Genesys: Fallout

Yes, we have actually been playing this, and now you can listen to it. (At the time of writing we have six more sessions of actual play recorded, though it could still all go horribly wrong…)

Session 00 - Of the Tipperary Zarkovs: Character generation as three grognards look suspiciously at the funny dice

Session 01 - Extreme Duck Rubbing: It’s always tricky waking up after a nice long nap. The gunfire, the jammed doors, the weird dice.

Session 02 - Totally Tubular Groundhog: A fray, a fray! And we end up feeling fairly frayed, so we seek shelter and find more problems.

Session 03 - It was spicy, but…: The friendlies (combined with our inexperience) are more dangerous than the enemies. And we find out what Nick has been fantasising about since Twilight 2000.

Session 04 - Spanner to the Head: On the road again. Barely-competent bandits meet incompetent us. Maybe if we had a gun bunny in the party…

Session 05 - Hickbillies: Now we have a combat specialist, it’ll all be much easier - oh.

Session 06 - A Well Known Risk of Listening Too Hard: Back into the fray, this time with a little more success.

Session 07 - Nobody’s Going To Eat Anybody: A successful fight, for a change! And moving on, with Subtlety Nouveau.

Session 08 - This is not CSI Post Apocalypse: Out of the frying pan, into the nuclear fire

3 Likes

There’s a convincing argument to say that it went horribly wrong ages ago.

We’re still alive, which is a start.

Well, you call it living…

Looking forward to the sessions. There are worse inspirations to lean into than Jean-Baptiste Emanuel Zorg.

Frank Shannon as Zarkov:

2 Likes

Session 01 - Extreme Duck Rubbing: It’s always tricky waking up after a nice long nap. The gunfire, the jammed doors, the weird dice.

3 Likes

Looking forward to this. I quite liked the feel that the dice have the star wars games. Interested in hearing how it is for other games

I enjoyed the Star Wars system, although it was a bit heavier than I normally like. The weird dice was the least of it, I found.

How much legwork did you need to do before character creation in order to turn generic Genesys into Fallout?

There’s a Fallout supplement, Tore, so not a lot of work was done by us :slight_smile: I like the system - I certainly prefer it to Savage Worlds - but I’m still not entirely sold on it. Enjoying the game though!

Nick

1 Like

“… not a lot of work was done by us.”

This, of course, is the preferred modus operandi at the Hall.

Ah, I see. I didn’t know any supplements had come out yet. :slight_smile:

From the Star Wars game I got the impression that a lot of the special effects of the dice were the GM’s domain.

The feeling I’m getting is that special effects can be the GM’s domain, but as the players get the hang of “this is one Advantage’s worth of benefit” or “this is two Threat’s worth of penalty” they can start making suggestions themselves. I don’t normally like systems where you have to step out of immersion to think like a scriptwriter or director, but I think having that structure is what makes this one work for me.

1 Like

Session 02 - Totally Tubular Groundhog: A fray, a fray! And we end up feeling fairly frayed, so we seek shelter and find more problems.

2 Likes

Session 03 - It was spicy, but…: The friendlies (combined with our inexperience) are more dangerous than the enemies. And we find out what Nick has been fantasising about since Twilight 2000.

3 Likes

Session 04 - Spanner to the Head: On the road again. Barely-competent bandits meet incompetent us. Maybe if we had a gun bunny in the party…

2 Likes

Even an actual bunny might be more effective.

2 Likes

Stat it up, I’ll take two.

After the first 45 minutes I must say that I hope Nick is still among the living.

1 Like