Genesys vs GURPS
Compare Genesys and GURPS side by side. See differences in complexity, dice, genre, cost, and more.
| Genesys | GURPS | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Toolkit, Narrative, Career-Based, Social Combat, Modular, Hackable, Character Building | Crunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support |
| Core Mechanic | Assemble a pool of custom narrative dice: positive dice (Boost, Ability, Proficiency) from character ability and skill, negative dice (Setback, Difficulty, Challenge) from task difficulty and circumstances. Roll all dice and cancel opposing symbols: Success vs. Failure determines if the task succeeds, Advantage vs. Threat determines beneficial or harmful side effects, and Triumph/Despair trigger powerful narrative outcomes. All three axes resolve independently, so a check can succeed with complications or fail with a silver lining. | Roll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure. |
| Dice | Custom dice | 3d6 |
| Complexity | Medium | Very High |
| Accessibility | Medium | High |
| Runnability | Very High | Very High |
| License | Genesys Foundry (community content program) | SJ Games Online Policy |
| Third-Party Publishing | Not yet researched | Noncommercial only — SJ Games Online Policy |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Fantasy Flight Games | Steve Jackson Games |
| Year | 2017 | 2004 |
| Languages | English | English, Japanese, Korean, Portuguese |
| Best For | Groups who want a genre-flexible system where every dice roll generates narrative texture beyond pass/fail, and who enjoy interpreting results collaboratively at the table. | Groups who want detailed character customization and consistent simulation across different genres. |
| Highlights | Every roll produces multiple axes of outcome, creating layered narrative results beyond binary success/failure. Full social encounter rules give non-combat interactions the same mechanical depth as combat. The GM Toolkit provides structured guidance for creating custom settings, species, talents, and gear. Six example settings (fantasy, steampunk, weird war, modern, sci-fi, space opera) included in the core book. | Point budgets let players build characters around chosen strengths and limitations. Optional rules let the GM tune the level of detail for a campaign. Maneuver choices give combatants trade-offs between attacking, moving and defending. |
| Considerations | Requires proprietary narrative dice or the Genesys Dice App: standard polyhedral dice cannot be used without conversion charts. Interpreting multiple symbol types on every roll can slow play for groups unfamiliar with the system. No free quickstart or SRD available. | Selecting and modifying character traits takes time during character creation. Detailed combat can require several rolls to resolve one attack. The GM must establish which abilities and optional rules fit the campaign. |