The Old World: Grim and Perilous
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Progress Indicator
Progress indicators are very similar to Threat
Indicators in their design, with the main difference
being that they are used to track the
progress of an activity and in most cases do
not need activators (apart from the effect of
reaching the last segment). On the scale of an
encounter, they will usually be filled by the PCs
decisions as well as the successes achieved in
checks. The progress indicator is a very versatile
tool, below are some ideas on how to use it.
• Simple indicator (for complex problems)
Sometimes the challenges the characters undertake
are complicated and must be solved
within certain time limitations. An example
of such a problem may be trying to get out
of a closed room before the guards reach the
PCs. This can be reflected by creating a
segment progress indicator to represent the
strength of the door. In each round, PCs can
attempt to open the door and use successes
from their checks to advance the progress
indicator. Filling the indicator before the
allotted time expires means success. Note
that this indicator should usually be related
to a challenge (e.g. Escape, Find a Secret Entrance,
etc.) rather than a specific method of
overcoming an obstacle.
• Competition Indicator
Indicators of this type can be used to present
the efforts of two groups, each of which is
trying to achieve a similar goal independently
of the other. An example would be two
groups of adventurers, each trying to find
the entrance to an ancient tomb. This situation
can be presented by two progress indicators,
filled independently by each group.
The length of the indicators may vary, depending
on the starting situation for each
team, but in the end only one can win.
• Pursuit indicator
This is a variation of competition indicator
that you can use when you don't want to
closely track the progress of the PCs' competition.
We most often use this type of
indicator to represent pursuits - hence the
name - but its application is much broader.
An example would be trying to get out
of a building when guards are approaching
the PCs. This time, however, in addition to
the usual progress indicator and time limit,
create a threat indicator that will represent
the approaching guards. Move the
indicator for each round during which the
PCs attempt to escape, and also apply the
normal rules for moving threat indicators.
If the PCs fill the progress indicator before
the threat indicator is full, they will escape
the guards. If not, well... Here's hoping for a
comfortable cell. Note that as usual, threat
indicators may have additional activators,
e.g. guards may decide to throw a smoke
bomb into the room with the PCs to slow
down their retreat.
• Tug-of-war indicator
This is a single indicator that usually represents
two forces clashing or events canceling
each other out. What is characteristic
of this type of indicator is that it can start
partially full and may represent the course
of a battle in which PCs are participating.
Filling the indicator will mean the triumph
of the side supported by PCs; reducing it to
zero - defeat.
• Project indicator
Progress indicators can also be used when
the PCs undertake a complex, long-term
project, e.g. investing in a village, building
their own fortification etc. This type of indicator
will certainly be quite long, so you
can divide it into several smaller ones (e.g.
gathering resources, organizing people,
proper construction), which can be filled independently
or where a new indicator will
result from filling the previous one, representing
subsequent stages of the project.
Best Practices and
Recommendations
Genesys is a remarkable game. It offers a
wealth of entertainment and crafts compelling
narratives. However, to fully appreciate
it, beyond just understanding the rules, it's
crucial to comprehend the underlying philosophy.
Experience breeds wisdom, but to hasten
this process, this section will discuss several
best practices and recommendations for new
Players and Game Masters.
204 The Old World: Grim and Perilous