Genesys Review
I realize I’m VERY late to the party with this one, but I wanted to wait until I ran the thing and reflected on it (which I’ve done) and now I can say some coherent things about it as a GM.
Genesys. Genesys. This is my constant bugbear and game I consistently think I like, then I run it and it’s okay and players are happy with it, but it always ends up NOT quite fitting what I seem to want out of games, then I put it aside and play a bunch of other things, then I end up coming back to it anyway, and the whole cycle repeats itself.
What this Review Won’t (and Will) Be
I’m not really going to go into the bespoke dice system or the symbols or any of that: there are plenty of reviews out there on the interwebs that do, and with much more justice than I’ll ever do. That said, there are some very interesting things in this game that I do want to talk about, and they are “gamey” things, for lack of a better term, or at least, deal with what the game causes to happen at the table (or at least leans towards).
Genesys – The Game with an Identity Crisis

Look. I know what the Genesys book says on the back cover about itself. Genesys is a very odd duck because, for me at least, it’s a game that doesn’t quite know what it wants to be. When it was just the system for Star Wars (actually, the Narrative Dice System specifically) it kind of knew what it wanted to be. It was a pulpy, swashbuckling system that let you do Star Wars-y things and have heroes that were nigh invulnerable or at least, hard to hurt.
As a generic game, that’s fine too, but the NDS means that there are things that I THOUGHT would happen, thanks to the Narrative in the name of NDS, but it turned out to not be quite as narrative as I thought, and so the game ended up somewhere in between a nifty narrative game and a more traditional TTRPG. Which I’m sure fits some folks just fine, but I feel like the dice means it could lean more into the Narrative thing and it just doesn’t.
Narrative, oh Narrative, Wherefor Art Thou?
What I mean here is that the dice system for Genesys, with its several axes of outcomes and different ways of adding, upgrading and subtracting dice, could really be a mean, lean, narrative machine. This will sound weird, but the way the dice work (and have worked at my own table) can make each roll as “powerful” as a roll in Burning Wheel.
In BW, each roll is something you weigh in on from all sides; you gather your base dice, check to see if any of your OTHER skills can add to it, get Help from the other players, argue for advantages and what not, and then roll the dice. A roll can be a rather involved thing.
Genesys rolls can end up just as involved. Gather your base, add in Boost or Setbacks as you and the GM wish, figure out Story Point spends, see if anyone is helping you, and then roll the dice. Because we get so much information from a dice roll, they can really do some heavy scene lifting. For example, for the Shadow of the Beanstalk game I ran (based on Edge’s cyberpunk setting Android) I created a skill called Contacts, where players could roll up who they knew if we needed an NPC on the fly (like Burning Wheel’s Circles ability or the Contacts skill in Fate, which I cribbed it from in the first place). The information-rich die roll meant I could determine if the PCs found who they wanted, but then, because of Threats or Despairs, we could say your friendly contact came with a whole bunch of bad things around them (maybe they tipped off the enemy about the deal, maybe they brought you faulty goods, whatever). The dice really helped drive the narrative, giving us interesting story twists.
And Then We Got in a Fight
Now, I want to say off the bat, my players were fine with combat and they had fun with it. That said, I, the GM, found it annoying, in that there was no “quick battle” solution. Take Savage Worlds; they have a Quick Encounter mechanic which basically lets you run an entire combat scene with a die roll or two from each player and some narration, then move on. Burning Wheel has such a mechanic, as does Fate; in fact, in those two games, you can run an entire “combat” with one die roll. Not so in Genesys (though I cribbed something myself for this, but it never felt terribly satisfying). That’s a crying shame since the NDS really cries out for the ability to do just that (on a side note, someone out on the Big Purple said that there is a system I’m looking for tucked away in one of the Star Wars supplements, but for some reason it didn’t make it into Genesys or the Player’s Guide).
In Genesys, combat is pretty much as it is in a lot of games: multiple die rolls, checking things like range, cover, movement and so on, and many rolls later getting some results after whittling down Wounds or getting some Critical Hits than lead to a defining result. Again, it was fun! But not in as narrative a direction as I sometimes need.
This is the same with the Talent list. The Talents are quite comprehensive, but, lean towards combat and the occasional bit of social-fu (since there is a social conflict system; highly appreciated!). I feel like, with the game calling itself generic, it needs other sorts of Talents. More societal ones, like social class or wealth levels. A lot of generics have this (even Savage Worlds, which is also a pulpy game, but it has Edges for these sorts of things, and other background things like being famous, and on the Hinderances side, things like having enemies hunting you or being an outsider or whatever). These sorts of things add mightily to a game, I think, since it fills in details about a character that make it easier to engage them during a session. This leads to my biggest “narrative let down” in Genesys: character Motivations.

Not Terribly Motivating
You see, Motivations are supposed to be this thing in Genesys where you get a bit of a roleplaying aid, like, does your character Desire Knowledge or have Greed as a Flaw. That’s all well and good, but other than as a description and something for you to roleplay, they don’t really do much mechanically.
For me, this is a missed opportunity. In plenty of games, we get a similar thing, but it lets you do something mechanically, which ties it back to being something that players will care about and act out. For example, in GURPS, many Disadvantages have self-control rolls that you have to make, or they kick in and make you do something you don’t want to. In Savage Worlds, Hinderances can, at a minimum, get you Bennies if you play them and the GM rewards you for roleplaying them. Even Mythras, a game not famous for its narrative leaning, has a Passions mechanic, which lets you have different things your character is passionate about that might affect his or her rolls in a situation that fits the passion (Loyal to the Queen? You can get a bonus to fend off her assassin or protect her personal interests in a negotiation). Heck, you can even roll the Passion itself to guide what you do (feel Passionate about your family? What if you can get very rich by selling out your brother? If you don’t know which way to go, or are conflicted, you can roll the dice and see where your character leans).
In Genesys, the only real mechanical heft for Motivations is in the social conflict system, where if a player or NPC knows another character’s Desire or Flaw, for example, they can get a Boost die or something on a roll to influence you. But you can’t use them to benefit your character, and the GM can’t use them to get in your way (though I know some GMs houserule this way).
I Didn’t Really Mention the Dice

As said, there are a pile of reviews out there, talking about the dice and how they work in detail. You can find a plethora of reviews about Star Wars, and then Genesys. LOTS of die-math out there too. All I’ll really say is that the dice are fun, and I’m glad I bought a bunch of them to use at the table. The various groups I’ve introduced Genesys to all picked up the dice reading pretty quickly, within that introductory session usually, and away we went.
In terms of GMing, they were a nice crutch, though I did my usual GM thing, and said “Tell me what happened!” whenever players rolled and I didn’t have something specific in mind. Again, people enjoyed that too. So they were a hit, at least, whatever else people say about the dice.
My Verdict?
I know I sound like a sourpuss above, and griped and griped and griped. I gripe because, in general, I like this game; there’s in fact a lot to love even. My players and I have had fun every time I’ve run the thing for various groups. No one’s ever told me they hate it or didn’t want to play it anymore, so that’s a plus (for example, I’ve had plenty of people bounce off Burning Wheel, hard; I’ve lost players over that game).
So, go play it! That said, if you thought the Narrative Dice System was strongly narrative, well, it isn’t, at least not the way I was hoping it would be. So keep that in mind. It’s a lot more traditional than I had imagined, though interestingly, it made a nice “bridge” between more traditional play, and when I later introduced one of my groups to Fate. They were hardcore D&Ders and Genesys turned out to be a good off ramp into more narrative focused play.
As always, leave a comment if you found something interesting here!

















