Games added by Rhiak

Rhiak

Description

Cooperative, story-first sandbox GM. Go anywhere; the world reacts. Story over self-preservation, conflict that builds bonds, never out to kill PCs. Everyone having fun comes first. I play for memories we’ll talk about for decades.

Tabletop RPG
Tabletop RPG
GENESYS
Genesys
Online
Campaign
Mass Effect sandbox campaign using Genesys
Players
0/3
GM
1/1
Genesys
en English

Mass Effect sandbox campaign using Genesys

Roleplay focused
Conversation, character and story take up most of the table time.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.
Hey all! I'm in the early stages of building a Mass Effect campaign using the Genesys RPG system, and I want to see if there's enough interest before I go all in. The setting: The 2170s, about a decade before the first game. Nobody knows about the looming danger that the Reapers will bring yet, so you'll be navigating a galaxy set in its ways and slow to change. The style: Sandbox style. I'm building a detailed galaxy full of factions and characters (some known, some custom) with their own goals, then letting you loose in it. Your crew gets a ship, and where you go from there is up to you. Why Genesys/About Me: Genesys's dice system gives you more than just a pass or fail, so every roll can help write the story. That fits how I like to run games, since I treat the whole thing as a cooperative storytelling adventure. I've never run Genesys before, but I have experience running 5e and a few 2d20 systems as a GM. I'm completely newbie friendly and don't mind explaining mechanics and learning on the fly. I like weaving character backgrounds into the story whenever possible, and I'm happy to help players build hooks into their backgrounds if they want a hand. Characters: Using Genesys makes choosing a character fairly straightforward. We can match ME species and classes to different Genesys archetypes and roles fairly easily. The main thing I am hoping for is thourough character concepts. I like the characters in games I run to have well defined motivations and fears. Note, a complete history of your character is not necessary. I just want every player to have a strong idea of how and why their character would react to any given situation by fleshing out their foundational personalities. It helps with roleplay and with player investment in the game. Regardless, you don't have to have your character in mind right this moment. I just want you to know what to expect at session 0. Starting points: I have a handful of example starts (Spectre candidates, mercenaries, freighter crews, relic hunters, corporate whistleblowers, and more), but I'm also open to the group building its own. What I'm looking for: 2 or 3 players who want a cooperative storytelling experience rather than a GM-versus-players game. I see my job as giving you a framework to tell a story in. I default to the rules, but if bending or breaking them creates a more memorable moment, I'll do it.

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