I've been working on a Dark Sun Conversion for a while now. Although it is neither finished nor tested, I submit the first preview here for you guys. I'm looking for feedback (so don't hold your arrows), some brainstorming and some expertise if possible. Do note, I see Genesys not as a generic role-playing system, but as a toolbox. Therefore I have no problem using systems which depart from rules suggested by the Genesys book. That said, if possible and (almost) equally elegant, I would favour a solution in the spirit of how Genesys handles things.
Because it is a rather large document, here are the most important changes from normal Genesys, with my rationale.
Careers:
I personally find the careers system of Genesys is rather bland. I've opted for a system closer to the FFG Star Wars System, namely Talent Trees. In this case, each talent tree is 3x5, but you get to choose 2, which combined are your career. These will also determine your Career Skills. In this way you have a fairly good amount of customization but still have the flavour of a career system. For example, eventually you would be able to combine the Thief with Arcana careers to create a Spellblade, or create a Dark Sun bard by combining Performer with Poisoner. A D&D wizard could be approximated with combining Arcana with Scholar for example.
That said, the talent trees do look kind of ugly, so anyone with latex/tikz skills is welcome to improve that. This is my first Latex project (Thanks for the template c-bec-k), but that shows
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Magic:
Dark Sun has a couple important changes to normal D&D regarding magic. The first is that of Psionics, for which we have to create a system. The second is of Defiling and Preserving. And finally while there is some sort of druidic system, the editions are rather different on how to handle divine magic, at first Templars were granted divine spells by the Sorcerer-Kings, later they got into a Pact. For now I have done nothing for templars, reasoning that for the most part they are NPC's anyway. This will probably change later on.
Right now Primal (aka druidic) magic uses the same system as Arcana, it only provides for different spells. Thus a druid can also preserve or defile. This is probably also subject to change, but ideas are welcome on this matter.
Psionics is using the exact same system as the Force did in Star Wars, with the black pips signifying more effort on behalve of the user, thus costing strain. There is no role-play penalty of using black pips at all. The same Force Powers are used, although renamed to Psionics Powers. I liked the fact that with Psionics you are more focussed on a specific power, but having more expertise, rather than having broad spells. I am wondering how the balance is between them though.
Finally Arcana magic. I've 'simplified' spellcasting by creating two actions, Cast Spell (Defiling) and Cast Spell (Preserving). Every Arcane (and Primal) user can use both actions. Preserving is close to the default in Genesys, except that instead of a static 2 strain cost, casting a spell cost strain equal to the final difficulty of the spell. Defiling costs no strain, but the generated threats and despair should be used to show the damage done to the environment. This also means that defiling is more likely to be noticed. This means that defiling has mostly a narrative drawback, but in this system I see that as an advantage, not a disadvantage. The idea behind this approach was that in the books, the half-elf mage is scolded at when she tells that she had cast a couple of spells close together, implying that that almost certainly caused damage to the environment. Thus while Preserving can draw a part of the amount of energy from the plants, the user has to supply a part of it herself, thus causing strain.
I've noticed the irony that while Psionics uses the force dice, that system would be almost perfect for using arcane magic. As in, using black pips from a force die could mean that is the amount of energy you are 'overdrawing' from the environment. However I could not think of a good system to use the force dice with the spell tables, more input is welcome here.
For now, my priority is more specialisations and more adversaries, which I will be working on the next couple of weeks. Also, in that time-frame I expect our current numenera campaign to end, so then we will put this to the test.
Finally, if people are willing, I would like some help with balancing the races and balancing/creating the adversaries. Any input on that front, as well as general input and suggestions, is very welcome.
Main pdf can be found Here ( Here for a pdf with SWG Dice Symbols)
Print friendly Races and Specialisations
Edited by LuctiusAdded links