
GO BEYOND JUST A DIVERSION!
“DELIVERED ON ALL COUNTS” | “I WILL USE IT FOR ALL MY GAMES” |
“CAN HANDLE ALMOST ANY SETTING” | “RULES FLEXIBILITY ALLOWS FOR A LOT OF COMBINATIONS” |
“EASY TO LEARN FOR NEWBIE GAMERS” | “CRUNCHY ENOUGH FOR VETERAN GAMERS” |
The third-edition genreDiversion universal roleplaying rules manual is more versatile, more dynamic, more heroic, and more exciting. Get a game system that is not only easy to learn and quick-playing, but also extremely customizable and flexible. The rules are simple, allowing you to get down to business -- playing the game -- quickly. Optional rules can either be ignored or easily implemented -- and provide a framework for building your own game elements. If you've been looking for a roleplaying game system that you can sink your teeth into quickly and has the versatility needed for just about any setting, look no further.
Why genreDiversion 3E?
Why genreDiversion 3E?
It's Flexible.
- Characters can be built using a variety of methods, from random choices to arbitrary or controlled assignments. Custom species and vocations can be created as a framework for characters in a particular setting.
- New gimmicks can be devised to add special powers, such as for supernatural and scientific enhancements.
- Optional rules can either be ignored or easily implemented -- and provide a framework for building your own game elements.
- Experience can be used to gain the advantage, while exploits can be utilized to make the most out of success.
- Miniatures and maps can be used to better visualize combat and vehicle interactions. While this adds a more tactical feel for those who prefer such elements, it is not required.
- Built-in rules for magic.
It's Fast.
- Roll dice (two six-sided) only for tough and contested challenges, maintaining a smooth progression of story.
- Resolve focused situations like combat using a simple scale of difficulty that can be influenced by various factors.
- Consistent mechanics for characters, vehicles, and creatures avoid confusion.
- Convert or interact with characters/elements from genreDiversion i, Iron Gauntlets, Story Engine Classic, and Active Exploits Diceless Roleplaying.
Changes from genreDiversion i
- Skills are now known as pursuits and range from incompetencies to masteries (similarly to Active Exploits's skills), providing a bonus/penalty on related tasks and define the effects of most exploits.
- The margin has been eliminated--simply roll equal to or greater than the difficulty rating to succeed (the ability rating is added to the dice total); difficulty values are now ten greater than their GDi counterparts.
- Characters can use experience to directly affect play. They also possess greater levels of health, allowing them to take more punishment; these added levels can be easily ignored for more gritty games, maintaing the same scale as found in GDi.
- Difficulty values for contested actions in combat are quick and easy, typically adding an opposing character's ability to a base difficulty. Optional weapon gimmicks can also be utilized for more detail or ignored for super-fast resolution.
- Not only can characters' abilities be scaled to super proportions, but guidelines are provided for mixing elements of different scales, including sizes and damage.
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