I've been slowly homebrewing my own science fiction/space opera setting and have been studying the topic of talents, both the pyramid in the core rulebook and the specializations in the expanded players' guide and the Star Wars FFG game. I am trying to balance between three competing issues in how I handle talents and progression:
- Flexibility: I want my players to be able to take the toolbox and build what they want to, as much as possible. I personally love the flexibility of the Talent Pyramid.
- Direction: I've GM'ed and played enough (generally, not specifically in Genesys) enough to know that, while flexibility is great, there is such a thing as too many choices at once, especially when a player is relatively new to a game. A sense of direction is often quite welcome, which is the advantage of classes in other systems.
- Work: I really don't want to do an excessive amount of work designing multiple individual specializations, like is seen in Star Wars FFG
I've been looking through topics, but am yet to find an answer to my quandary so I thought I'd just ask it.
Has there been an approach yet developed by anyone that finds a happy medium between the structure and sense of direction that comes with Specialization Trees without losing all the flexibility that seems to be gained from the Talent Pyramid?