Apart from being a role-playing game, Genesis is also deck building game, where players create a character deck as they adventure. Read more
This project's funding goal was not reached on October 6, 2012.
About this project
Welcome to a new addition to the role-playing game genre. Although a role-playing game, the Genesis system is vastly different than its predecessors. First, apart from being a role-playing game, it is also a deck building game, where players create a character deck as they adventure. The character deck serves as their potential to overcome hazards and monsters to progress the storyline. Secondly, unlike traditional role-playing games, the Genesis system does not need dice resolution.
Simply consider the Genesis system as gaining a level. After all, you've been leveling for years - isn't it about time your RPG levels up.
Genesis is a role-playing system that allows you, the players, to delve into realms of endless adventure and experience grand exploits of the imagination. One player, the Game Master, takes on the role of a storyteller or narrator, creating scenery and stories for the mind, weaving action with adventure.
The Genesis game uses a special set of cards, most possessing a number and one or more icons. The number is called a power number (or PN) and the icons correspond with one of five abilities: Agility, Charm, Insight, Strength, and Willpower.
In a normal card game, players draw from a common deck of cards. In the Genesis role-play system you have a character deck, unique to you, that only you draw from. All players begin with a starting basic deck based on their character theme, commonly known as a class. You customize your character deck as you adventure. At the end of the your turn, discard your entire hand and draw a new one from your character deck.
The Genesis Roleplaying Game, you will find, is extremely flexible to adapt to your style of play. If you want dice, use them. You want to create new classes to fit your campaign, it is easier than you think - you can create a new class in just a few minutes. Create NPCs in seconds. Want to ignore power numbers altogether or use a little of everything? You can. We will share these ideas with you so you can tinker the rules to your liking.
Our goal is $15,000. It is to fund further development, artwork, and more importantly - printing the cards and other game materials needed to make a quality gaming experience. This is a new, innovative concept and we want to do it right.
The Starter Box: 100 Ability Cards (Agility, Charm, Insight, Strength, and Willpower); 36 Wound Cards; 72 Experience Cards; Equipment and Distance Cards for 4 players.
The Players: Quick Start Rules; 4 Starter Character Sheets; 4 Blank Character Sheets; Adrenaline, Stamina, and Mana Pips.
The Game Masters: Game Master Rules; Chagrin Shadows, an introductory adventure; Monster Cards.
If we surpass this goal, we will include stretch goals for additional support products, such as the Magic Expansion and other awesome stuff.
Being new to crowdfunding, we feel it serves as a powerful tool to get innovative ideas off the ground and into reality. At Alea Publishing Group, we understand the difficulty of sustaining innovative ideas, we've been doing it for over 10 years. That is why, we will participate in "Kicking it Forward." After making the Genesis Roleplaying System a reality, we will support other innovative ideas by contributing 5% of our funding to other Kickstarter projects.
Want to know more about the game or our design goals? We invite you to participate in the forum discussions over at EnWorld. We've started a few threads discussing the aspects of the Genesis Roleplaying System and this list will grow in the following weeks.
We would like to thank all who contribute to our project and hope the RPG revolution proves most successful. We are passionate and excited about the Genesis Roleplaying System and hope to share this moment with each of you.
ATTENTION TO INTERNATIONAL CONTRIBUTORS (UPDATED): We do not want to leave any of our fellow international gamers behind. However, we do ask that you add an additional $25.00 to the ADVENTURER and higher rewards to help process shipping and handling.
PDFS: All PDF rewards, save for future projects, are available now and will distribute those immediately following the close of this successfully funded project.
PROTOTYPE VERSIONS: All prototype versions of the game all also available now and will distribute them immediately following the close of this successfully funded project. Please allow at least 2 weeks for delivery (longer for international orders).
ABOUT THE JULY 2013 RELEASE: We chose this date as a precautionary standard. We plan to release the set in the first quarter of next year with a full PDF version of the game by the end of this year.
When we initially designed this project page, we did not want to leave out our international gamers (we are heavily influenced by European board games), and looked into a flat shipping rate.
After initial concern from our Canadian neighbors and later, other international gamers, we looked into the question of shipping more thoroughly and beyond basic international flat rates.
We found we can reduce international shipping costs to $25.00. However, Kickstarter does not allow us access to the rewards after the project launches (for obvious reasons). That is why many rewards have different international rates associated with them.
The international shipping rate is $25.00. Please ignore the shipping rates posted in the gray rewards sections.
Thanks and Happy Gaming.
In most RPGs a player usually takes a turn, then a monster takes its turn. In Genesis, it works a bit differently. When a character attacks a monster, the monster is just not defending itself, but also fighting back. If a character proves successful, then he wounds the monster. Otherwise, the monster wounds the character.
Most opposed checks, what we call contested checks, take place when a character is in a particularly dangerous situation and may become injured or winded.
You mentioned an option for incorporating dice.. is it a specific type of dice (like d20, d6, d10) or is it more flexible in choice?
We have several suggestions - though minor in description since our focus is on the cards - but there is a flexibility on the dice to choose from. We do however enjoy using d6s and d4s for the system, although by raising target numbers, you can easily incorporate d20s.
As a matter of fact, there are several ways to use the cards and feel the system is flexible enough where some creative GMs will take our game and create a whole new way of using the cards or incorporating dice - almost like build your own RPG. For example - in our core mechanics, which a preview is at hand, we have three types of task resolutions - Advanced, Standard, and Light. You can choose to run an entire campaign with one or use a combination of all three.
Some of the dice systems we're kicking around vary from not replacing any of the elements of the game to replacing the character deck and instead keep focus on the Ability Stacks in the ce
How prevalent is the "deck building"? I'm a roleplayer first and foremost but don't mind a bit of deviance as long as it isn't too much.
You build your deck as you adventure - think of it as an extension of your character sheet - if you normally adventure using dice, think of the cards in your character deck as modifiers to your actions. As a "roleplayer" the card also act as an initiative to roleplay. When you discard an ability card, for example, to add your ability score to a check, your Game Master might encourage you to explain exactly what the discarded card represents in reference to what your character is doing.
To illustrate: If you discard a Charm card to aid an ally in combat, you might say, "I am distracting the mercenary by feinting a lunge with my sword."
You're not going to spend hours before game building your character deck - it is determined at character creation and then grows as the game progresses - gathering and spending experience points, overcoming hazards, good roleplay, and defeating enemies.
We designed the game for both the casual gamer and the number cruncher.
What kind of time spans are involved in this? Is there a typical session time (1-2 hours, 4-6 hours, all night...)? If a session runs long, how does that effect the decks? Is the game for one shots, short campaigns, or are longer campaigns supported? Does
Just like any normal roleplaying game, there is a variety of hours you can devote to it - I'd say a typical session is 4-6 hours, just like a normal roleplay session, but this depends on your group. In playtest and game design, we would like to focus on about an adventure in a 4-6 hour session. Combat is quick and brutal, therefore it is not the entire focus of the game - no 2 hour encounters.
The decks are not effected by short or long term play and you can carry your deck from session to session. As for campaign length, that depends on your game group and Game Master. Though the game supports longer campaigns, we designed the game to "level" quickly - there are no "levels" in the game - you advance by learning new feats, talents, skills, increasing abilities, etc. - but to give an example, we feel that playing one session a week should not take your 1 to 2 years to reach "30th level." We like players to explore all facets of the game - in a typical 4th Edition campaign, as another example, you roughly have to have 300 encounters/skill challenges/goals to reach 30th level. I don't think destroying the One Ring took that much work.
Being a deckbuilding RPG system their resources are, I believe, limited with the number of cards in the set, so, since my group is more then often consistent of five or six players, will we be able to play with a singe set?
The starter box is designed to work with 1 Game Master and 4 players. Think of it as an introductory set. You can stretch it to 5 players, though it is not recommended. If funded, we will follow up with additional cards to increase play to 5 and 6 players as well as an Advanced Rulebook. Stretch goals, if achieved, are planned to increase the number of players for the Starter Box.
The great thing about RPG games is the ability to change rules and mechanics according to your wishes and needs, which won't be so easy to do with cards, will you also consider adding some amount of empty cards to the game so the players can create their
Blank cards are a fabulous idea! We know how a lot of Game Masters like to tinker with rules - the cards themselves are generic enough that I imagine creative Game Masters inventing new ways to use the cards - we use three separate core mechanic task resolutions, but it is possible for more.
The majority of the cards focus on the five main abilities - I think blank cards to invent new abilities, or other things, is a great idea that we will definitely consider adding a few.
In the end however, think of the cards as dice or an extension of your character sheet. This is a roleplaying game and like other RPGs, the dice help determine task resolution rather than restrict what you can do - the same is for Genesis.
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