Needed to pause the show and counter Scott’s shit-talk. Genesys isn’t a GURPs or D&D clone. There’s stupid bullshit regarding the game, but it’s a thing where the stupid bullshit is part of what works about the game.
It is a story game, but not a rules-light story game. It exists in the middle space between crunchy, detail everything technical rules (GURPS, D20) and the very free-flowing games (Hungry Ghosts, Apoc Engine). That’s about the same place as D&D5e on rules complexity, but it’s more focused and pointed towards story games. And probably the same place Burning Wheel sits, too.
The complaint? It uses all custom dice that you have to buy from Fantasy Flight. But that’s because they designed the rules to inherently include the ability to swing wilding on the axises of Success Vs Failure, Complications Vs Benefits, and Catastrophe Vs Triumph. And it’s a pain in the ass learning to read that when you’re used to just checking numbers for twenty years.
But you get used to it. And once you do, the dice, the mechanics of the game, push you towards the roll to see what happens. Not just in the “Did you hit?” sense. It focuses on setting boundaries for your creativity to figure out what happened.
And I’m not going to mine for examples. I’ve been running a Genesys game for a year+, and will just point to our AP podcast for hours of examples.