This is part 2 of Looking back at the Creation of the Game:

Once it was determined that this was going to be a good sized game with the construction of your own faction, it became even more important that the rules to play the game were much more focused and easy to play. In it's very essence the game when you hit the table needed to be dynamic, fast paced, and exciting. Otherwise what were we creating a faction for?


So one set of Core Rules that all three ages could use without being overly convoluted with overbearing rules. Lets not forget dynamic game play that feels fast paced and full of action, but lends heavy on tactics, strategy.... ya know... what we want out of a game. The problem was that there was more........

My own history of gameplay with various or certain tabletop games tended towards a single list for all games, all comers. Even though list creation should be part of the game... it should not be for a single all-comers list. I wanted more than that out of the game.

Thinking back there was essentially a list of things that rather made things very difficult to impossible before the game even starts.

Terrain Screwed: I recall.... going to a regional final (yea I played a lot of tournaments for a long time), looking around at the 30 or so tables and seeing 2 tables that were just set up horribly. One had next to no cover..... the other so much that my army list I brought would not even fit into a standard deployment zone. Essentially forcing me into reserves. I right away knew that those two tables were terrain-screw me really no matter who I played. Yea I got one of those.... and it was awful.

  • In The Genesys Project: Terrain is set up by both players... plus Battle Plans can move terrain to different positions, and many other altering things like Illusionary Terrain Powers - "you just thought that terrain was there..."


List Screwed: The other is knowing that your 1 army list you brought had some hard counters, or if it didnt... there was always that odd fringe list that could be challenging... ya know....300+ orks on the table.

  • In the Genesys Project: You create your list for the game after knowing your mission. You also get a chance to see your opponents faction. (not the list). So you know what your goals are and what your opponent can possibly bring. 


Mission Screwed: There is nothing worse to me than walking up to an opponent during an event.... where either the terrain, the other list, or even the odd (mostly custom) mission makes your game next to impossible to win.

  • In the Genesys Project: Both players have their own Primary Missions.. Shared Secondary Missions are rolled up at the end of the 2nd Game Round (possibly changing the dynamics of the game). Primary Missions are very possible to get the opportunity to get or do a last minute mission change through special abilities of your leaders or heroes. 


So taking all of these factors into account.... This is how and quite possibly why.... The Genesys Project has taken 5+ years to finally be ready to live.

then............. One playtest game with a very well thought out discussion occurred about a year ago. The result was a final and big final change to gameplay that takes what we had... and pushes it over the top.

  • The creation of the Combat Situation, where each side determines who has the advantage based on changing conditions of the battle (outnumbering, high ground, charges, etc). This gives each battle a dynamic element that can change from round to round as you work hard to turn the tides of battle. 



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