Hello folks,
So I've been thinking for a while about using the basic Genesys system in conjunction with miniatures on a grid or terrain-field. The idea first formed when I planned on doing a Lord of the Rings game with a friend of mine using my collection of LotR miniatures, and it's only grown since.
The easy part is figuring out how to play Genesys using miniatures, while the trickier part is finding some way to do almost a mini-wargame that uses the basic Genesys mechanics (Skills, the Dice, Advantage/Disadvantage, etc.). As it stands I've mostly figured out the former, while the latter could perhaps use some work--which is why I figured I'd stop by the forums and see what others think on the idea. So, here's what I have so far:
Using Miniatures in Genesys
Using miniatures as character tokens, a la the Star Wars beginner sets, is rather straight forward--distances are designed arbitrarily and the models are only vague representations of where characters are. They can easily be used without any rules.
Taking things a step further, we can tune Genesys to suit miniatures by converting range-bands into measurements. Each bands represents an equal measurement, somewhere between 4" and 6" (for reference, let's assume out measurement is 6"). So, Engaged would be adjacent/base-to-base, Short is 6", Medium is 12", Long is 18", and Extreme is 24". Anything past Extreme is generally still just Extreme, but if it starts getting absurd the GM can rule that it's just too far.
The two basic types of tabletop you can use are terrain-based boards and grid-maps. Grids are fairly easy to work with, since everything is all pre-measured and such--there's not much room for argument as to where you can move and such, except maybe the whole 'diagonal move' question (either it costs 1" or every other diagonal costs 2"). A regular tabletop, with a ruler and such, requires a bit more finesse, and likely lends itself more to arbitrary decisions, preferably in favor of the players. I'll write mostly for terrain-based boards rather than grids, as grids are far more regular.
When a character moves, they get to move 6" wherever they please. Generally, if a model can get about 1/2" aways from another model, they're close enough to count as Engaged (on a grid, they just need to be adjacent). To account for Engagement with multiple characters (like a Minion group or several PCs), a model is considered engaged with any model it is adjacent/base-to-base with, as well as any models adjacent/base-to-base with that model. For example, if models A and B are both touching model C, but not each other, they are considered Engaged. Conversely, if model A is touching B, B is touching C, and C is touching D, then A and D are not Engaged (no Conga-lines of Engagement, basically).
For combat purposes, if ever you're up against a 'mob' (like a big cluster of Minions), then you can re-position about 1-inch with any attack you make, remaining in contact with the engagement. This is usually used when you kill an enemy, as you "pile in" to fill the gaps and remain Engaged. As usual, you may leave an Engagement at any time with a Movement, free of penalty.
Models are also free to pass through any other model, including enemy models in an Engagement, unless the GM specifically declares otherwise--the sort of comparison to this in RPG terms would be whether or not you're free to dash down a corridor filled with six enemies. Some GMs will just let you barrel through, while others will require a Skill Check of some sort, while other (less fun) GMs will just prohibit it entirely.
Other than that, it's all mostly just visual story-telling. The rest of the rules work exactly as in the game, and Advantages and Disadvantages and the like are used as to narrative effect. You can use tokens to represent dropped weapons or markers to show environmental effects that arise, but overall it's just a lot of basic intuition. Cover and line-of-sight are generally pretty straight forward, and of course the GM is there to give the final word on what counts as what (e.g. "That's heavy cover, that's dangerous terrain and requires a check to cross, eh, I'll let you move an extra couple of inches, it's close enough"). The end-word here is "Fun," and the models are just here to help out.
Doing Battles with Genesys
So I've basically got the whole "Using miniatures in Genesys" idea down, as it's mostly just a visual aid with some little rules that can be fudged as necessary to fit the game. My other idea, essentially creating a mini-wargame with Genesys, is a bit trickier.
All of the rules above apply the same, except that the players should agree before hand on anything that might call for a GM call. Ranges are more hard-set--the range-bands are used only to determine how many inches a weapon can shoot or a person can move, and from there you rely on the inches rather than any sense of bands. The players might agree to allow for a character to pile-in to Engaged with a model if they're less than an inch away or some such, but it should be made clear at the get-go. Essentially just take all of the rules above and make them set in stone rather than loose guidelines.
The harder part is deciding the cost of characters, as well as deciding which Skills and Characteristics and such to use. As far as cost is concerned, giving each player a limit of XP and Credits to spend seems straight-forward, though there's the question of base-cost (maybe 100 XP? 150? 200? Maybe just require both teams have equal numbers?). Skills can probably be limited to Combat Skills, Leadership, Medicine and Mechanics (for healing), Athletics, maybe Cool and Vigilance for Initiative, and any others that seem sensible. Characteristics would be limited to what makes sense, likely Brawn, Agility, and Intelligence (to cover all non-physical Skills).
Alternatively you could play with a full set of Skills, and just use far more narrative missions and the like that will call for Skill checks--maybe use a random chart to determine which Skills can be used to activate a given Objective, or have a GM design missions for the Players to run through with their parties to try and compete for. This would probably be the most fun (in my mind, at least), but also the least regular, and would be less like a skirmish game and more like a particularly combat-oriented RPG with players having multiple characters.
Closing Thoughts
So that's where I'm at with my silly little idea. Still messy, but I only really need to understand it well enough to explain to other players or do little battles against myself (I've never been much for competitive games against others, so these rules are mostly for personal use when I want to have my models duke it out on my desk but can't be bothered with other rules systems out there). Let me know if you have any thought, criticisms, or ideas. I can't imagine there are overly many people interested in making a full on wargame out of Genesys, but maybe some folks might find this all useful for using models in their own games, such as for introducing new players with pretty boards and models or using your old models from before you switched systems.