So lately I've been having the itch for a steam punk space game (strong influence coming from Disney's treasure planet) I thought about just using star wars ffgfor the game, but genesys potential to add magic to the etherium (space ocean) has me strongly tempted to get this book. Any one have any comments on it? Is it a reskining of the force powers from star wars?
Thoughts on the magic system?
Not a reskin of force powers.
We don’t know much yet. Casters have a magic skill that can cast various very generic powers and then the spell can be customized with various attributes (such as burning, area of effect, wall and so on) that add to the difficulty of the spell. Threat and despair can end up causing assorted backlash.
There was a news article about it a week or so ago,
https://www.fantasyflightgames.com/en/news/2017/10/24/a-touch-of-magic/
and discussion of in here it this thread
https://community.fantasyflightgames.com/topic/261575-touch-of-magic-article/
Edited by Forgottenlorethank you very much
Hard to say much from the preview, but the impression I got, was the framework of a solid magic system that can be used for both free form magic and a spell based magic system. One thing I like is the inclusion of components as a core element.
I hope the system has a death spiral mechanic in place (sanity, humanity, paradox etc.), because that really Spices up games and allow for easy mechanical thematic effect.
Edited by Gallows12 hours ago, Gallows said:Hard to say much from the preview, but the impression I got, was the framework of a solid magic system that can be used for both free form magic and a spell based magic system. One thing I like is the inclusion of components as a core element.
I hope the system has a death spiral mechanic in place (sanity, humanity, paradox etc.), because that really Spices up games and allow for easy mechanical thematic effect.
Provided it’s an option. I like the immediacy of feedback effects on a crappy roll, but the loss of self to the magic is genre specific, or at least style of magic specific (I’m looking at you, warlocks). In worlds where magic is mainstream (World of Warcraft), such permanent costs make less sense unless normal levels just aren’t enough (still looking at you, warlocks). They’d actually lead to magic being driven underground, ala witchcraft in colonial Salem, assuming witches were real...
or pretty much anything in Lovecraft (seriously, warlocks, just say “no!” once in a while). I suspect we’ll get a taste of Arkham magic in the core or soon thereafter.
Edited by DragonshadowThings like that can always be changed by gms. I'm actually pretty stoked after readying the article
4 hours ago, Dragonshadow said:Provided it’s an option. I like the immediacy of feedback effects on a crappy roll, but the loss of self to the magic is genre specific, or at least style of magic specific (I’m looking at you, warlocks). In worlds where magic is mainstream (World of Warcraft), such permanent costs make less sense unless normal levels just aren’t enough (still looking at you, warlocks). They’d actually lead to magic being driven underground, ala witchcraft in colonial Salem, assuming witches were real...
or pretty much anything in Lovecraft (seriously, warlocks, just say “no!” once in a while). I suspect we’ll get a taste of Arkham magic in the core or soon thereafter.
Whats the thing with warlocks? Do you think will be a problem to play with one in Genesys?
Warlock actually has an interesting hsitory. It use to just mean any male witch. In rpgs, it's been used as some one making a deal with a foreign or other worldly patron for magical ability. Really very setting dependent
In D&D it means a caster who has made a pact.
Like wizard, sorcerer, witch, thaumaturge, and so on, the definition depends on the game and the setting.
59 minutes ago, Bellyon said:Whats the thing with warlocks? Do you think will be a problem to play with one in Genesys?
I mentioned them purely for humor. No problem at all.
Well, on the other hand...if warlocks’ style of magic coexists with other styles, it would be interesting if their power had a death spiral mechanic that Gallows mentioned, in exchange for boosted powers. It’s the idea that, among other sources of magic, there’s a real cost (and benefit) to a warlock’s pact instead of it simply being flavor text.
Yeah warlocks ?
I like magic being alien and dangerous, but many systems that have a negative effect don't see much real play.
For instance, I like the new stuff WW are doing with Vampire, where hunger builds and frenzy may suddenly strike, instead of just having a blood pool.
In CoC a player may know a very powerful spell, but using it is dangerous, will cause sanity loss and perhaps even temporary insanity. That choice is interresting for the player and the whole group.
When taking an evasive manoeuvre in SW both you and your opponent get penalties. That's also a somewhat interresting choice.
spending a manoeuvre to aim at no cost is not an interresting choice.
Of course not every choice can be interresting, but if there are too many obvious choices in a game it's boring. At least things that have an impact must be combined with an interresting choice I think.
Magic is just one of those things for me, where I just really dislike handgun magic. The choice of using it becomes as relevant as the choice of opening a door before you Enter a room. It's interresting choices that make a good game for me, not imaginary boom boom itself.
I know the warlock concept and I'm pretty sure in Genesys he'll work with Divine skill and with his own skill tree, like a class. But I don't think the basic book will cover this concept (we can easily think in dozens of classes to Fantasy games, but the book can't cover all of them), so... it's up to us create something OR wait for a official setting.
The game already have a cool system with the dices. Motivations + bad results = a lot of cool moments. It's totally possible to see things like sanity loss, frenzy or suddenly strikes, demoniac possession, uncontrolable summons, etc.
We can create our own warlock or at least a backbone as reference.
[Active] Cost 5 and 15 -
Blood Pact
: When casting a spell, may suffer 1 wound point to increase the damage by 1.
[Active] Cost 10 and 20 -
Well-Connected
: Once per session, may switch a Threat into an Advantage doing a Divine skill check.
[Passive] Cost 5 and 20 -
Demoniac Gaze
: Gain a Boost dice in Coercion checks.
[Passive] Cost 10 and 20 -
Demoniac Pact
: Creatures you summon receive +1 Wound and +1 Soak.
[Active] Cost 10 and 25 -
Perverse Spell
: Before making a Divine check, may spend 1 additional threshold to give the spell Vicious 2.