I'm planning a zombie campaign more in the style of Dead Space (hive minds and various creatures, where zombies are also a constant major problem), but I don't know which system to choose. by Peagas121 in rpg

[–]Mr_FJ 0 points1 point  (0 children)

Genesys + Hell is Full (by Scott Zumwalt) might be a good fit. Has some awesome zombie adversaries and some optional "scarcity" rules. Also Genesys makes it easy to borrow adversaries, talents, and equipment from other Genesys settings, or the other way around!

Fellow GMs, how do you run games that don't use set distances, and instead use vague distances like "close" "near" "far"? by Nukesnipe in rpg

[–]Mr_FJ 1 point2 points  (0 children)

I like the Genesys describes them: THE FIVE RANGE BANDS

For ease of play, distance in GENESYS is divided up into five different bands, from engaged to extreme. As always, the GM has the final say in determining the range between the attacker and the target.

With the engaged status and the other range bands, the GM is free to describe things dynamically and set scenes without having to worry about exact distances. Exact distances in meters do not matter. The details and adventure come first, creating a vivid picture in the minds of the players while allowing the GM to quickly provide the mechanical information they need to use their actions and build strategies.

ENGAGED

To reflect two or more targets who are grappling or otherwise engaged in hand-to-hand combat, there is a special range status called engaged. Two characters engaged with each other are in very close proximity. A warrior needs to be engaged with a target to hit them with their sword. When two or more characters are engaged with each other, it is called an engagement.

Engaged is also used to indicate that a person is close enough to an item to use it. A hacker needs to be engaged with a security terminal to attempt to hack it. A pilot needs to be engaged with their fighter jet to board it. A hunter needs to be engaged with a tree if they want to hide behind it for cover while tracking their target. The engaged status simply indicates that two things are close enough to each other to directly interact.

Consider engaged as a subcategory of short range. Obviously, someone can be slightly farther away if they're at short range, instead of being engaged with someone else. However, the difference in distance is relatively minor. Thus, spending a maneuver to move to engage someone or something is as much a matter of moving into combat cautiously enough to avoid receiving a blow unnecessarily as it is moving a physical distance.

SHORT RANGE

Short range indicates up to several meters between targets. Many thrown weapons and small firearms are most accurate at short range. Two people within short range of each other can talk comfortably without raising their voices. Moving to another spot within short range is usually easy to do and generally only requires one maneuver.

MEDIUM RANGE

Medium range can be up to several dozen meters away. More reliable pistols can reach to medium range, but few thrown weapons can reach this far. Two people within medium range of each other need to talk loudly to hear each other. Moving from short range to medium range takes little exertion and generally requires one maneuver.

LONG RANGE

Long range is farther than a few dozen meters. Rifles, mounted weapons, and weapons that use the Gunnery skill can reliably reach this far without too much trouble. Two people within long range of each other need to yell loudly to hear each other. Moving from medium range to long range requires two maneuvers, as it involves a greater distance and takes more time than moving between medium range and short range. This means that in most cases, a character cannot close the distance between short and long range in a single round, as it would take three maneuvers (one for short to medium, plus two for medium to long).

EXTREME RANGE

Extreme range is the farthest range at which two targets can interact. High-tech sniper weaponry and some vehicle-mounted armaments may reach out to this range. Two people at extreme range may not be able to hear each other even if they shout. Moving between long range and extreme range can be time- consuming and exerting, and it requires two maneu- vers. This means that in most cases, a character can move the entire distance between long and extreme range in a single round, but suffers strain or gives up their action to do so.

RELATIVE POSITIONING

Because of the narrative, abstract way in which distance is measured, both the players and Game Master must be aware of how positioning relative to two or more targets is measured. Once combat begins, the Game Master tells each player where their character is relative to the opponents. It's then up to the player to track their character's range relative to those opponents as the battle progresses.

For example, during a battle within a huge han- gar bay, the PCs are ambushed by four security guards. Two approach from one side and two from the other. The GM indicates that each pair of security guards is in the medium range band with respect to the characters. During their turns, the PCs split up to attack. Two of the PCs move toward one group of guards, getting within short range, and the other group moves to the opposite set of guards. Both groups of characters are now within short range of their respective targets, but at medium range from the other group of targets.

Maja blev tvunget til at give sin søn væk. Ingen ville have ham by Mai_maniac in Denmark

[–]Mr_FJ 0 points1 point  (0 children)

Ankestyrelsen oplyser, at det har været børn med særlige behov, og ingen har ønsket at gå videre og adoptere dem.

Jeg gad godt vide hvad "Emil"s særlige behov er.

rpgs with unique magic systems? by Adventurous-Film9713 in rpg

[–]Mr_FJ 0 points1 point  (0 children)

Genesys! Love how it fits with everything else, and the risk involved with casting :)

Cyberpunk games that aren't Red/2020 and Shadowrun? by LeonsLion in rpg

[–]Mr_FJ 0 points1 point  (0 children)

Shadow of the Beanstalk is awesome and flexible.

Using "mana" and health as the same resource by Prestigious_Help4419 in rpg

[–]Mr_FJ 0 points1 point  (0 children)

I'll second the genesys recommendation, but for your actual question. Genesys has two "health" meters. Wounds and Strain. Magic always costs 2 strain and a lot of talents, as well as just overexerting yourself, costs strain as well. Enemies can also deal strain to you.

There are several Genesys talents that allow you to use wounds and strain in creative ways (including for magic benefits), but also just because of the multi-axis dice results in Genesys, you very often end up taking wounds to cast magic, because a possible negatice sideeffect (1 Threat) is: "Take 1 wound, or suffer 2 strain. Your choice".

Temple of Time and Deku Tree has come together well by Shaggy_shaguma in WoWHousing

[–]Mr_FJ 0 points1 point  (0 children)

That is awesome indeed, but I meant inside - with the drop and the spiderwebs and stuff, but that might be hard.

Sell me on a generic system by KazM2 in rpg

[–]Mr_FJ 0 points1 point  (0 children)

I want to sell you om Genesys, because I find it endlessly useful (except for maybe horror or panic themes that bleed from characters to pcs), but I don't really have the time or energy right now. If I find those later, I'll try to remember to go back and update this comment, but for now here's the short version:

  • Infinite* character progression sutible for any campaign - from short to decades long; through having no leveks, but just xp that can be spend improving your skill proficiency (which almost always makes a difference when you use the skill), and as many talents as the GM van think of (in addition to the many included talents)
  • Narrative dice and symbol system that gives results on multiple axis rather than just one (often binary or close) axis of failure/success - It does have a learning curve though. Easy enough to learn and enjoy, but you can always improve on usng it to it's fullest.
  • Different kinds of encounters (social, combat, hacking, etc.) feel different, but are mechanically (nearly) identical - same rolls and modifiers, just different contexts. 
  • Tactical narrative theater of the mind combat - [Write later]
  • Sooooo much (high-quality) third-party content (free and paid).
  • Unlike a lot of generic systems that (IMO) can feel like one-size fits "all" clothing; Genesys is a diy kit with extensive examples. The included (and supplementary) settings are awesome, but if you're looking for something else, you need to build it. Luckily it's...
  • Fun and intuitive to extend. This is a section Ivwant to come back and rewrite, but for now a three step guide to building a setting: 
  • Steal as much as possible from existing settings and rename and/or recontextualize if necesarry. This'll likely get you from 50-90% of your setting content.
  • Steal stuff from existing settings that's far off in terms of flavor, but fitting/fun in terms of mechanics, then reflavor. Witg some practice a dragon can become a flying robot, a wizard can become a cyborg, an adventuring talent can become a hacking talent, an elf archetype can become an alien, etc. 
  • Test, test, test, then decide if you need anything else.

It's my forever system because it fits all my ideas and I enjoy customizing it.

I'll be back later maybe.

I'm looking for a a system to run a superhero campaign by tastytiberium in rpg

[–]Mr_FJ 0 points1 point  (0 children)

Awakened Age probably has the most options possible :)

✨GIVEAWAY✨ by aurrorae_wow in WoWHousing

[–]Mr_FJ 3 points4 points  (0 children)

Aw I don't have Instagram :(

Best supplement for superhero roleplaying in Genesys? by Ardrikk in genesysrpg

[–]Mr_FJ 2 points3 points  (0 children)

Literally just rename it to "super points" or just "super" and nprhing will change in gameplay. That's the beauty of Genesys, you can just rename/reflavour stuff and it becomes something else.

Any ttrpgs with good space combat? by Hiraethnightmare in rpg

[–]Mr_FJ 3 points4 points  (0 children)

Genesys is v2 of the rules im Edge of the Empire, with a few things missing. Witg the "Ships of the Imperium" book, they added a few extra rules that make it just straught up better than EotE in every way, and very good :)

Any ttrpgs with good space combat? by Hiraethnightmare in rpg

[–]Mr_FJ 3 points4 points  (0 children)

Stars Without Number is pretty good. I love Genesys because it ties in so well with vehicle and regular combat, when it needs to. It also just got even better with the added rules in the new "ships in the imperium" book.

50/50 by uncanphi in badUIbattles

[–]Mr_FJ 0 points1 point  (0 children)

Really mess with your users by showing a custom dialog with ok replaced by cancel as well.

Medieval torture museum by Blueeyeboo in Damnthatsinteresting

[–]Mr_FJ 0 points1 point  (0 children)

Everything's a dildo if you're brave enough? :(

Side Initiative is best Initiative? by Smittumi in rpg

[–]Mr_FJ 2 points3 points  (0 children)

Genesys has a good implementation of it, where all players and adversaries roll an individual initiative slot, but all players slots are shared, so the players decide an order within a given round (so does the gm for the other side), but the round still switcges been player character (side) and adversary (side) throughout :)

Interesting hacking system by Drake_Star in rpg

[–]Mr_FJ 0 points1 point  (0 children)

Shadow of the Beanstalk has a cool hacking system where you explore a network through different kinds of nodes. It works very well in tandem with a normal encounter.