Building GENIUS

Welcome to what I hope will be the first of many blog posts documenting the development of the GENIUS TTRPG System.

The GENIUS System is a new tabletop role-playing game system, inspired by Fallout’s SPECIAL System, Dungeons & Dragons 5th Edition, and Pathfinder 2nd Edition.

The idea for this project arose from my long-term frustrations with Dungeons & Dragons 5E as a Dungeon Master, as well as conversations with other players and those interested in playing D&D. From the outset, I established several goals for the GENIUS System:

  • An Easy-to-Understand System: The system should be accessible enough for newcomers to the TTRPG genre while retaining the customization and flexibility that experienced players love.
  • Setting and System Agnostic: The system should be compatible with other popular TTRPG systems, allowing for the integration of D&D or PF campaigns with minimal adjustments.
  • Balanced Social and Combat Encounters: Players should have complete control over their character’s story, with a balance between social and combat interactions.
  • Player Agency: Players should feel like their characters can make meaningful contributions to the world, ensuring their importance in the narrative.
  • Built-In Safety Mechanics: The system should include optional, but recommended, safety mechanics to facilitate open communication between players and the Game Master about sensitive topics.
  • Open-Source and Customizable: The system should be open-source and easily modified for homebrew possibilities and modules, embracing customization and community contributions.

These goals present certain challenges. For example, how can one character’s story coexist with others without overshadowing them? How do you create a system compatible with both Pathfinder and D&D? These are ongoing questions, but I have some ideas on how to address them.

Additionally, I have set a few ambitious goals:

  • No Classes: This bold move allows for character creation without predefined classes. The GENIUS Attributes (Grit, Erudition, Nimbleness, Influence, Understanding, and Strength) combined with Features let you build a character as you wish. Specialization is possible, and changing your focus later in the game is also an option.
  • No Specific Race Traits: Instead of optimizing encounters based on racial traits, the focus will be on your character’s story. While min-maxing remains possible and encouraged, characters won’t receive free bonuses based on race or background alone.
  • Action Points: To enhance player agency, the system will use an action point economy, allowing players to perform the same action multiple times depending on the action point cost and their available points.
  • Prioritization of Downtime Activities: From crafting to brewing to enchanting, I want downtime activities to have clear rules and be engaging for everyone at the table.

If you’re interested in providing feedback or filling out surveys to help prioritize system development, please email me at mail@itszeroday.dev. Your input is greatly appreciated.

The first survey is available here.

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