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Showing posts with label Cypher System. Show all posts
Showing posts with label Cypher System. Show all posts

Saturday, 31 August 2024

Your Numenera Starter

The setting of Numenera is expansive one, potentially taking the adventurers into space, into other dimensions, and even deep under the sea, but always exploring the mysteries, secrets, and technologies of the past. Its detail lies in these places to be explored rather than the core setting of the Steadfast, as described in Numenera Discovery, the core rulebook. This also leaves plenty of space for the Game Master to add her own content and as described in Numenera Destiny, the players and their characters to make it their own by building and supporting a community. As open as the setting is, what it means is that Numenera does not have a ready starting point and it is perhaps in danger of overwhelming the prospective player or Game Master with just how expansive a setting it is. A solution then would be to provide a starting point. Somewhere small with a limited scope that is in no danger of overwhelming either player or Game Master and then builds from this basis with a story that will eventually take the players, their characters, and the Game Master out into the wider and more wondrous world of the Ninth Age. This is exactly what The Glimmering Valley does.

The Glimmering Valley is published by Monte Cook Games and everything that a Game Master and her players need to start their first Numenera campaign. A starting point, some plots and some storylines, some mysteries and some locations to be explored, a threat, and above, a place to call home. It does all this, but it also does something else—it keeps things limited. It does this in several ways. First, it restricts the Character Types available to the core three in v Discovery, that is, the Glaive, the Nano, and the Jack. The others, the Arkus, the Wright, and the Delve, from Numenera Destiny, do become available later in the campaign when it is possible to transition into one of the new three. Second, it limits the Special Abilities available to the Player Characters, as many of those with more overt effects, such as ‘Bears a Halo of Fire’ or ‘Wears a Sheen of Ice’, would be decried as sorcery, whilst those for which there is no training or reason for it, like ‘Works the Back Alleys’ or ‘Fuses Flesh and Steel’, are simply deemed inappropriate. The abilities available to the Player Characters in The Glimmering Valley tend towards skills and the mundane. Third, it grounds the campaign in the Glimmering Valley, a narrow valley some twenty-five miles long, with the minor settlement of Neandran at the head of the valley, and a larger settlement, Ketterach, at the bottom of the valley. The Player Characters have grown up in Neandran and like the majority of the other villagers, have never travelled more than a few miles into the surround forest, let alone as far as a metropolis as Ketterach. The Player Characters know almost everyone in Neandran and certainly have a relationship with many of the village’s notable figures—all of whom are detailed. Fourth, it applies Clarke’s Third Law, ‘Any sufficiently advanced technology is indistinguishable from magic.’ assiduously. This is because the inhabitants of Neandran look upon the strange things around them and found elsewhere in the surrounding forest as magic rather than technology. Once the Player Characters reach Ketterach and the wider Ninth World, they are likely to discover that this is not the case and so have a revelation. It means though, that playing through The Glimmering Valley is going to be a very different experience to that of a standard Numenera campaign. And for any Numenera veteran, it means roleplaying a very different outlook.

So why do all this? Simply, simplicity. What The Glimmering Valley wants to do is avoid any possibility of overwhelming the prospective player or Game Master with a wealth of detail. To that end, it limits choices for the players, gives their characters a clear outlook on the world, and shifts the setting to the fantasy of its science fantasy rather than the science. Effectively, the world in which the Player Characters begin is akin to the fantasy of Dungeons & Dragons with the medievalism, and what they discover in end is the highly technological and weird world of Numenera. In addition, the last chapter in the book is specifically ‘The Player’s Guide’, provided to inform the players about the world in which their characters live in. When given a copy, this greatly aids the players’ knowledge about the setting and enables them to establish relationships with the NPC.

As the campaign begins, the nature of the dream that for generations the inhabitants of Neandran has changed. Just slightly, but enough to pique the interest of the Player Characters and they wonder why it has changed. For the Game Master, there is initially the same information she gives to her players and then descriptions of its various locations, flora, fauna, and more. There is strangeness all about—strange objects that protrude from the valley floor and walls, the infinite house of the local witch, a point in the river where the water flows into the air, a glade of six-foot square, translucent blue cubes in which can glimpsed some strange creature, and stairs which go up to nowhere. Some of these lead deep below and into the sides of the valley into highly detailed complexes, into what are effectively ‘science dungeons’. They are unlike any other dungeon in each case, in one case, more a puzzle that the Player Characters need to work out with their fingers, though there is guidance on using a more mechanical, rules-based for those playing groups who dislike puzzles. These complexes will take time to explore, but the campaign does allow for that time and even projects of the Player Characters’ own. Accompanying these are a number of encounters and more, including the movement and growth of factions into the Glimmering Valley. These include the arrival of biomechanical nomads, the rise of the machines, and even an invasion of ‘Skeksis’-like aliens! The movement and growth of all of these is slow at first, but becomes more apparent later in the campaign. This does allow time for the Player Characters to explore, learn, and prepare.

The campaign is supported with a bestiary and chapters for each of the factions. There is advice for the Game Master throughout, with the sidebars used extensively for references and stats. However, what The Glimmering Valley does not do is set the Game Master up as well it does the players. The set-up for the players is very good, preparing them for the campaign and telling them everything that they need to do so. For the Game Master, there is not this same level of information and consequently she does not learn anything about the event-based aspects of the campaign until she gets to the relevant chapters. There is no overview for her prior to this when there really should have been. Whilst The Glimmering Valley is good in its way as a starter campaign for the players, it is less so for the Game Master. There is not the step-by-step process for the Game Master as there is for the players, so it is not as suitable for the first time Game Master and certainly not as suitable as the author necessarily intended. For all the simplicity of The Glimmering Valley, the campaign needs more effort than it really should to set up for a first campaign.

Physically, The Glimmering Valley is very well done. Both the artwork and the cartography are as excellent as you would expect for a supplement for Numenera, and the book is well written.

The Glimmering Valley is a good first campaign for the players, taking both them and their characters from positions of relative unawareness about the world to realising how big and how different it is by having them make discoveries and uncover dangers and face them. There is a genuine sense of growth and progress to the campaign which will all lead to the characters being prepared for the wider world, as well as both their players and the Game Master.

Sunday, 21 July 2024

Numenera’s Destiny

Numenera Destiny changes the way in which Numenera Discovery is played and the why it is played. Set billions of years into the future after multiple, highly technological and advanced civilisations have risen and fallen, Numenera is a Science Fantasy roleplaying game of exploration and adventure in the very far future of the Ninth World. In the course of this adventure and exploration, the Player Characters discover secrets, protect communities, and recover and make use of the technologies of the past—Artifacts, Cyphers, and Oddities—to continue to learn and explore. Numenera Destiny, the companion volume to Numenera Discovery, provides a core motivation for the Player Characters, the means to support that motivation with new Character Types and mechanics, new Foci and Descriptors, rules for creating, supporting, and developing Communities, breaking down Cyphers and rebuilding them to new purposes, plus new organisations and creatures, and lastly four scenarios. This motivation centres on the Community. Where in Numenera Discovery it might be a place that the Player Characters simply pass through or come to rescue of, with Numenera Destiny, the Player Characters become part of that community. They protect it. They lead it. They develop it. They build a better future for themselves and the other members of the community, and in the process, they create rather than just scavenge.

Numenera Destiny begins with the new character options. The three new Character Types are the Arkus, the Wright, and the Delve. The Arkus is a natural leader, potentially head of a community, an army, or even a faith, but ultimately a charismatic and social Character Type. The Wright builds and crafts, able to interpret plans and devices found in the ruins of the past, and using ‘Iotum’, scavenged components, design and create cyphers, artifacts, and installations. They are more than mere scholars—they are doers. The Delve is the ultimate explorer of the ruins, but also highly skilled in extracting the ‘Iotum’ that the Wright needs to build. The Arkus begins play with ‘Demeanour of Command’ which forces others to listen to him when not in combat and is naturally a ‘Community Leader’, which increases a community’s rank when he is present. He has precepts which grant him an advantage when dealing with others, such as telling an uplifting ‘Anecdote’ or having a ‘Connection With an Organisation’. Later on, an Arkus can gain followers. The Wright is Trained in Crafting Numenera, and when actively working as a ‘Community Builder’, it improves a community’s infrastructure, is ‘Always Tinkering’ and can create new random Cyphers. He has Inspired Techniques like ‘Right Tool for the Job’, crafting temporary tools from Iotum, gain ‘Extra use’ from an installation or artifact without triggering a depletion roll, and ‘Scramble Machine’ for devices nearby. The Delve spends less time in a community than the other Character Types, and is Trained in ‘Salvaging Numenera’ and as a ‘Community Explorer’, improves its capacity to find resources, open new trade routes, and so on. He has ‘Delve Lore’, which includes ‘Find the Way’ when he is lost and ‘Familiarise’ which enables him to study a region and gain temporary benefits whilst there. Of the three new Character Types, Delve is actually the least interesting, especially at Tier One. Fortunately, the Type gets more interesting at higher Tiers.

It is notable that all three new Character Types have core Community abilities that get better as they improve in Tier. However, Numenera Destiny goes further by providing Community abilities for the three core Character Types from Numenera Discovery. Thus, the Glaive has ‘Community Defender’, the Jack has ‘Community Fixer’ which improves a community’s health or infrastructure Ranks, and the Nano has ‘Community Scholar’, which also improves a community’s health or infrastructure Ranks. Together this balances the old Character Types with the new, though the additions are not as interesting as those for the new Character Types, especially as the Community abilities for the Jack and the Nano are identical.

Numenera Destiny adds thirty-five new Descriptors. The majority of these are designed to support the three new Character Types. Thus, the ‘Articulate’ aids the Arkus who emphasises speech, ‘Beneficent’ is for the Arkus who wants to help, and ‘Civic’ is about working with the community. ‘Curious’ is for the Delve who wants to know more and ‘Risk-Taking’ if he pushes his luck. ‘Imaginative’ and ‘Industrious’ both suit the Wright. Of them all, it does feel as more of them support the Arkus rather than the other Character Types. Similarly, there are over thirty new Foci, and again many support the community and leadership aspect of Numenera Destiny, like ‘Imparts Wisdom’, ‘Shepherds the Community’, and ‘Wields Words Like Weapons’. There are fewer which specifically support the roles of the Wright and the Delve, though ‘Builds Tomorrow’ is exception for the Wright, whilst others such as ‘Adjures The Leviathan’, giving a character control over one of the horrors to be found in the ruins, ‘Dances With Dark Matter’ which grants substance and control of shadows, and ‘Emerged From The Obelisk’ which changes the character’s body structure from flesh to crystalline all support the strangeness to be found beyond the walls of the community in the Ninth World.

Not all of these character options presented in Numenera Destiny are necessarily new. For example, the Arkus and the Delve are similar to the Glint and Seeker Character Types respectively from Character Options 2, whilst several of the Foci and Descriptors originally appeared in Gods of the Fall and Expanded Worlds and other supplements. However, they have been adjusted and redesigned to fit the new edition of Numenera Discovery and the companion volume, Numenera Destiny. It is still possible to play using the earlier iterations or concepts of these Character Types and Foci and Descriptors, but the updated and redesigned versions are more interesting and supportive of the emphasis in Numenera Destiny.

Specifically for the Wright, Numenera Destiny provides detailed, but surprisingly simple salvaging and crafting rules. Anyone can engage in salvaging as they explore the Ninth World, but in the main, the Wright will be at an advantage over other Character Types when he does so. In addition to gaining Cyphers and shin (the catch-all currency of the Ninth World), a successful Salvage Task check will yield ‘Iotum’. This is the catch-all term for scavenged parts, which might be, “silvery canisters filled with colourless goo, or bubbling fluid contained within etched stronglass canisters the size of small houses.” Iotum are then used to construct all manner of devices and installations. ‘Iotum’ can be random items—and there is a table for that accompanied by descriptions of each ‘Iotum’ type—or they might be something that the Wright is looking for. This is particularly likely if the Wright is attempting to construct something from a specific plan. Determining if the scavenger has found the ‘Iotum’ he wants requires a second Salvage Task check. That then is all there is to the salvage rules with more detail devoted to the salvage found than the mechanics of finding it.

The crafting rules are more complex, but not by much. Whether an object or structure is commonplace or numenera, the latter meaning it will have abilities like a cypher or an Artifact, it has as an Assessed Difficulty representing how difficult it is to construct and how long it will take to complete. However, if a numenera object or structure, the Assessed Difficulty is higher. To actually craft an object or structure requires multiple Crafting Task checks, that is, one subtask for each level of the Assessed Difficulty. So, for a Level 3 Cypher, the player has to roll a Crafting Task at difficulty one, then difficulty two, and so on. This can be reduced by a Wright’s Training and abilities, but not Effort as that has an immediate rather than a prolonged use. The same mechanics are used for repairing items, making modifications, and more. The rules are backed with numerous plans, from wooden walls and stone keeps to waterskimmer and windrider vehicles. (Rules for vehicle combat are included in the appendix.) The new Cyphers include several that will help a Wright when crafting, such as ‘Crafter’s Eyes’, thick lenses that when worn provide informative diagrams that help with a construction task or helps the community like the ‘Hiding Alarm Nodule’ that when attached to a building sends it out of phase if it is struck by sufficient force, such as that which might occur during a siege.

A community itself has a Rank and several statistics. These are Government, its leadership and organisational structure; Health, representing the number of able-bodied occupants; Infrastructure, its buildings, roads, and so on; Damage Inflicted, the damage it can do against another community or a horde—either NPCs or beasts; Armour, which protects attacks by other communities or hordes; Modifications are abilities particular to the community which might be a unique building, NPC, or skill; and Combat, which consists of abilities similar to Modifications, but combat-related. It is possible that the values for all will change over time due to circumstances internal and external, and once it is large enough, it can conduct Community Actions. This might be to open up trade with another community, send the militia to the walls to defend against a horde, dealing with disasters, and so on. Here again, Numenera Destiny keeps things simple. A community with a higher Rank wins, whether that is in negotiating a trade agreement, withstanding an attack by a horde, or surviving an earthquake. That though is if there are no Player Characters involved. If there are, the different Character Types enhance the various stats for a community, the Player Characters can undertake some of the community actions, and the Player Characters can invest themselves in the community’s future. The Arkus can lead and speak for it, the Wright can improve and repair it, the Glaive can protect it, whilst the Delve, the Jack, and the Nano can support everyone’s endeavours.

The advice for both Game Master and players is that a community—whether is one that the characters have adopted or founded—is not simply there for the characters’ benefit. (If it is, it more likely to be based occupied and run by the Player Characters.) Whilst the Player Characters do gain from living in a community, the other inhabitants will gain also, and the interaction with the inhabitants will not be all one way, even if the Player Characters’ fostering of community places them in positions where it can direct its future. There are suggestions too on the types of adventures that can be run based around the adoption or founding of a community, as well as how a community might be laid out, and a lengthy list of long-term tasks that the Player Characters can undertake. Some are general like building up food or water stores, enhancing a community’s happiness, or even raising a child, whilst many others are specific to a Character Type. An Arkus could ‘Demonstrate Grace Under Pressure’ or ‘Cultivate Followers’, whilst a Delve would ‘Prospect for Iotum’ or ‘Find Specific Iotum’. Add in the table of random events and Numenera Destiny provides the means to run a campaign grounded in a community which could last years, both in terms of play and in the setting itself. The advice to that end is excellent.

As well as rules for creating and running communities, Numenera Destiny describes several actual communities of varying sizes that the Player Characters might encounter in and around the Steadfast, the starting area for Numenera, and then in the Beyond. They include a nomadic community that rarely stays in one place for more than a few years as the inhabitants follow the shambling mountain-like Dream Titans; an arcology that migrates up and down the Sea of Secrets off the coast of Steadfast; and a mountain city over which floats an enormous artifact called the ‘Changing Moon’, the façade and interior of which constantly changes and is the subject of study by scholars. There are several descriptions of smaller communities too, less detailed and intended to be used as ‘Starter Communities’ that the Player Characters can adopt, protect, and develop. All come with their own stats and they can just as easily be used as locations to be added to the Game Master’s campaign. Added to this are details of various organisations, including notable members, facilities, and benefits of membership. They include the Amber Gleaners, a network of scholars, explorers, delves, and other travellers who share knowledge of the routes and locations they discover with each other; the Order of Healing, a relatively new offshoot of the Order of Truth, whose members travel the Steadfast and the Beyond, offering healing and medical aid; and the League, an organisation of envoys that foster communication between communities and the benefits of civilisation, though some wonder if it has an ulterior motive…

Besides providing an array of new Cyphers and beasts and NPCs, again all of which are designed to support stories and adventures around communities—whether as allies, enemies, or hordes, Numenera Destiny includes four scenarios. ‘The Door Beneath the Ocean’ is a community-starter scenario as the Player Characters come to the rescue of refugees fleeing both an active volcano and a cruel slave keeper, and then decide where to establish a new home for them. ‘Trefoil’ gives the Player Characters the opportunity to go and hunt for a particular type of iotum, but the situation where it can be found is more complex than the rumours say it is. In ‘Red Plague’, the player Characters come to the aid of the village of Glaww whose inhabitants are suffering from a deadly disease, but to save them, they will benefit from the skills of a Delve and then a Wright. Lastly, ‘Terminus’ scales up, being designed for higher Tier Player Characters with plenty of playing background behind them and the time to build up a stock of resources. These are necessary when they discover a dangerous threat that is first a problem for their community and then the world. This fourth scenario is the least immediately useful, as its requirements are much higher, but the others work as good set-up for a community-based campaign.

Physically, Numenera Destiny is very well presented and put together. Although it needs a slight edit in places, the book is well written, and everything is easy to grasp. Above all, the artwork is excellent and this is a great looking book.

Numenera Destiny is not absolutely necessary to play Numenera Discovery. Yet Numenera Destiny offers so many great options in terms of what you play and how you play, taking a campaign in a different, more involved direction, and giving scope for the players and their characters to become more invested in the Ninth World, that ultimately, it really does feel as if it is definitely going to be wanted.

Sunday, 23 June 2024

Discovering Numenera

Civilisations rise and fall, and even transcend, and they all leave their mark on their landscape. Islands of crystal float in the sky. Massive machines, some abandoned, some still operational, wheeze and groan to purposes unknown, thrust high into the sky and deep into the ground. A plain of broken glass stretches to the horizon. The Iron Wind whips across the landscape, fundamentally transforming all caught within its cloud, flesh and non-flesh alike, into new forms. Enormous humanoid statues drift aimlessly across the sky, their purpose long forgotten. A castle continues to expand and grow as more people settle within its walls. The Great Slab stands thousands of feet high and almost ten miles square, a block of synth, metal, and organics, its sides slick with a reddish-black oil that prevents anyone from climbing it or discovering the entirely different ecosystem on its top. Scattered across this landscape borne of nanotech, gravitic technology, genetic engineering, spatial warping, and superdense polymers are smaller devices, all together called numenera. Artifacts that protect the wearer with an invisible force field, arm him with a weapon with the power of the sun, or a pair of lenses that allow the viewer to read any language. Cyphers that when thrown detonate causing a singularity to rip at the fabric of the universe, ingested give the ability to see ten times as far as normal, or fires an anchoring magnet which then creates a bridge. Oddities like a musical instrument which only unmelodic notes, a cape that billows in the wind even if there is no air, or a synth disc that restores a single piece of rotten fruit or vegetable to being fully edible. These are all waiting to be discovered, utilised, and even traded for. The ill-educated may look at all of this and call it magic, but most know that these are the remnants of past ages civilisations—civilisations that reached the far depths of space, engineered planets, toyed with reality, sidestepped into other parallels, and more, waiting to be found, examined, and their secrets revealed. Many devices can be found and worked, some not, but all know that the knowledge of how they are made has long been forgotten. This is the Ninth World.

The Ninth World is our Earth a billion years into the future. It is one continent, still settled humans, though some are abhumans—mutants, crossbreeds, the genetically engineered, and their descendants, or they are visitants, who have come to Earth, but are not native to it. Many reside in the Steadfast, a collection of kingdoms and principalities that exist under the watchful benevolence of the Amber Pope, whose Aeon Priests of the Order of Truth revere the peoples of the past and their knowledge and technology. The Order of Truth not only studies the past and its technologies, it tries to find a use for them to the betterment of the peoples of the Steadfast. The peoples of the Ninth World make use of the technology that they can scavenge—and which the Aeon Priests tell them is safe to use, turning it into armour, weapons, and everyday devices and tools to enhance the mediaeval technology they currently possess. In particular, they employ numenera—Artifacts, Cyphers, and Oddities— bits of technology leftover from past civilizations, that may have an obvious function; may have once had an obvious function, but what that has been lost and the device is put to another use; or may have once had an obvious function, but what that was, has been lost and can no longer be discerned.

The is the setting for Numenera, a Science Fantasy roleplaying game of exploration and adventure the very far future, originally published in 2013 by Monte Cook Games. It is often forgotten what a big hit Numenera was, introducing a style of play that looked familiar—the exploration of labyrinths and complexes—but placing it in a very different genre and thus shorn of that familiarity and its historical constraints. Numenera would go on to win the 2014 Origins Award for ‘Best New Roleplaying Game’, the 2014 Ennie Award for Best Writing, the 2014 Ennie Award for Best Setting, and 2014 Ennie Award for Product of the Year, be the basis of its own set of mechanics in the form of the Cypher System, and introduce new ideas in terms of roleplaying, such as player-facing mechanics and Game Master Intrusions, a new way of narratively increasing tension and awarding Experience Points. Funded via a Kickstarter campaign, the second edition of Numenera is split into two volumes, Numenera Discovery and Numenera Destiny. Of these, Numenera Discovery, presents the setting of the Ninth World with everything needed to play including character creation, rules, Cyphers, a bestiary, advice for the Game Master, and some ready-to-pay scenarios. Numenera Destiny expands the setting with new Player Character archetypes, salvaging and crafting rules, numenera, scenarios, and more, all designed to facilitate campaign play in charting the future of the Ninth World is part of that play.

Numenera Discovery opens with some setting fiction, ‘The Amber Monolith’, before going on to explain what the Ninth World is and how it differs from other roleplaying games and even from how the world is viewed in the here and now, whether that is a more cosmopolitan outlook, an acceptance though not an understanding of the technology of the past, and a medievalism without the burden of history. The rules and mechanics are clearly explained before the character creation is explained.

Characters in Numenera are primarily humans in one form or another—visitants are an advanced option and one of three Types—Glaives, Nanos, or Jacks. Glaives are warriors, either wearing heavy armour and wielding heavy weaponry or relying on light arms and armour to give them movement and agility. Nanos are sorcerers, capable of tapping into the Numenera to alter reality or learn more about it, wielding ‘Esoteries’ to command nano-spirits. Jacks are somewhere in between, being flexible in what they can do, capable of learning to fight, using ‘Esoteries’, and more. At their core, each character is defined by three stats—Might, Speed, and Intellect, and a descriptive sentence. This sentence has the structure of “I am a [adjective] [noun] who [verbs]”, where the noun is the character’s Type; the adjective a descriptor, such as Clever or Swift, that defines the character and how he does things; and the verb is the Focus or what the character does that makes him unique. For example, “I am an Intelligent Nano who Talks to Machines”. A player will also need to assign some points to the three Stats and choose some options in terms of Background—how the character became a Glaive, Nano, or Jack—and select some skills from the Type. The choice of descriptor and the verb further defines and modifies the character, whilst the Background and the Connection help hook the character into the setting. Characters begin at Tier One and can advance as far as Tier Six, gaining skills and abilities along the way. An appendix details some non-human character options.

Here, though, are the first major changes to Numenera Discovery. Whilst Foci remain relatively unchanged, there have been changes to the Descriptors. Notably, this includes both ‘Creates Unique Objects’ and ‘Leads’, which have been removed as essentially what they did is covered in the second book, Numenera Destiny. One new addition is ‘Speaks With a Silver Tongue’, which makes the character highly persuasive. Of the three Types, the Glaive and the Jack have undergone tweaks to varying degrees to make both more interesting to play. The Fighting Move options for the Glaive now include ‘Aggression’, ‘Fleet of Foot’, ‘Impressive Display’, and ‘Misdirect’, as well as ‘No Need for Weapons’ and ‘Trained Without Armour’. These allow for some interesting combinations, such as ‘Aggression’, which grants the Glaive an asset on attacks whilst hindering Speed rolls against attacks, and ‘No Need for Weapons’, which increases damage from unarmed attacks, so the Glaive becomes a brawling berserker. ‘Fleet of Foot’ lets a Glaive combine movement with actions, and with ‘Misdirect’ which enables him to deflect attacks at him back at others, he could zip around the battlefield disrupting attacks.

Whilst the Nano is unchanged, the biggest changes have been made to the Jack. Named for ‘Jack of all trades’, the Jack never quite felt distinctive enough between the Glaive and the Nano. Although there is some crossover still between the Glaive and the Jack with abilities such as ‘Trained in Armor’ and ‘Fleet of Foot’, but the new abilities like ‘Create Deadly Poison’, ‘Critter Companion’, ‘Face Morph’, ‘Link Senses’, and others all serve to make the Jack unique rather than being a bit of both the Glaive and the Nano, but not fully one or the other. One major addition is a set of suggested Cyphers that each character type can begin play with.

Lottie
“I am a Clever Jack who Speaks With a Silver Tongue”
Tier One Jack
Might 10 (Edge 0)
Speed 12 (Edge 0)
Intellect 16 (Edge 1) Effort 1
Cyphers (2): machine control implant, visage changer
Oddities: Small square cage that puts whatever single creature is inside it into stasis
Tricks of the Trade: Face Morph (2+ Intellect), Late Inspiration (3+ Intellect), Flex Skill
Skills: Interactions Involving Lies or Trickery (Trained); Defence Rolls to Resist Mental Effects (Trained); All Tasks Involving, Identifying, or Assessing Danger, Lies, Quality, Importance, Function, or Power (Trained); Persuasion, Deception, and Intimidation (Trained); Lock Picking (Trained) Inability: Studying or Retaining Trivial Knowledge (Hindered)
Equipment: Book of Favourite Words, Clothing, two weapons, explorer’s pack, pack of light tools, 8 shins Connection: You’re drinking buddies with a number of the local guards and glaives.
Origin: Born Lucky

Mechanically, Numenera Discovery—as with the other Cypher System roleplaying games which have followed—is player facing—and in its original version, arguably was one of the first systems to be player facing. Thus, in combat, a player not only rolls for his character to make an attack, but also rolls to avoid any attacks made against his character. Essentially this shifts the game’s mechanical elements from the Game Master to the player, leaving the Game Master to focus on the story, on roleplaying NPCs, and so on. When it comes to tasks, the character is attempting to overcome a Task Difficulty, ranging from one and Simple to ten and Impossible. This is done on a twenty-sided die. The target number is actually three times the Task Difficulty. So, a Task Difficulty of four or Difficult, means that the target number is twelve, whilst a Task Difficulty of seven or Formidable, means that the target number is twenty-one. The aim of the player is to lower this Task Difficulty. This can be done in a number of ways.

Modifiers, whether from favourable circumstances, skills, or good equipment, can decrease the Difficulty, whilst skills give bonuses to the roll. Trained skills—skills can either be Practised or Trained—can reduce the Difficulty, but the primary method is for a player to spend points from his relevant Stat pools. This is called applying Effort. Applying the first level of Effort, which will reduce the target number by one, is three points from the relevant Stat pool. Additional applications of Effort beyond this cost two points. The cost of spending points from a Stat pool is reduced by its associated Edge, which if the Edge is high enough, can reduce the Effort to zero, which means that the Player Character gets to do the action for free—or effortlessly!

Rolls of one enable a free GM Intrusion—essentially a complication to the current situation that does reward the Player Character with any Experience Points, whereas rolls of seventeen and eighteen in combat grant damage bonuses. Rolls of nineteen and twenty in combat can also grant damage bonuses, but alternatively, can grant minor and major effects. For example, distracting an opponent or striking a specific body part. Rolls of nineteen and twenty in non-combat situations grant minor and major effects, which the player and Game Master can decide on in play. In combat, light weapons always inflict two points of damage, medium weapons four points, and heavy weapons six points, and damage is reduced by armour. NPCs simply possess a Level, which like the Task Difficulty ranges between one and ten and is multiplied by three to get a target number to successfully attack them.

Experience Points under the Cypher System are earned in several ways, primarily through achieving objectives, making interesting discoveries, and so on. However, they are not awarded for simply killing monsters or finding treasure. There are two significant means of a Player Character gaining Experience Points. The first is ‘GM Intrusion’. These are designed to make a situation and the Player Character’s life more interesting or more complicated. For example, the Player Character might automatically set off a trap or an NPC important to the Player Character is imperilled. Suggested Intrusions are given for the three character Types and also for all of the ninety or more Foci. When this occurs, the Game Master makes an Intrusion and offers the player and his character two Experience Points. The player does not have to accept this ‘GM Intrusion’, but this costs an Experience Point. If he does accept the Intrusion, the player receives the two Experience Points, keeps one and then gives the other to another player, explaining why he and his character deserves the other Experience Point. The ‘GM Intrusion’ mechanic encourages a player to accept story and situational complications and place their character in danger, making the story much more exciting.

The major mechanical addition is the ‘Player Intrusion’, the reverse of the ‘GM Intrusion’. With this, a player spends an Experience Point to present a solution to a problem or complication. These make relatively small, quite immediate changes to a situation. For example, a Cypher or Artifact is expended, but it might be that the situation really demands the device’s use again, so the player decides to make a ‘Player Intrusion’ and at the cost of single Experience Point, give it one more use of charge or a player wants to reroll a failed task.

Creatures and numenera—Artifacts, Cyphers, Oddities—receive their own sections. There is a wide selection of both in Numenera Discovery, though with very little change between this edition of the roleplaying game and the first. A nice touch is that for each of the creatures, the Game Master is given an ‘Intrusion’ which he can use to make the encounter more challenging. One notable aspect of Numenera Discovery is that the Player Characters are limited in the number of Cyphers that they can each possess by their Type (Glaive, Nano, or Jack). Possess too many and a Player Character’s Cyphers begin to have side effects, sometimes dangerous ones. The people of the Ninth World know this and distrust those with too many. This limit is both a game mechanic and a setting mechanic. It both enforces the fleeting nature of Cyphers and the need to use—because using them is fundamentally cool—whilst at the same preventing any player from just hoarding them.

A good fifth of Numenera Discovery is dedicated to the setting of the Steadfast, its environs and beyond, literally, The Beyond. This is anything that lies outside of the nine kingdoms of the Steadfast and the Beyond the Beyond is also detailed. One such location Beyond the Beyond is The University of Doors, a place of learning found in an alternate universe that can only be reached via one or more hidden doors—getting to the door could be an adventure in itself. These sections are full of interesting details and places—such as the ‘mud’ city of Nihliesh, built atop an ancient, but immobile city-vehicle; that the lady Anatrea of Castle Aventur hosts salons for scholars and nanos, such is her fascination with numenera; and that a sphere of an unknown black material is rumoured to constantly roll across the Plain of Kataru. Several organisations besides the Order of Truth, including the Convergence, whose members value numenera as much as the Order of Truth, but for themselves rather than for society itself; the Angulan Knights, who are dedicated to humanity’s advancement and have the blessings of Order of Truth and ride the great xi-drakes as mounts; and the Jagged Dream, a secret anarchist cult dedicated to engineering conflict on a massive scale, are also detailed.

Similarly, a good tenth of Numenera Discovery is dedicated to advice for the Game Master on running the game. This covers how to use the rules, how to build a story, and how to realise the Ninth World. There is guidance on how to use GM Intrusions, including as a narrative tool and as a resolution mechanic, along with plenty of examples; handling the flow of information, when to have the players roll dice, how to encourage player creativity, and a lot more. There is advice on running the first few sessions and beyond, as well as suggestions on how to use the Ninth World by shifting the genre, for example, by making it a post-apocalyptic or weird horror setting, a look at what sciences and technologies can be found across the Ninth World, and numerous scenario ideas in addition to the three scenarios already included in Numenera Discovery. The three are each very different. ‘Taker of Sorrow’ is an introductory scenario for both players and the Game Master, an investigation into an outbreak of monsters, weirdly mouthy and emotional lumps of carnivorous flesh, that are plaguing the route the Player Characters are travelling on. It includes some diversions that the Game Master can place in the Player Characters’ way—and even places the second adventure, ‘Vault of Reflections’, nearby as a diversion, but otherwise, ‘Taker of Sorrow’ is a straightforward affair. That second scenario, ‘Vault of Reflections’, focuses on exploration and encounters with the weird technologies left behind by a previous age, whilst the third scenario, ‘Legacy’ is an investigative affair set in and around a university. Notably it uses an abbreviated adventure format that links its various scenes as a flowchart, and relies on a mix of stealth and interaction than the previous two scenarios. All three scenarios are new to this edition and do a decent job of showcasing the types of adventure possible in Numenera Discovery.

Physically, Numenera Discovery is very well presented and put together. Although it needs a slight edit in places, the book is well written, and everything is easy to grasp. Above all, the artwork is excellent and this is a great looking book.

As a second edition, the changes introduced with Numenera Discovery are more adjustments—for example, the tweaks to both the Glaive and the Jack character types and the addition of the Player Intrusion mechanic—to make the roleplaying game more interesting to play rather than a series of wholesale overhauls. Otherwise, the innovative rules and mechanics remain the same and as playable as ever. The fact that Numenera Discovery has not been changed since its publication shows how little needed to be changed to make what was a good game simply better.

Numenera Discovery is a very complete introduction to the Ninth World and more. It has everything that a Game Master and her players need to play Numenera—rules, scenarios, advice, the lot—and it remains the definitive edition of the core rules for Numenera.

Saturday, 4 November 2023

Decyphering Disaster

The majority of the roleplaying that we do involves heroes in fantastic and fantasy situations. A mighty warrior holding off a horde of orcs. A powerful wizard opening a portal to another world. A skilled star pilot threading his way through an asteroid field in pursuit of pirates. A wily thief sneaking into the headquarters of a bank to break into the vault. A priest forcing back the undead through the power of faith alone. A superspy confronting a supervillain in his volcano secret base. A telepath with two heads exploring the ruins of the long past in a post-apocalyptic future. All of these situations are familiar from our roleplaying. What though if we could roleplay heroes in situations that are fantastic, but grounded in reality rather than fantasy? What if we could roleplay heroes who help others and come to the rescue of those caught in situations beyond their ability to cope with, let alone survive? Fight fires before they spread? Search mountainsides for climbers and skiers caught in avalanches? Dig into earthquake zones to find the trapped? Range across flood zones to get to those still caught? Research outbreaks of deadly diseases before they can infect more? As we have seen on the screen—big and small—all of these situations can form the basis for exciting and dramatic storytelling where the protagonists rush into danger to save others, but curiously, not in roleplay.

First Responders presents the means to roleplay exciting situations in the contemporary world where highly skilled men and women deal with emergencies and disasters—fires, floods, volcanos, earthquakes, pandemics, and even nuclear disasters. The only other roleplaying game to deal with this is Deep7’s Disaster! 1PG, but that put the Player Characters at the heart of the disaster and has them survive it rather than deal with its consequences. In First Responders, the Player Characters are ordinary men and women, but they are trained as firefighters, medics, search and rescue specialists, scientists, HAZMAT specialists, counsellors, Incident Commanders, and more. They are literally the first to respond, and in the default setting, do so as members of Sovereign Agency of Veteran Emergency Responders—or SAVER—on an international scale. The players will take on multiple characters, troupe style, drawing from a rooster of Player Characters, each with different skills, abilities, and areas of expertise, in order to ensure that the right personnel are assigned to deal a particular situation. Alternatively, First Responders can be played as a series of one-shots, with different teams still tackling different situations, but the roleplaying experience providing a genre cleanser, a change from the more fantastical fare that a roleplaying group might roleplay. First Responders is published by Monte Cook Games and is a genre supplement for the Cypher System.

As a supplement, First Responders fairly zips along, racing through its rules and advice in smart order before providing multiple scenarios that deal with a range of threats and disasters in a good third of the book. It begins though, by explaining what the Player Characters do as first responders and giving advice to the Game Master on how to run a First Responders game effectively. This means eschewing realism, or rather eschewing too much realism, whether particular techniques or terminology used by first responders, or even scientific detail—note, not science itself, but overly encumbering play with it. Everyone, players and Game Master, need to set the mood by accepting that disaster scenarios invariably mean they the first responders are against the clock and they need to act urgently, and the first responder Player Characters work together to co-ordinate a plan and then execute it. Also discussed are the types of actions that the first responders can take, and whilst they are often very physical in nature and not combat actions per se, they still involve the first responders battling against a danger, such as a fire or rising waters. That danger is actually defined in the same way as creatures and monsters are in the Cypher System, but instead of Health the danger has Threat. Thus, a first responder can ‘Suppress’ a fire or flood, to reduce its Threat; he can ‘Quell’ it to temporarily subdue or stop its progress; Vent’ a flood or fire or alter the flow of larva, to redirect the danger and effectively hinder it; and ‘Contain’ a danger to stop its spread. Other actions include the more obvious ‘Detect’, ‘Rescue’, and ‘Heal’. What have here though, is an adjustment in terminology for many of the actions that the first responders will be undertaking, from the more standard actions that Player Characters would undertake in a more fantastical Cypher System setting. There is advice here also, on consent, on the dangerous and often deadly nature of the First Responders setting, and the use or not of gallows humour. It is all good, solid advice.

In terms of what a player roleplays, First Responders explains how to use the “I am an adjective noun who verbs” phrase to create Player Characters, noting how the more fantastical language of the many options in terms of Descriptors and Foci can be applied to a real-world setting like that of First Responders. For example, “I am Brash Warrior who Stands Like a Bastion” can be a firefighter or a rescuer and “I am a Careful Explorer who Runs Away”, a volcanologist or a nuclear scientist. This does take some adjustment and some interpretation upon the part of player and Game Master, but the results are no less exciting or heroic. Useful skills are listed, as are numerous roles, whilst the Responder is a character Type—like Warrior or Adept from the Cypher System core rules—specific to First Responders. The new Foci, such as ‘Battles the Blaze’, ‘Controls the Scene’, and ‘Shuts Death’s Door’ are also specific to First Responders, but could find their way into settings. The focus of the equipment section is mostly on protective gear, much of which will actually be part of the first responders’ role, so there is very much not the need to go looking for bigger and better equipment as play. There are also few weapons in the traditional sense, just the knife and fireman’s axe, whilst the backpack pump, the charged fire hose, and so on, are treated as weapons because they are used to fight or battle the elements of the emergencies.

For the Game Master there is excellent advice on the nature of a First Responders campaign and how to run one. Most notably, the Game Master is expected to proactive in telling her players what their first responders know, since after all, they are trained in their respective fields. Introduced here is the ‘Challenge System’ as a means to present the emergencies and disasters as obstacles to be overcome in both dealing with them and the dangers that they place NPCs and the first responders in. This will often require the putting together of an Amalgamated Goal, representing a number of objectives that need to be overcome in order achieve it. Some of the dangers can be unexpected and these can be handled through Game Master Intrusions, the means of presenting greater challenges to the Player Characters in the Cypher System. Game Master Intrusions are also used to drive the escalating nature of the emergencies, known as ‘Disaster Mode’. In standard play of the Cypher System, and initially in First Responders, a mandatory Game Master Intrusion occurs when a player rolls a one on the die. In ‘Disaster Mode’, when this occurs, not only does the Game Master make an Intrusion, the range under which a mandatory Game Master Intrusion can occur also increases. Initially at one, the first time it occurs, it rises to two, the second time, it rises to three, and so on. A list of Game Master Intrusions is given here, but there are also plenty throughout the book in its sidebars. First Responders also encourages something that runs counter to the age-old advice of ‘Never split the party’, but here it is necessary. The first responders will be facing multiple, often separate difficulties, which need to be dealt with simultaneously rather than sequentially. Lastly, it suggests bringing them back together to deal with mundane issues, such cleaning equipment or aiding a friend or helping an organisation. In this, it neatly models the epilogue of an episode of a television series, where the characters have a chance to relax and recover from the dangers that they faced in the field. It also points to the one of the origins for the supplement.

In terms of disasters, First Responders explores and categorises six—fires, floods, earthquakes, nuclear disasters, pandemics, and volcanos. In each it explores the danger they represent and gives samples of each model different danger levels. Thus, for fire, there is a Small Fire, a Standard Fire, a Demanding Fire, a Difficult Fire, a Challenging Fire, and an Intimidating Fire. Each is treated like a monster with a Task Difficulty which the player must roll against to affect it when it is his first responder’s turn to act and again when trying to avoid its effects, whether that is actual damage from the fire or being engulfed by flood waters. As mentioned before, a disaster like this will have Threat which must be reduced rather than Health, though not always, as for example, flood dangers have no threat at all. First Responders does this for six of its disaster types. It provides enough detail for the Game Master to use SAVER as an organisation for her campaign, and then suggestions to use each of the six disaster types in other genres. These are thumbnail descriptions only, designed to give the Game Master ideas. As well as giving sample NPCs, First Responders suggests new Cyphers that can be used in the genre in addition to those found in the Cypher System core book. These are all subtle Cyphers, like ‘Big Breath’ or ‘Dumb Luck’, all entirely in keeping with the non-fantastical nature of the genre.

Penultimately, the Scenarios chapter provides situations which both SAVER and the first responders can come to the rescue. These all have a challenge rating of four and vary from a Collapsed Motel for earthquakes to a crashed transport truck for nuclear disasters. All are nicely detailed, with details of their Amalgamated Goals, encounters, challenges, and Game Master Intrusions, and more. Any one of them could provide a solid single session’s worth of play and if used as part of a SAVER campaign provide episodes for that. Lastly, First Responders does include a glossary of emergency responders’ terms and some sample first responders reader for play.

Physically, First Responders is very presented. Both artwork and cartography are excellent and the writing is engaging, helping to bring exciting if mundane action to life and present as something that is playable.

Even if its mechanics would not work in other roleplaying games, the advice and the situations described is so good that it actually makes First Responders the key sourcebook to opening up the no less heroic world of emergency response teams to roleplaying in general. It also works as a sourcebook for running a television style series-style campaign based around hospitals and firefighting teams, perhaps with a little bit of Soap Opera thrown in! In whatever way it is used, First Responders provides everything the Game Master needs to run an exciting and challengingly heroic campaign in the world that they already know and see in the daily news broadcasts. With First Responders, you can be heroes and it does not have to involve magic.

Sunday, 16 July 2023

Fantasy Fixes

Godforsaken is one of several genre sourcebooks for the Cypher System published by Monte Cook Games. The others, such as The Stars Are Fire covers Science Fiction, Stay Alive! covers horror, and We Are All Mad Here covers fairy tales, but Godforsaken tackles that most ubiquitous of genres—at least when it comes to roleplaying—fantasy. In each case, these four genre supplements build on specific chapters in the Cypher System Rulebook providing a range of rules and rules tweaks, character ideas, options and modules, monsters and more, including settings and scenarios, that together help the Game Master and her players explore the genre and its many facets and aspects, create characters, and adventure in worlds inspired by a wide range of sources, including books, films, and even other roleplaying games. As a supplement, Godforsaken has to cover a wide array of subgenres, from high and low fantasy to dark fantasy and fairy tales, from the future of a dying Earth and historical fantasy to contemporary fantasy and paranormal romance, from whimsical fantasy and wuxia to Dungeons & Dragons-style fantasy.

Godforsaken is really a collection of questions and answers. Asking how one aspect or another of the genre can be done and then explaining or showing how. This is not just for the Cypher System, although that of course, is its focus, but with the genre in general. It starts with two options. The first is inspirations, touching upon classics such as Arthurian legend or the tales of Sinbad, but surprisingly suggesting a range of fantasy roleplaying games which could also serve as the basis for a Cypher System fantasy game. This complemented later in the book with more specific discussions and lists of possible inspirational works, covering fiction, film, and television, even fantasy artists, essentially a bibliography with suggestions. It feels odd having it placed further into the book when it could easily have followed the opening chapters. The other is creating a new setting and is more expansive, looking initially at the role of magic—knowledge, power levels, availability, history, and its interplay with technology and actual history—in broad strokes. It is a subject that the supplement will return to for obvious reasons. It also asks whether death will be permanent in the Game Master’s setting (similarly, this is expanded upon later in the book) and suggests ways to create maps and advise the players about the nature of the world that the Game Master has created. It is all fairly broad, as is the discussion and samples of fantasy.

The specifics really begin with character options which suggest ways in which various character types can be done using the Cypher System “I am an adjective noun who verbs.” format. For example, a Druidic character could be created in numerous ways depending upon what he does. For a druid with an animal companion, the Focus might be ‘Controls Beasts’ or ‘Masters the Swarm’ or who transforms, it might be ‘Takes Animal Shape’ or ‘Walks the Wild Woods’. Numerous options are suggested for the traditional fantasy roles like barbarian, the bard, priest, fighter, holy knight, warlock, and wizard, as well as for less traditional ones such as gunslinger and inquisitor. Several of the Foci are new, including ‘Takes Animal Shape’ and ‘Wields an Enchanted Weapon’, but in the main draws from the hundred or so given in the Cypher System Rulebook. However, not all of those are suitable for the fantasy genre and there is advice too on adjusting them to fit. For example, ‘Grows to Towering height’ could mean the character has giantish blood or be descended from a titan, ‘Licensed to Carry’ gives the character an unusual or magical weapon and applies the Focus’ bonuses to it, and ‘Talks to Machines’ could mean that the character instead communicates with golems or even the undead.

Equipment is handled in two ways in Godforsaken. First it gives descriptions and prices of a wide range of weapons, armour, tools, and adventuring gear. It will look familiar to anyone who has played a fantasy roleplaying game, but unlike in the Cypher System Rulebook, it gives prices in gold pieces rather than broad price categories. Second, it suggests ways in which Cyphers—the means by which the Cypher System awards Player Character one-time bonuses, whether potions or scrolls, software, luck, divine favour, or influence—can be brought into the fantasy genre. In the fantasy genre, these can obviously be potions, scrolls, talismans, and the like, which are relatively easy to make. Godforsaken gives complete rules for their creation as a series of step-by-step challenges, with higher level Cyphers requiring more time and more expensive ingredients. These are easy to use and nicely complement the main rules for crafting to be found in the Cypher System Rulebook. Crafting artefacts is also covered. Also discussed is why the Player Characters might craft Cyphers rather than expect to have them rewarded through play as is the norm, which might be preparation to overcome a foe or challenge, because the Player Character is a crafter, or it is thematically appropriate.

The rules for crafting Cyphers are one of several modules, divided between magical and fantasy rules, which Godforsaken provides and discusses that the Game Master can plug into her setting. The other modules for magical rules include antimagic, death and resurrection, ritual magic, magical technology, mind control, mystical martial arts, the power of names, and secrets. The modules for ritual magic and magic and technology include numerous examples too. There is specific advice about how to handle mind control in play, since not every player likes his character to be taken out of his control necessarily, suggesting that its parameters be set prior to play and reward a Player Character extra Experience Points when it does come into play, perhaps as a ‘GM Intrusion’. The module about using antimagic is more advice than mechanics, since the Cypher System does not actually define whether a Player Character’s abilities, Cyphers, and artefacts are magical or non-magical. If the former, antimagic effects remove them from play and that can be a problem from situation to situation, because they are integral to the Player Character. Ultimately the advice is to use antimagic in play sparingly. The fantasy rules modules cover the rewarding of treasure, including Cyphers and artefacts, and then the exploration of the dungeon environment. Walls, doors, traps—both as challenges and ‘GM Intrusions’, with numerous examples, are described here.

For running the Cypher System in a manner similar to Dungeons & Dragons, the chapter on fantasy species details several classic examples—Catfolk, Dragonfolk, Gnomes, Halflings, and Lizardfolk—in addition to those found in the Cypher System Rulebook. There is the suggestion too that they can be used as a Descriptor during Player Character creation, not once, but twice, so that Player Character could be an Inquisitive Halfling Explorer who Works the Back Alleys. Similarly, there are also suggestions on how to get near the Vancian style—that is, memorise, cast, and forget—which is challenging given that the Cypher System defaults a spontaneous style of casting. Godforsaken includes a trio of Cypher Shorts that can be used as single encounters or short scenarios, all of them classic fantasy situations. This is followed by a bestiary of forty or so monsters and NPCs to complement those in the Cypher System Rulebook and a selection of Cyphers and artefacts to add to a campaign.

Godforsaken is also the eponymous name of the setting described in the book. Comprising the second part of the supplement, it describes the ‘Godforsaken Setting’ and supports it with a pair of adventures. The ‘Godforsaken Setting’ is split into two realms. ‘Bontherre: The Blessed Lands’ are a green and pleasant land where nobody goes for want of anything, a pantheon of five revered gods known as the ‘Sacrante’, walk the lands and are worshipped by all, and for some, is a dull place to life. Beyond these lands of milk and honey lie the ‘Godforsaken Lands’ where the influence and power of the ‘Sacrante’ cannot reach and the sun and sky are different. As brave explorers, the Player Characters step through from ‘Bontherre: The Blessed Lands’ into the ‘Godforsaken Lands’ where they must survive radically dangerous environments, such as viciously biting weapons and acid rain, in search of resources valued by crafters. For example, Flevame, lies across the River of Souls and is easily accessible, and has a smaller sun and no moon, is colder, visitors from Bontherre suffer from a ‘weakening’, and visiting adventurers are often hunted by the forces of a necromancer called Crumellia Encomium. As well as being able to explore a new world, adventurers search for spirit threads which can be used to enhance artefacts. The other two lands detailed in the ‘Godforsaken Lands’ are different and there is scope too for the Game Master to add more. The setting is supported by two scenarios which introduce the ‘Godforsaken Setting’ and notes for the types of characters that the players can create and roleplay.

Physically, Godforsaken is very well presented, but that is what you would expect for a book from Monte Cook Games. It is well written, and both the artwork and the cartography are also good. Sidebars are used extensively throughout the book, adding detail, advice, stats, and references to the Cypher System Rulebook, and in the process, being very handy.

Godforsaken has two big hurdles that it has to overcome. One is that it has to encompass a wide swathe of subgenres and the second is Dungeons & Dragons. Although Godforsaken discusses numerous subgenres, it does not actually explore them in any great depth, its focus being broader and more generic. Further, it does not so much attempt to escape the influence of Dungeons & Dragons as in parts embrace it and show how a fantasy game in its style can be run using the Cypher System. By no means is this a bad thing, but rather it does leave less room for more detailed treatments of the other subgenres, which perhaps a supplement of their own.

Godforsaken presents a solid set of tools and advice for running the fantasy genre under the Cypher System, which altogether ask the Game Master numerous questions which will help her create and run her own fantasy setting. Ultimately though, Godforsaken cannot encompass everything in the fantasy genre and leaves a lot of subgenres waiting to be explored in greater depth for the Cypher System.

Sunday, 11 June 2023

Decyphering the Cypher System

First seen in Numenera, a Science-Fantasy RPG set a billion years into the future published a decade ago and then in the multi-realm hopping The Strange, the mechanics of what would become the Cypher System have since been seen in multiple settings and genres and roleplaying games and gained a generic rulebook of their own so that the Game Master can use them to create and run settings of her with dynamic Player Characters. They are designed to be flexible and adaptable and enable players to create characters that do things. The rules enable the use of various powers and abilities by focusing on their effects and how they are perceived in a setting or genre. For example, a fire bolt in a fantasy campaign could only be cast by a wizard, but in Science Fiction setting, it can only be pyrokinesis! Published by Monte Cook Games, The Cypher System Rulebook includes not just a full explanation of the rules and the means to create a wide range of characters and archetypes, plus a bestiary and extensive equipment lists—including the all-important near magical cyphers and artefacts, but also an overview of nine different genres and advice on how to do them using the Cypher System.

The Cypher System Rulebook begins with a quick explanation of the system’s mechanics before focusing upon the Player Character. A Player Character in the Cypher System has three stats or Pools. These are Might, Speed, and Intellect, and represent a combination of effort and health for a character. Typically, they range between eight and twenty in value. Might covers physical activity, strength, and melee combat; Speed, any activity involving agility, movement, stealth, or ranged combat; and Intellect, intelligence, charisma, and magical capacity. In game, points from these pools will be spent to lower the difficulty of a task, but they can also be lost through damage, whether physical or mental. A Player Character has an Edge score, tied to one of the three pools. This reduces the cost of points spent from the associated pool to lower the difficulty of a task, possibly even to zero depending upon the Edge rating. A Player Character will also have a Type, which can either be an Adept, which uses powers akin to magic or psionics or superpowers—depending on the genre; Warrior, a soldier or a police officer or warrior; Speaker, conman, diplomat, or gambler; or an Explorer, an archaeologist, investigative journalist, or treasure hunter. Essentially, these are archetypes which a player can modify as a game progresses over the course of several sessions.

However, what defines a Player Character is a simple statement—“I am an adjective noun who verbs.” The noun is the Player Character’s Type, whereas the adjective is a Descriptor which describes the character and verb is the Focus, or what the character does. For example, “I am a Cruel Adept who Was Foretold”, “I am Brash Warrior who Brandishes an Exotic Shield”, “I am a Charming Speaker who Entertains”, and “I am a Rugged Explorer who Explores Dark Spaces”. This encapsulates the Player Character in the case of the Descriptor, Type, and Focus, provides points to assign to his three Pools, special abilities, skills, and a point in an Edge. To this is added a connection to world and through this to the other Player Characters, plus a Character Arc, which provides a story that the character and player can invest themselves in as well as providing a means of earning Experience Points. Although there are only four character Types, there are some fifty Descriptors and over ninety Foci for a player to choose from, providing for a wide range of Player Characters in a simple, familiar format. To create a character, a player selects a Descriptor, Type, and Focus ,and chooses from the options given under each.

The two sample Player Characters include a standard scholar type character who has seen military service and who would rather spend time with his books and a darker character more suitable for an arcane style of game. Not only does the Cypher System Rulebook include a wide array of options in terms of its characters, it includes guidelines to help the Game Master create further Descriptors and Foci for her own setting, plus adding ‘Flavour’ to colour a character that a player wants.

Henry Brinded
“I am an Intelligent Explorer who Would Rather Be Reading.”
Tier 1 Explorer
Might 10 [Edge 1] Speed 11 Intellect 15
Effort 1
Abilities: Light and medium weapons, Danger Sense, Decipher, Knowledge Skills, Practiced with all weapons, Knowledge is Power
Skills: Archaeology, History, Occult, Memorisation, Persuasion, Sailing
Arc: Enterprise

Kossos
“I am a Cruel Adept who Was Foretold.”
Tier 1 Adept
Might 7 Speed 12 Intellect 17 [Edge 1]
Effort 1
Abilities: Expert Cypher Use, Light Weapons, Far Step, Magic Training, Scan, Ward, Cruel attacks
Skills: Deception, Intimidation, Persuasion (All related to pain), See through deception, public speaking
Inability: Hindered with motives or emotions
Arc: Mysterious Background

Mechanically, the Cypher System is player facing—and arguably was one of the first systems to be player facing. Thus, in combat, a player not only rolls for his character to make an attack, but also rolls to avoid any attacks made against his character. Essentially this shifts the game’s mechanical elements from the Game Master to the player, leaving the Game Master to focus on the story, on roleplaying NPCs, and so on. When it comes to tasks, the character is attempting to overcome a Task Difficulty, ranging from one and Simple to ten and Impossible. The target number is actually three times the Task Difficulty. So, a Task Difficulty of four or Difficult, means that the target number is twelve, whilst a Task Difficulty of seven or Formidable, means that the target number is twenty-one. The aim of the player is lower this Task Difficulty. This can be done in a number of ways.

Modifiers, whether from favourable circumstances, skills, or good equipment, can decrease the Difficulty, whilst skills give bonuses to the roll. Trained skills—skills can either be Practised or Trained—can reduce the Difficulty, but the primary method is for a player to spend points from his relevant Stat pools. This is called applying Effort. Applying the first level of Effort, which will reduce the target number by one, is three points from the relevant Stat pool. Additional applications of Effort beyond this cost two points. The cost of spending points from a Stat pool is reduced by its associated Edge, which if the Edge is high enough, can reduce the Effort to zero, which means that the Player Character gets to do the action for free—or effortlessly!

Rolls of one enable a free GM Intrusion—essentially a complication to the current situation that does reward the Player Character with any Experience Points, whereas rolls of seventeen and eighteen in combat grant damage bonuses. Rolls of nineteen and twenty in combat can also grant damage bonuses, but alternatively, can grant minor and major effects. For example, distracting an opponent or striking a specific body part. Rolls of nineteen and twenty in non-combat situations grant minor and major effects, which the player and Game Master can decide on in play. In combat, light weapons always inflict two points of damage, medium weapons four points, and heavy weapons six points, and damage is reduced by armour. NPCs simply possess a Level, which like the Task Difficulty ranges between one and ten and is multiplied by three to get a target number to successfully attack them.

Experience Points under the Cypher System are earned in several ways, primarily through achieving objectives, making interesting discoveries, and so on. However, they are not awarded for simply killing monsters or finding treasure. There are two significant means of a Player Character gaining Experience Points. The first is ‘GM Intrusion’. These are designed to make a situation and the Player Character’s life more interesting or more complicated. For example, the Player Character might automatically set off a trap or an NPC important to the Player Character is imperilled. Suggested Intrusions are given for the four character Types and also for all of the ninety or more Foci. When this occurs, the Game Master makes an Intrusion and offers the player and his character two Experience Points. The player does not have to accept this ‘GM Intrusion’, but this costs an Experience Point. If he does accept the Intrusion, the player receives the two Experience Points, keeps one and then gives the other to another player, explaining why he and his character deserves the other Experience Point. The ‘GM Intrusion’ mechanic encourages a player to accept story and situational complications and place their character in danger, making the story much more exciting.

There is the reverse of the ‘GM Intrusion’, which is ‘Player Intrusion’. With this, a player spends an Experience Point to present a solution to a problem or complication. These make relatively small, quite immediate changes to a situation. For example, a Cypher or Artifact is expended, but it might be that the situation really demands the device’s use again, so the player decides to make a ‘Player Intrusion’ and at the cost of single Experience Point, give it one more use of charge.

The other means of gaining Experience Points—a new addition to the Cypher System since Numenera—is the Character Arc. A Player Character begins play with one Character Arc for free, but extra can be purchased at the cost of Experience Points to reflect a Player Character’s dedication to the arc’s aim. Each Character Arc consists of several steps—Opening, two or three development steps, followed by a Climax and a Resolution. Suggested Character Arcs include Avenge, Birth, Develop a Bond, Mysterious Background, and more. For example, Kossos has the Character Arc of ‘Mysterious Background’. This begins with an Opening in which Kossos starts her search, the next steps being Research and Investigation, the first step looking into her family background, the second asking people who might know more, followed by the Climax in which Kossos will make a discovery. In the Resolution, Kossos will reflect upon what she has discovered and how it changes her. The selection of the Character Arc during character creation signals to the Game Master what sort of story a player wants to explore with his character.

Although the rules and the various elements—Descriptor, Type, and Foci—which go to make up a Player Character take up over half of Cypher System Rulebook, a lengthy section is dedicated to discussing the various genres which the Cypher System can encompass and handle. Nine genres are discussed—Fantasy, Modern, Science Fiction, Horror, Romance, Superheroes, Post-Apocalyptic, Fairy Tale, and Historical. Many of these have their sourcebooks and settings for the Cypher System. For example, Godforsaken for the Fantasy genre or Stay Alive! for the Horror genre. In each case, the Cypher System Rulebook provides an overview of the genre, advice on how to create and play a game in the genre, along with suggested roles and associated Types, Foci, creatures and NPCs, equipment, and more. For example, for the Fantasy genre, it suggests how to create a Wizard using the Adept Type, a Druid using the Explorer with a magic flavour, a Thief using the Explorer with a stealth flavour, and so on. There are options for Species—Dwarf, Elf, and so on—as a Descriptor, and for spellcasting. In many cases, it also suggests subgenres, such as childhood adventures for the Modern genre or hard Science Fiction for that genre, and also discusses the mixing of genres, such as Superheroes and Science Fiction and time travel and Historical. Where necessary, extra rules are added, for example, adding shock and madness for the Horror genre. In each case, these chapters are primers for the nine genres, some longer than others—for example, the Romance genre chapter is just three pages long, but the Post-Apocalyptic genre chapter is seven pages long.

In addition to the discussion of the various genres, the Game Master is given solid advice on running the Cypher System, which pays particular attention to handling ‘GM Intrusions’, judging difficulty, encouraging player creativity, handling NPCs, and perhaps notably, teaching the Cypher System. Despite the simplicity of the Cypher System, there being a slight disconnect between the Task Difficulty and the Target Number and how a player is aiming to reduce the Target Number before rolling against it rather than the Task Difficulty. The advice is really to take a step-by-step approach and ease the players into the rules and mechanics. It is thoroughly good advice and a great inclusion in the book. As well, as the advice, the Game Master is also supported with a lengthy bestiary of creatures and monsters and NPCs from a range of genres, which of course, support the various discussions dedicated to those genres earlier in the book.

Of course, the Cypher System Rulebook examines its namesake—Cyphers. Again, first seen in Numenera, Cyphers are typically one-use things which help a Player Character. A Cypher might heal a Player Character, inflict damage on an opponent or hinder him, aid an attack, turn him invisible or reveal something that is invisible, increase or decrease gravity, and so on. They can be physical or Manifest, so could be a potion, a spray, a piece of software, a scroll, amongst other items, or they can be intangible or Subtle, which could be good fortune, inspiration, an alien concept, a blessing, an ear worm, or the like. In a fantastical game, Cyphers are likely to be Manifest, whereas in a modern setting they are likely to be Subtle and so do not break the feel of the setting and its genre by having lots of outré objects lying around which nobody has ever heard of before. Cyphers are, for the most part, genre neutral in terms of their mechanics. Their form though, is not, so a Cypher can be the same mechanically in two different genres, but their appearance and how they are seen to work differs between the two genres. For example, a Disguise Kit in the Historical genre would consist of a wig and make-up and perhaps a pair of spectacles and clothing, but in the Science Fiction genre, it could be a holo-projector which works only on the user. Obviously, Manifest Cyphers are easier to use because they have an obvious physicality both as objects and their effects, whereas Subtle Cyphers require more careful handling in order to remain faithful to a setting and its genre.

Physically, the Cypher System Rulebook is very well presented and everything is clearly explained. In addition, the sidebars are used to add extensive commentary and advice throughout the book and everything is individually page referenced to make the book itself easy to use. There are plenty of examples as well, including sample Player Characters for each of the four Types in the roleplaying game. The artwork is also decent. One oddity is that the example of play is presented at the end of the book, but it is a good example of play.

The introduction of the Cypher System with Numenera and The Strange was ground-breaking with its inclusion of player-facing mechanics, the ‘GM Intrusion’ rule, and a setting where the Player Characters had ready access to amazing abilities and amazing devices, or Cyphers. The Cypher System Rulebook brings those mechanics together in very well designed, accessible rulebook and shows the players how they can make interesting, pro-active characters and the Game Master how she can take the rules to not just run a game, but run a game in numerous different genres. The Cypher System Rulebook presents an excellent, flexible set of rules and advice for the Game Master who wants a game where her players and their characters shine and exciting, dynamic stories are told.

Saturday, 27 February 2016

Strange Ways

The universe is stranger than we think… Beneath our world and the rest of the natural universe is a sea of dark energy known as the ‘Strange’ that can be accessed, traversed, and sailed by those in the know who have the ‘Spark’. Dotted across this chaotic sea are any number of unique worlds, varying wildly in size and possessing their own laws of reality. These are ‘Recursions’, the closest of which, caught in the shoals around the Earth, are reflections of the human imagination, even of humanity’s fiction. Many of these Recursions can be accessed from the Earth and then from each other by those known as the ‘Quickened’. As ‘Recursors’, only they possess the ‘Spark’ necessary to make the Translation between Recursions and thus explore the Sumerian-influenced high fantasy that is Ardeyn or the advanced bio-tech dystopia of Ruk, walk the fog-bound streets of 1890s London in the Recursion known as 221b or confront the Cthulhu Mythos in Innsmouth, and more. There are adventures to had, discoveries to to made, and treasures to be found—not just gold or jewels, but powerful devices known as Cyphers that can bend reality on each of the Recursions. Yet there are dangers too—dragons and shoggoths, jabberwock and sarks, weird drugs and great artifacts, and worse—planetovores, great creatures or constructs that devour whole worlds. With the Strange open to the Quickened, Earth is vulnerable to attack by these creatures, and there are factions on Ardeyn, Ruk, and the Earth that would see the planet attacked and consumed by a planetovore. Equally there are many Quickened who would not see this happen.

This is the setting for The Strange, the second RPG to be published by Monte Cook Games, following on from the highly successful, award-winning Numenera. Released following a successful Kickstarter campaign, The Strange uses the same Cypher System mechanics as Numenera and shares some of the same concepts, but its genre and setting is radically different. For The Strange does not involve just the one genre or the one setting, but it is a multi-genre, world-hopping RPG in which the player characters can jump from one world or Recursion to another world or Recursion. Each time they jump, they not only change worlds or Recursions, but also bodies and powers. Further, they might change their gender, their species, and their genre, from modern day Earth to fantasy to Science Fiction to… Some of these Recursions are all original to The Strange, but others are derived from fiction, such as the works of H.P. Lovecraft, Lewis Carroll, Sir Arthur Conan Doyle, and others.

In Numenera, there are just three character types—Glaives, Nanos, or Jacks. Glaives are warriors, either wearing heavy armour and wielding heavy weaponry or relying light arms and armour to give them movement and agility. Nanos are sorcerers, capable of tapping into the Numenera to alter reality or learn more about it, wielding ‘Esoteries’ to command nano-spirits. Jacks are somewhere in between, being flexible in what they can do, capable of learning to fight, using ‘Esoteries’, and more. In The Strange, the three are replaced by Vectors, Paradoxes, and Spinners. Vectors are physical types, whether it is about combat, movement, or action; Paradoxes are scientists/sorcerers, who can use science, psionics, spells or similar to draw upon The Strange and alter reality; and Spinners are charismatic storytellers, persuaders, and dissemblers.

At their core, each character is defined by three stats—Might, Speed, and Intellect, and a descriptive sentence. This sentence has the structure of “I am a [adjective] [noun] who [verbs]”, where the noun is the character’s Type; the adjective a descriptor, such as Clever or Intelligent, that defines the character and how he does things; and the verb is the Focus or what the character does that makes him unique. For example, ‘I am a Tough Vector who is Licenced to Carry’, ‘I am an Intelligent Paradox who Solves Mysteries’, and ‘I am an Appealing Spinner who Works the System’. A player will also need to assign some points to the three Stats and choose some options in terms of Background—how the character became a Paradox, Spinner, or Vector—and select some skills from the Type. The choice of descriptor and the verb further defines and modifies the character, whilst the Background and the Connection help hook the character into the setting. Characters begin at Tier One and can advance as far as Tier Six, gaining skills and abilities along the way. The three sample characters attempt to showcase what the system can do. The Paradox is a native of Earth, the Spinner is from Ardeyn, and the Vector is a native of Ruk.

Huongsem Kim
‘I am a Clever Paradox Nano who Solves Mysteries’
Tier One Paradox
Might 08 (Edge 0)
Speed 10 (Edge 0)
Intellect 18 (Edge 1)
Effort 1

Cyphers (3): (Three Cyphers selected by the GM)
Revisions: Exception (1 Intellect), Premonition (2 Intellect), Investigator
Skills: Trained in the Strange, Train in Lies & Trickery, Trained in Mental Defence, Trained in Computer, Trained in Perception, Trained in Identifying & Assessing danger/lies/quality/importance/function/power, Practiced with light weapons
Equipment: Street clothes, light handgun, laptop computer, torch, utility knife, mobile phone, $500

Thre’un
‘I am an Appealing Spinner who Shepherds the Dead’
Tier One Spinner
Might 10 (Edge 0)
Speed 12 (Edge 1)
Intellect 14 (Edge 1)
Effort 1

Cyphers (2): (Two Cyphers selected by the GM)
Physical Skills: Trained in Persuasion, Trained in Pleasant Interaction, Trained to Resist Persuasion & Seduction Attempts, Practiced with light and medium weapons
Twists: Fast Talk (1 Intellect), Understanding (2 Intellect)
Equipment: Ardeyn clothing, light armour, quarterstaff, explorers, incense, 10 matchsticks, 400 crowns

Kishiev
“I am a Graceful Vector who Controls Infiltrates”
Tier One Vector
Might 12 (Edge 1)
Speed 14 (Edge 1)
Intellect 10 (Edge 0)
Effort 1

Cyphers (2): (Two Cyphers selected by the GM)
Moves: No Need for Weapons, Fleet of Foot
Skills: Trained in Unarmoured Speed Defence, Trained with Running, Trained with Climbing, Trained in Balance & Careful Movement, Trained in All Physical Performing Arts, Practiced with weapons
Equipment: Ruk Clothing, light armour, knife, light tools, umbilical, account with 50 bits

In comparison to Numenera, there are fewer options when it comes to a player choosing a Focus in The Strange. The problem is not only that there are fewer of them in The Strange, but they are divided between the different Recursions. What this means is that there are certain Foci that a Recursor from Earth cannot have until he Translates to a Recursion where said Focus appears. Until then, he is limited to those available on his home world or Recursion. For example, a character from Earth who is ‘...a Strange Paradox who Conducts Weird Science’ might Translate to Ruk where he becomes ‘...an Strange Paradox who Processes Information’. Now some of the Foci given are ‘Draggable’ in that when a character Translates, a Focus can go with him unchanged. He still has the choice to change his Focus if he wants to. As much as the idea of Translation and changing the Recursor when he goes from one Recursion to another fits the setting of The Strange, this limited number of Foci also restricts choice in terms of character design and in comparison with Numenera, where there were no limitations in terms of Foci choice, The Strange could really do with more Foci and thus with more choice. Now to an extent this is offset by the default set-up in The Strange where every player character begins the game aware of the Strange, Recursions, and the ability to Translate, and can thus choose freely from all of the Foci.

Mechanically, The Strange uses the single mechanic of the Cypher System—the roll of a single twenty-sided die against a Difficulty, ranging from zero up to ten. The actual Target Number is the value of the Difficulty multiplied by three, thus giving a range between three and thirty—any action with a Difficulty of zero is automatic. Modifiers, whether from favourable circumstances, skills, or good equipment, can decrease the Difficulty, whilst skills give bonuses to the roll. A character can also spend points from his Stat pools—on a one-to-one basis—to reduce the Difficulty, though a player should bear in mind that the Stat pools reflect his ability to act and take damage when attacked. The cost of spending points from a Stat pool is reduced by its associated Edge, as are the use of a Paradox’s Revisions, a Spinner’s Twists, and a Vector’s Moves. In some cases, this will reduce the cost to zero, thus reducing it to an innate action. For example, Huongsem has an Intellect Edge of 1, which reduces the cost of his Exception and Premonition Revisions. His Exception Revision costs one point from his Intellect pool to use, but his Intellect Edge is also one, so that reduces the cost to zero and means that he can do it instinctively. No effort is required. Whereas, his Premonition Revision costs two points from his Intellect pool, so he still needs to spend a point of Intellect to use it because his Edge reduces the cost by one. Results of nineteen indicate a success and a Minor Effect, which might be extra damage in combat or something listed for a character, such as ‘Hitting a Muscle’ for the ‘Carries a Quiver’, which inflicts Speed damage as well as ordinary damage. A roll of a natural twenty also inflicts extra damage as well as a Major Effect.

While the system is simple enough—even if the GM adds any of the given options—the radical, even elegant aspect to the Cypher System mechanics is that the GM never, ever rolls a die. So whilst a character rolls to attack as normal, when an opponent attacks him, the character rolls to avoid the attack. Essentially the mechanic focus of the game is always on the player characters and they are always the focus of the action and the story. At the same, the shift for the GM is on running and presenting the story, not the dice rolls, and as a development of this idea, player characters receive Experience Points in again, another radical fashion when compared to other RPGs. First and foremost, they are not earned for defeating opponents, overcoming challenges, and so on, but for finding interesting things and making discoveries. Secondly, a player character gains them when the GM ‘intrudes’ on the game in storytelling terms to present the character with a challenge or difficulty, such as his crossbow string snapping whilst in combat or the rope slipping whilst climbing. Accept this ‘Intrusion’ and the character earns two Experience Points, one of which he must give to another character. A player could reject this ‘Intrusion’, but that would cost him an Experience Point. If a character rolled a natural one at any time, the GM can give an ‘Intrusion’ that cannot be bought off. However it comes, a GM ‘Intrusion’ replaces the need for him to roll dice and encourages him to participate in the telling of the story.

In addition to their own abilities, the player characters in The Strange can find and use cyphers. They come in two types. Devices are simple items, commonly in the form of pills or grenades, such as a Curse Bringer, Monoblade, or Melt All, that have a one-time use and in each case grant a Recursor an amazing power—if only for that moment. Recursors are not expected to hold onto devices such as this for very long and can only carry a few anyway, but they are expected to use them at will. This is for two reasons. First, the GM will always let the player characters find more, and two, using cyphers gives a Recursor to shine and look great. More desirable are the artifacts, as they have greater endurance and more obvious application. For example, a Dragontongue Weapon or a Skill Bud. Unfortunately, artifacts have a depletion factor, a chance that they will cease to function. Artifacts are not always perfect and may have quirks that the GM can use as ‘Intrusions’. In the setting of The Strange, there are a number of Quickened who have learned to Translate and who go Recursion Mining for cyphers to bring back home.

A good proportion of The Strange is devoted to describing its background and setting. This begins by examining the mechanics of Translation and what is important here is that Translation takes time and effort—it is not instantaneous. Now it can be sped up and the process can be eased so though it is not as disorientating—and each player character Type can participate to ease and hasten the process, but it never takes less than ten minutes and it can be as long as four hours. Further, when Recursors first Translate to a Recursion, they always appear at a set location and later, if they Translate from a different location and then come back, they will always appear at the new location. This firmly places the emphasis in The Strange on adventuring and gaming on the various Recursions or in the Strange itself rather than on the act of Translation. There is little chance of there being a chase from one Recursion to another because of both the time delay and location limitations. Most of the time, Translation is an act of concentration, but there are gates and devices, often permanent ones, that connect Recursions and make Translating easy.

The description of the various Recursions begins with the Earth. Since it is our Earth, it really only looks at the Earth and its connections to The Strange, primarily the various agencies with an interest in these connections. The primary agency is The Estate, a private science foundation dedicated to protecting the Earth, exploring the Strange, and preventing the development of technology that might ping the Strange and attract the attention of a planetovore. The default set-up for The Strange has the player characters as agents of The Estate. Other agencies, like the government funded OSR (Office of Strategic Recursion) want to use the technologies and discoveries from other Recursions to weaponise them, whilst the September Group wants to to build advanced technology.

As well as the Strange itself—how to navigate it and what can be found there—the two Recursions that receive the most coverage are Ardeyn and Ruk. Formed from the prison of an evil god called Lotan the Sinner, Ardeyn is a world of mighty magics with a lengthy history. Lotan the Sinner’s gaolers numbered  the Maker, his Seven Incarnations, and their angelic qephilim servants, but since their fall long ago, Ardeyn has been without protection. In their stead, humans and fallen qephilim seek to protect the world against dragons, soulshorn, homunculi of the Betrayer, invaders from alternate recursions, demons of Lotan, and worse. Where Ardeyn is a fantasy world, Ruk is a Science Fiction Recursion. Located in the shoals of Earth, Ruk is a bio-tech, bio-punk near-dystopia, that although self-contained, is constantly expanding. Rife with factions, the not-quite human inhabitants of Ruk have lost their history and constantly search for what they call the True Code, the original basis for their race. The capital, Harmonious, is relatively safe, but beyond this floating city there are spore worms, venom troopers, free-roaming constructs from the Qinod Singularity, and glial storms. Where most of Ardeyn are not aware of Earth, it hangs faintly in the sky over Ruk and many of the inhabitants of Ruk see the future of Earth as being tied to that of Ruk. Other Recursions include Atom Nocturne, an anime-influenced world of youth and psychic superpowers; Catalyst, a post-singularity Recursion of runaway transformation; Crow Hollow, a world-tree home to anthropomorphic crows and ravens who run the Glittering Market; and more.

Both the Strange and all of the Recursions in The Strange are described in some detail and extensively supported with places, personalities, and possible adventure hooks. Indeed, both Ardeyn and Ruk could have RPG settings all of their very own. This is in addition the RPG’s bestiary and list of cyphers, the latter complementing the various artifact descriptions given for each Recursion. In the long term, the player characters have an interesting for the Strange—they can create a Recursion of their own. This requires a Starseed and no little effort, primarily in the form of Experience Points. This is an interesting option, but the rules for do feel slightly underwritten, but doubtless there will be a sourcebook devoted to this at some point.

As with Numenera, the GM advice in The Strange is well written and helpful. It includes sections on how to use the rules, building stories, and specifically running a game of The Strange. Together this covers things such as how to set task difficulty levels and using GM Intrusions properly, how to introduce the game and understanding the mechanics, challenging the player characters and how to involve characters from different Recursions. It is supported with a single adventure, ‘The Curious Case of Tom Mallard’, plus various adventure hooks. Like the RPG itself, the adventure assumes that the characters begin the game aware of the Strange.

Physically, The Strange is as well presented as Numenera. The writing is clear and the book is redolent with superb, full colour illustrations. It is also clearly laid out and organised. Yet at the same time, The Strange is messy. In a good way and a bad—which comes of it being a multi-genre, multi-world RPG. This means that the artwork has to depict a variety of things and styles; and it does that. The setting though, is not a coherent whole, but interconnected parts held together by a framework. This may make the RPG difficult to run at the outset—despite the good advice for the GM—because there are too many options and because The Strange has one singular flaw.

As an RPG, as The Strange has a flaw that hinders initial play, or at least anyone’s first approach to the game. Simply, it utterly lacks an ‘elevator pitch’, a simple statement that defines what the game is about and what the characters do. In comparison, Numenera did this—it had a whole chapter up front that told the GM and the player what the game was about. The Strange lacks this and in an RPG as conceptually complex as it, it seems like a very odd omission. In its stead there is a leaflet from The Estate, but it is not an adequate pitch for the game. Worse, it is not until fifty pages into The Strange that it is fully explained how a Recursor translates and switches to a new body—in the process becoming part of the new Recursion—rather than translating in whole. There are hints up until this point, but it seems odd not to have this vital piece of information up front, especially when the default set-up in The Strange is that the player characters will be aware of it from the start of a campaign. Similarly, it feels odd not to have a scenario in The Strange that introduces its setting and concepts, which might again have helped with this issue.

Despite the oddities of these omissions, The Strange is a well-produced, interesting RPG. Although there have been many RPGs that have done world-hopping, genre-hopping, and so on, like Tri Tac Games’ Fringeworthy, Chaosium, Inc.’s Worlds of Wonder, or West End Games’ TORG, but oddly the game that The Strange is closest too is TSR, Inc.’s 1993 Amazing Engine. In that RPG, a player created a core character and could take said core character from one game to another, from the alien-monster blast ‘em up of Bughunters to Tabloid!, a spoof comedy setting of sensationalist journalism. The process though, was between games/settings and not within the setting of the game itself, whereas it is within the setting of The Strange. The multiple settings also means that The Strange is also greatly expandable, with new Foci and Descriptors, new Recursions, and so on. This is in addition to expanding upon the Recursions given in The Strange. Similarly The Strange is also infinitely expandable with the GM’s own material, whether of his own creation or derived from his favourite fiction, film or television series, or even RPG. (It should be noted that the Recursions in The Strange based on other sources are all based on out of copyright intellectual properties.)

As a framework, The Strange is a rich, well realised RPG. It is not quite as accessible as it should be and not all of the settings are quite as rich as they would be if the game was just devoted to the one setting. Nevertheless, the settings are interesting, varied, and rife with gaming possibilities.