Genesys vs Savage Worlds - /tg/ (#95889629) [Archived: 1033 hours ago]

Anonymous
6/17/2025, 2:44:40 PM No.95889629
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Former Genesys GM here.
Considering running SW for a bit. How does it hold up in comparison?
Things I liked about Genesys were:

- Combat is usually resolved in 30 minutes or less
- Easy to achiev a balance between social- and combat encounters
- Enough stuff to do outside of encounters
- Easy to homebrew for
- Easy to prep

Any experiences on how SW holds up in these regards?
Replies: >>95891011 >>95891107 >>95891126 >>95891388
Anonymous
6/17/2025, 4:43:54 PM No.95890394
Ran edge of the empire for a bit, as a system I enjoyed running it, very cinematic. combat was fast, even though we were beginners and the dice allowed for easy social stuff too. I would assume the prep and haombrew would be similar
Anonymous
6/17/2025, 6:04:55 PM No.95891011
>>95889629 (OP)
Haven't played Genesys so I can't really compare, but
>- Easy to homebrew for
>- Easy to prep
this very much applies to SW

>- Easy to achiev a balance between social- and combat encounters
>- Enough stuff to do outside of encounters
this applies too, but imho depends on how much you care about learning the stuff from the Toolkit chapter (Chases, Dramatic Tasks, Quick encounters, etc). They are homebrew friendly too and many settings and genre companion books come with extra systems that can be plugged in if you want more ways to approach different types of combat and non combat encounters.

>- Combat is usually resolved in 30 minutes or less
I'd say generally yes. If anything the problem is that sometimes encounters can be stupidly short if dice decide so, but there are ways to address that partly with setting rules too
Anonymous
6/17/2025, 6:18:30 PM No.95891107
>>95889629 (OP)
running SWADE as a post apocalypse game right now
>Combat is usually resolved in 30 minutes or less
this is only ever true when the enemies are melee only, because they either run in and instantly die or instantly down someone
exclusive gunfights generally end up taking a long time as people get pinned down in heavy cover shooting at a huge penalty until the dice explode and they get an instakill
Anonymous
6/17/2025, 6:21:19 PM No.95891126
>>95889629 (OP)
The best thing about SW, for me at least, is that you don't need to actually stat out 90 percent of your NPCs/opponents. You can run combat with much less bookkeeping as a gm.
Replies: >>95896925
Anonymous
6/17/2025, 6:49:38 PM No.95891388
>>95889629 (OP)
Apples and oranges, or rather: apple pie and orange juice
Anonymous
6/18/2025, 12:10:19 PM No.95896925
>>95891126
how does this even work?
Replies: >>95898780
Anonymous
6/18/2025, 6:13:16 PM No.95898780
>>95896925
All stats are just die types, and most enemies only have a single wound. So, for most foes, you just need the die type they attack with, the damage they do, and their parry and toughness. It's trivially easy to wing it after just a little experience with the system.
Replies: >>95904793
Anonymous
6/19/2025, 1:49:53 PM No.95904793
>>95898780
Systems like this and Barbarians of Lemuria (plus its daughters, like Honor+Intrigue) really make the player feel like a two-fisted badass, but it takes a bit of time to get your head around how disposable enemy mooks are, so I suggest pregame practice with them.
Replies: >>95906291
Anonymous
6/19/2025, 6:22:13 PM No.95906291
>>95904793
The thing I'm enjoying about SW is that you can have the PCs in a huge fight with a dozen opponents and they can stomp ass and feel like badasses, and in the same sessions have them go up against a single powerful foe and it's a massive challenge, and it scales well and doesn't feel like cheating.

You can also have an enemy tough in a way that it's harder for the PCs to just action economy them.