Role Playing for Role Players

By jbronco, in Genesys

I have been thinking about a really cool idea for an adventure and I think Genesys will be awesome for it:

Anyone familiar with Assassins Creed? So the idea that your party goes back in time (or forward in time) and assumes the role of different characters in history of the future to accomplish a task...

Not necessarily notable figures in history, but maybe one adventure for your party is to recover a treasure chest on an island in the Caribbean as pirates and another might have your party going to a deep space station to gather information from an intell broker...

Im not quite sure what the main motivation would be or what the endgame looks like yet or for that matter how to explain the mechanics of your characters being able to assume these different roles through out time, but it is a fun idea to change the settings of your adventures on a simi-regular basis without having to completely change game systems.

What do you guys think?

Edited by jbronco

I once ran a time jumping game using the Alternity system. It was largely based on the movie DeJa Vu. Alternity was something of a Open System, though it was more focused on Science-Fiction than anything else, though it was quite perfect for sort of near future earth settings.

In any case in the story the players were an elite team of specialist (FBI, CIA, KGB etc..) sent on a mission to find out how the worlds first Antimatter Reactor exploded. Long story short they discover that in the future, the Anti-Matter reactor would end the world and so they rebel against their own organization and are actually the ones responsible for the terrorist attack. Effectively they discover this over the course of the game while simultaneously discovering that someone from the future is traveling into the past to stop them, which turned out to be one of the players (who had this knowledge at the start of the game).

It was a pretty fun experience, but time travel, like the concept, has many problems in Role-playing terms, in particular if you are changing the future or past, and in particular if you live in a world where you can meet your old self. Sometimes things got pretty confusing. It was a short campaign that lasted about 4 pretty long sessions but it was a lot of fun. Alternity was an interesting system, but it was a bit swinggy and sometimes a bit too crunchy. I'm hoping that this new generic system handles science-fiction well because I have always wanted to write a sequal to that campaign.

11 hours ago, BigKahuna said:

I once ran a time jumping game using the Alternity system. It was largely based on the movie DeJa Vu. Alternity was something of a Open System, though it was more focused on Science-Fiction than anything else, though it was quite perfect for sort of near future earth settings.

In any case in the story the players were an elite team of specialist (FBI, CIA, KGB etc..) sent on a mission to find out how the worlds first Antimatter Reactor exploded. Long story short they discover that in the future, the Anti-Matter reactor would end the world and so they rebel against their own organization and are actually the ones responsible for the terrorist attack. Effectively they discover this over the course of the game while simultaneously discovering that someone from the future is traveling into the past to stop them, which turned out to be one of the players (who had this knowledge at the start of the game).

It was a pretty fun experience, but time travel, like the concept, has many problems in Role-playing terms, in particular if you are changing the future or past, and in particular if you live in a world where you can meet your old self. Sometimes things got pretty confusing. It was a short campaign that lasted about 4 pretty long sessions but it was a lot of fun. Alternity was an interesting system, but it was a bit swinggy and sometimes a bit too crunchy. I'm hoping that this new generic system handles science-fiction well because I have always wanted to write a sequal to that campaign.

This sounds amazing!! I would love to do something like this!

You wouldn't happen to have any of your source material you used for this campaign would you *wink wink* ??

46 minutes ago, jbronco said:

This sounds amazing!! I would love to do something like this!

You wouldn't happen to have any of your source material you used for this campaign would you *wink wink* ??

I searched around for it in some of my old archive files and notebooks I had, I actually found the old character sheets for the campaign but not the actual campaign notes. Its not that surprising, I ran this game about 10 years ago which was before I started writing all my campaigns/adventures into Evernote.

I do more or less recall the overview of the story, some heavy paraphrasing here but.

1. Players were specialists in different fields (Forensics, FBI Agents, One Russian ex KGB some other special investigators). The story takes place in 2035 New York where off the cost the first Antimatter Reactor goes online. When the story starts a terrorist attack is suspected when the facility explodes. The team is formed and are the first on the ground to investigate.

2. The players are put on a special unit to investigate the explosion at the Antimatter Plan, helicopter in and with special anti-radiation suits go in to investigate. They eventually discover the devices that trigger the explosion and the remains of a person who was left behind. They eventually ID the person while at the police station, it turns out to be one of the agents on the team. They also discover a strange device that survived the explosion.

3. Later in the story the players discover other evidence including one of the agents meeting a 90 year self that has gone kind of insane but gets them thinking about time travel (keep in mind I never mentioned to the players that this would be a time travel adventure at any point), eventually they put together that it was their team that blew up the Antimatter Reactor by somehow traveling back in time.

4. At some point other authorities (the people they work for) also connect the dots and begin to suspect their own teams involvement, they panic and go off the radar to try to solve the mystery. They continually work on trying to figuire out the strange device and like in the movie Dejavu its effectively a video system that allows you to look into the past, or in our case the future. They discover that the Antimatter Reactor fails 50 years from now and so its destruction is necessary. They think their safe since the events have already unfolded, however they start to see things changing in their timeline as they decide not to travel back in time to blow up the reactor, so they realize they have to travel back in time and blow up the reactor.

5. They figure out a way to travel back in time and begin planning how they are going to blow up the reactor, however other time travel agents are trying to stop them and the game effectively ends with a fire fight in the Antimatter reactor, with one of the agents sacraficing himself to set off the bomb while the others escape.

Thats about all I can remember.. its quite fuzzy at this point.. 10 years and all.

Edited by BigKahuna

I have had a Assassins creed like setting floating on my hard drive for a while. It is called "Gene Dive", A knock off of Assassins creed.

The basic meta game mechanics are are:

  • The campaign will take place over several time periods, all closely linked. For each time period, the players will create a character (created when they enter each new time frame) using a pool of XP.
  • As players progress through the game they gain XP that is applied to each character they own. Thus 10 xp will mean 10x4 xp divided amongst 4 characters that all grow at the same rate. This simulates the players becoming more in sync with the Gene Dive system
  • If a character dies, they are resurrected after the encounter at half health, but they lose xp they would have gained due to de-syncing issues. If a critical event is not achieved by the players OR if an even occurs that would damage to timeline to great,. the event is res-set and all players will suffer a xp loss to any xp gained from that session.

Basic Settings Notes:

  • Gene Dives are not based one one genetic code, but an amalgamation of large groups. Thus a small team of Divers can enter the same construction and work together to achieve their goal.
  • Because the genetic data is from large sample, the Divers do not need to be genetically related to the subjects
  • Due to events in the past needing more DNA samples to construct the correct memories, the further back the team dives, the more freedom they have to stretch historical events and stay synced.

I have other projects concerning Genesys on my mind but I will plant to flesh out these ideas once I have played around with the system.