A complete noob's questions about Genesys

By Thecompleten00b, in Genesys

Hi there, I recently bought the Genesys Core Rulebook and the Terrinoth Setting Book because I fell in love with the amazing system in the Star Wars games so I wanted to be able to create my own "games" with it. But being new to this "create your settings" thing I have a couple of questions that I hope you can help me with.

The first one is that I have a big collection of setting books (never played most of them but I liked the settings so I couldn't help but buying them lmao), many of them from Savage Worlds, Fate, Cypher, Unisystem, Modiphius, D&D, etc. My question is: I guess that using the setting per se in Genesys doesn't seem to be that hard but what about converting the specific mechanics that make the setting unique? For example, can Genesys easily handle unique magic systems, unique weapons or powers effects or even unique abilities tied to a certain character career?

The second one is somewhat similar to the first one but it's specific to the Cthulhu type of setting. I would like some advice on how to handle the insanity issue. Are the rules explained in the horror tone enough for a hardcore horror setting (mainly the sanity thingie) or will I have to try and build my own rules (or try to steal someone's lmao)?

Thanks in advance and sorry if these questions sound somewhat ridiculous.

Edited by Thecompleten00b
2 hours ago, Thecompleten00b said:

The second one is somewhat similar to the first one but it's specific to the Cthulhu type of setting. I would like some advice on how to handle the insanity issue. Are the rules explained in the horror tone enough for a hardcore horror setting (mainly the sanity thingie) or will I have to try and build my own rules (or try to steal someone's lmao)?

Welcome to the system! Although it sounds like you have familiarity with Star Wars, which will be a huge help. I just wanted to comment on your Cthulhu question. It's one that's been debated and hashed over at least two or three times on these forums, so rather than rehashing everything here, I'll just suggest that you search this particular forum for "Cthulhu," "insanity," and "mythos." You should find the relevant threads. Sorry if this comes off as a curmudgeonly "Search the forum!" That's not my intent; rather I just wanted to point you to some really interesting and helpful discussions that are there for the reading already. Good luck!

I'll do that thank you @SavageBob

Get OggDude's App if you don't have it. The app lets you create unique Talents and Specs and plug them into a tree. If you want to have a means of focusing characters rather than the open ended format of Genesys it's a good option. It's how I am running my fantasy game and it is particularly helpful with magic, as I have created separate caster classes with their own trees, and spells are laid out in the same format as Force powers.

I would expect down the road there will be an Arkham book for Genesys.

Thanks for the help @2P51 ! I'll check the app. So are you giving the caster classes only spells and no talents? Wouldn't that make them a bit weak? Just asking cause IDK how to make balanced classes haha.

5 minutes ago, Thecompleten00b said:

Thanks for the help @2P51 ! I'll check the app. So are you giving the caster classes only spells and no talents? Wouldn't that make them a bit weak? Just asking cause IDK how to make balanced classes haha.

Umm, Genesys doesn't have classes, nor does it have limits on talents. Anyone can take any talent (assuming they meet any requisites).

The only (current) limit on spellcasting is that you can only cast a spell if you have one or more ranks in a magic skill. Depending on the setting, there might be another restriction in place: you may only purchase ranks in a magic skill that is a career skill. That's the only "balance" the game is concerned with.

As to your initial question, don't convert the mechanics, it'll just lead to headaches. Genesys is different enough from the game systems you listed that porting mechanics won't work for you, since you've already admitted you don't understand the rules well enough yet. My advice is to stick with what's written, and bring over the setting material you want to use. Find existing mechanics for things you want to do. Baby steps. Get to know the system before you change things.

For your second question, the insanity mechanics work great in my (somewhat limited) experience. Like I said above, try them out before you decided to make your own mechanics. It might be just what you're looking for!

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Edited by 2P51
11 minutes ago, Thecompleten00b said:

Thanks for the help @2P51 ! I'll check the app. So are you giving the caster classes only spells and no talents? Wouldn't that make them a bit weak? Just asking cause IDK how to make balanced classes haha.

The way I did my campaign was pre Genesys launch, so I took the app and made a Talent tree for each race that was flavorful for each race, a Talent tree for the careers my players chose from a big brainstorm list I made, and then made spells using the Force tree tool in the app. I also use the Force tree format for formulas in Alchemy, plans in crafting, and special attack combos. All taken together my players pretty much have more options than they know what to spend xp on, but are still somewhat pointed in a direction or two in their development.