jones style.

Or a safe bet would be a Shadow of the Beanstalk oneshot, a daring heist on a head office or something.

I'm a bit concerned about the timing, as it's in a public venue so the max session time is 3 hours. When I run a game at my house, the game takes as long as it takes because we'll pick it up next week. With a one-shot, there's no guarantee of that.
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>>97894344
There's an in-game bomb that's going to go off in three hours so if they players don't finish the one-shot by then the PCs die a grim death
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>>97894344
A three hour one-shot means you'll need something snappy, yeah. If you're going to show off the whole system, you'll need a simple introduction, a general skill encounter, a social encounter (maybe to get some intel), and a combat encounter to round things out.

Since you're on a Weird War kick, let's do some Weird War II stuff. The party are Allied commandoes who are currently in contact with the French resistance. A Nazi occultist squad has appeared in Paris and have since disappeared into the infamous catacombs beneath the city. Whatever they're up to down there can't be good, so get down there and root them out. This scenario gives you a good old-fashioned dungeon crawl but with a lot of extra WW2 pulp flavor to it and plenty of room to fill things in around the climactic raid on the catacombs.
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>>97895567
The Parisian catacombs are an excellent idea!

Way back when Genesys launched, I had a weird war game that I'll probably pick up again for ideas. One of the Archetypes were reanimated soldiers from the first World War, back from the dead because the "War to end all Wars" wasn't quite as final as it was meant to be. Some Skelecommandos going into the crypts sounds like a lot of fun.
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>>97841240
>I am forgotten
I'm in 3 campaigns right now.
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>>97841240
So what campaigns are people running?

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