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

Sunday, 10 August 2025

Weird Out West

The hunter rides the range, armed with a Sharps Model 1874 rifle in the .50-90 Sharps, a gun big enough to take down Nightcrawlers, the twenty-foot long earthworms that wear the skin of past prey and burrow out of the earth to take down their new. As the vampire-lord looms over her on the ground, the gunslinger loads her last Hellfire round that will surely send the undead monster and its soul into damnation. The inveterate gambler stands up from the table and points at Robo Doc, Joe Bones, of cheating and having a hidden card slot. At high noon, the duellists face off against each other, one ready to pull a Colt Single Action Army, but wondering how much of a threat his Kengu opponent is with its daishō, from which it will draw a katana. The Concord stagecoach rides along its regular route, the bearded veteran sitting alongside the driver, holding a shotgun in his lap, loaded with holy shot lest the vehicle lose a wheel or a horse throws a shoe and everyone be swarmed by the zombies that linger just off the trail. Secret Service agents fly the night skies in their black Zeppelin, ready to respond to descend on the latest threat to the United States. The US Marshal dukes it out with the Hex Gunner that raiding trains all along the transcontinental route, ducking and dodging as the servant of Hell snaps off one shot after another from its demonic six-shooter, the bullets smoking with necromantic energy and screaming with hellish fury when fired in search of more souls to collect and send to damnation! The Risen claws his way out of the grave, bearing a demonic brand on his chest and swearing to take vengeance upon his former comrades who put him in the ground. The frontier of the West might well have once been wild, but now it has definitely turned weird and horrifying. This is not the set-up for one game—though it could be, but a range of options, and more, presented in the pages of High Noon at Midnight.

High Noon at Midnight is a genre supplement for the Cypher System, first seen in Numenera in 2013. Published by Monte Cook Games as part of the Knights of Dust and Neon project on Backerkit, it is inspired by the films Cowboys & Aliens, Wild Wild West, and Back to the Future III, television series such as The Adventures of Brisco County, Jr., West World, and Firefly, comic books like Jonah Hex and Preacher, and even roleplaying games such as Deadlands. It is interesting to see the inclusion of Deadlands mentioned in the list of inspirational reading and watching for High Noon at Midnight, since it is from a rival publisher and it is the obvious roleplaying game when anyone ever thinks of the term, ‘Weird West’. After all, Deadlands was the first to really coin the term—right in its very subtitle—and it has dominated the genre ever since it was published in 1996. So, the obvious question is, “Why even look at High Noon at Midnight when Deadlands is not only easily available, but also richly supported?” The simple answer is, ‘setting versus tools’. Deadlands is a genuinely great, genre defining, and iconic roleplaying game, it is its own thing and its own setting. High Noon at Midnight is not that, but rather offers the tools and means for the Game Master to create and run games in a weird west setting of her own devising. It can do magic, horror, advanced and even alien technology, steampunk, time travel, and so on in the way that the Game Master wants rather than is given. This is not to say that either option of tools versus setting is better or worse than the other, but rather that they offer different choices.

After some explanation of what High Noon at Midnight is, that it is a non-historical treatment of the period and the genre, combined weird, and what that Weird West could be through various other different media, the supplement really begins looking at the tools that the Game Master is going to need to create her own weird west. This includes borrowing from different sources, such as Deadwood or the James Bond films, creating a brand new series based on alternate history, and keeping a setting mostly historically accurate, whilst still being weird. It explores the classic themes of the Wild West, or Old West, genres, such as justice, vengeance, redemption, freedom, and survival, as well as weird themes like magic, magic versus technology, and horror. Throughout there are pointers and suggestions, and tables of options, and this continues throughout much of the book. For example, the ‘Weird West Game World’ table suggests ‘West Mars’, a “[S]parsley settled Martian frontier, six-shooters fire laser rounds, water is as valuable as gold, and terraforming gangs fight for primacy.” and ‘Camelot Gunslingers’ with “Law-sworn knights with long rifles pursue outlaw wizards, despot dragons, and malign fey beings.” Furter tables suggest inflection points when the West changed, how pervasive the Weird is, what the Player Characters do, and lots of plots seeds. The Game Master is free to pick or roll on these tables, or simply use them as inspiration.

The Game Master advice suggests that ‘A little Weird goes a long way’, but gives a lot of Weird for her to choose from. Instead of horses, the Player Characters might be riding water buffalo, lions, ostriches, or even stegosauruses, or ogres, griffons, or hellfire steeds, or jet packs, hover cycles, or motorcycles. There is discussion to, of other forms of travel, including train and aerial travel, and supported by lists of Intrusions—the means by which the Game Master can challenge a Player Character, make a situation more interesting, and the Player Character can earn Experience Points—that the Game Master can use. Options are suggested in terms of what groups might be operating in the weird west, including the law, outlaws, and indigenous groups. Traditional groups include US Marshals and train-robbing gangs, but added to this are weird west groups. For example, a weird version of the Secret Service might use advanced technology or magic to protect the president and other important people from assassination or harm, let alone protect the currency, whilst the Pinkerton Rail Agency which rides five rail cars to protect the railways, he Dawn Rangers, who wear grave-stone shaped badges inscribed with RIP and are known for their arrogance, hunt the undead, and the Skinless Six, outlaws who messed with the wrong treasure and now hunt and gamble for new skins! Guidance on the role of the Native Nations and including the indigenous peoples is also given. There is also a lengthy section on locations in the wild west, from uncanny saloons, alchemist’s shops, and uncanny jails to the Badlands, prairies, and mines, all also uncanny, which provides the Game Master with some great places to set her weird west campaign.

Optional rules in High Noon at Midnight enable the Game Master to run Poker games with multiple NPCs as well as the Player Characters, including handling player versus character skill (necessary since not everyone plays Poker and it is not as commonly played outside of the USA) and resolving a game with dice rather than dice. The Hands of Fate actually adds a Poker mechanic to play, each player drawing a personal Hand of Fate, consisting of two cards, at the beginning of each game day. These cards can be combined with community Hand of Fate cards for various effects. For example, a Straight Flush earns the Player Character a point of Experience, whilst a Full House replaces any roll of the twenty-sided die with a roll of twenty. This enforces the wild (or weird) west feel, but the Game Master can go even further by replacing the need to roll a twenty-sided die to determine the outcome of a situation with a deck of cards. The two do complement each other, but do make play more complex and outcomes less obvious in comparison to the standard Cypher System.

As well as curses and the benefits of telling tall tales, High Noon at Midnight adds several Paranormal Vices that the Player Characters or NPCs can suffer. These are similar to curses, but provide both benefits and banes. Every time a Player Character uses one of the abilities associated with the Paranormal Vice, a Connection roll is made. If a one is rolled, the Connection is made with the Paranormal cause behind the vice and the Player Character suffers an associated Repercussion. The range also increases from one to one to two, and so on, each time the Connection is made, until it reaches six and the Player Character is overcome with the Paranormal Vice. For example, the Drinking Paranormal Vice grants Inebriate abilities of ‘Deadeye’, ‘Hair-Trigger Reflexes’, ‘Iron Liver’, ‘Mean Drunk’, and ‘Unflinching’, which might require a Player Character to throw back a drink or two, but Repercussions might be that the Player Character goes ‘Blind in One Eye’ or suffer ‘Retching Summons’ in which he vomits up a pile of gelatinous goo that animates into a horrid thing! Other Paranormal Vices are gambling and swindling, which either case, gives advantages, but not without dangers of their own.

Threats include environmental ones alongside a bestiary of new creatures and a list of entries from the Cypher Bestiary, which are given abbreviated descriptions in this genre supplement. Old NPCs from the Cypher Bestiary include Gunfighters, whilst the new here include Alchemist, Hex Gunner, and Forgeborn golem. New creatures include the Death Binder, alchemists risen from the dead who invest their souls in the bullets in their Soul Pistols, which have devastating effects, but if the sixth and final shot is fired, so is the Death Binder, so they use their Alchemical Pistol instead; Frostwalkers—compacted snow over amalgams of bone, antlers, limbs, and heads of men and animals who died in the cold; and the Hollowed Ranger, a travelling portal to ‘elsewhere’, formed from an innocent gunned down in cold blood and dumped into a shallow grave, and returned to wreak vengeance on all and everyone!

In terms of character options High Noon at Midnight suggests ways in which classic Wild West characters can be created by adhering to the standard format that the Cypher System uses describe and encapsulate a Player Character. This is “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 a Fast Warrior Who Needs No Weapons” or “I am a Clever Adept Who Commands Mental Powers”. Thus, a Lawman could be a Speaker with a combat flavour and a Swindler or Gambler could be an Explorer with a stealth flavour. Seven standard Descriptors and two Species Descriptors are added. The standard Descriptors are Grizzled, Laconic, Slick, Trailblazing, Trigger-Happy, Unforgiving, and Wily, whilst the Species Descriptors are Forgeborn and Risen. The Forgeborn is a figure of metal, reanimated flesh, or similar, often constructed by alchemists as guards, but since been emancipated or lost the desire to keep the alchemist safe. The Forgeborn is tough, but slow, hard to damage, but difficult to repair and knows its own kind well. The Risen has returned from the grave, bearing the sigil of a demon, tougher and able to comeback from the dead again, though not as supple and animals hate him.

Similarly, High Noon at Midnight provides new Foci as well as suggesting those suitable from the Cypher System. The new ones consist of ‘Blazes Paths’ (in the wilderness), ‘Collects Bounties’, ‘Gambles it All Away’, ‘Hits the Saloon’, ‘Rides Like the Wind’, ‘Spits Fire and Lead’, and ‘Strikes Like a Rattler’. ‘Spits Fire and Lead’ combines a love of fire (and possibly brimstone) with gunfighting, whilst with ‘Strikes Like a Rattler’, the Player Character has a supernatural connection to venomous snakes and applies that to his unarmed combat.

There is a full list of equipment in High Noon at Midnight, but more importantly it explains how 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 Weird West genre of High Noon at Midnight. In this setting, there is no one way to handle Cyphers, but it depends how weird the Weird West that the Game Master wants to create and run actually is. Cyphers can either be Subtle, perhaps good fortune, inspiration, an occult or alien concept, a blessing, an ear worm, or the like, or Manifest, such as an alchemical potion, a clockwork device, a demonic scroll, and so on. A Weird West setting can use one or the other or a mix, and it is suggested that there is a geographical limit of Cyphers, Manifest Cyphers being harder to find in more remote locations rather than civilised ones. It also adds Power Words for one of the settings in the supplement as a memetic means of presenting Cyphers both Subtle and Manifest, and describes a range of different Cyphers, including a wide range of alchemical rounds and slugs, and Weird West Artifacts, such as the ‘Deck of Second Chances’, ‘Demon Pistol’, ‘Philosopher Gun’, and ‘Shadow Duster’. In fact, there are more Weird West Artifacts given than there are new Cyphers.

High Noon at Midnight details one setting, ‘The Ghost Range’. This is a Weird West setting, but not a historical one. Magic pervades The Ghost Range and demons, ghosts, and other supernatural creatures stalk its Badlands and beyond, whilst Dustfalls occur at night and can be predicted with some accuracy according to the almanacs owned by certain alchemists. Such Dustfalls are of Stardust, sometimes used as currency, but is mostly used by alchemists in their concoctions and designs. Where exactly Stardust originates and what it is, is the subject of much speculation, but prospectors go out of a night in search of it, knowing that its presence keeps demons away, though there is the danger of becoming mesmerised in an active Dustfall. In millennia past, two mysterious races, the Ilu and the Nihilal, warred with each other, and the Ilu left behind hollow cavities in the earth containing strange devices, weapons of war, and even prisoners still held captive. These are known as ‘Proscribed Zones’, and whilst access to them is not strictly prohibited, the indigenous peoples who on the range and beyond, even on the Moon, advise against it.

Midnight is the only city on the Ghost Range, notably home to the Trail’s End Cantina, where demons, vampires, and other supernatural creatures can be seen as long as they adhere to the Ghost Accords, which keeps them from being attacked. The city is nicely detailed as are the Outer Range and Otherlands which lie beyond its outskirts. In the latter can be found the Moon upon which can be seen a tribe of natives living there and the town of Perdition, populated by demons hiding behind a façade and which stands on Hell’s doorstep. Worse is the Tomb Moon, which rarely shares the same sky and never the same orbit, its appearance sparking off an outbreak of undead activity.

‘The Ghost Range’ setting is further supported by three full scenarios and two Cypher Shorts. They include being formed into a posse and investigating a shootout outside the premises of Midnight’s preeminent alchemist and following the trail out of the city in search of the outlaws responsible; getting involved in a poker tournament at the Trail’s End Cantina and investigating a treasure map; and even travel to the Tomb Moon to prevent a notorious warlock from bringing about the end of the world! The two Cypher Shorts are within the genre, but more generic in nature, though they could easily be used in ‘The Ghost Range’. One sees an undead outlaw return from the grave for revenge against the Player Characters, whilst the other casts the Player Characters as outlaws attempting to rob a train. Both Cypher Shorts could also be run as one-shots or even demonstration scenarios.

Overall, ‘The Ghost Range’ provides High Noon at Midnight with a detailed example of a non-historical Weird West setting. It is an intriguingly different setting that enables the exploration of the genre without of the potential controversies of a more historically based setting. Now whilst ‘The Ghost Range’ setting is well supported with plenty of detail and three decent scenarios, it does mean that there is no space given to other possible settings, so that High Noon at Midnight does not fully showcase the genre with examples as fully as it could have done. This does not mean that it does not suggest other possibilities, in fact, it suggests a lot of them through its many tables of prompts and ideas, but it does not develop them. As a consequence, High Noon at Midnight explores some of the genres associated with the Weird West genre better than others. These are horror and magic, both closely associated with the Weird West genre, whereas steampunk, Science Fiction, time travel, and so on, do not get as much attention. Although ‘The Ghost Range’ is done well, this is nevertheless disappointing and it would be interesting to see these other associated genres given their due in an anthology of settings for the Weird West.

Physically, High Noon at Midnight is very well presented. It is also well written and the artwork and cartography are both excellent.

High Noon at Midnight does showcase the potential of its genre in a well realised and supported setting in the form of ‘The Ghost Range’, but not quite as fully as it could have done. Nevertheless, High Noon at Midnight is a solid introduction to the Weird West genre and its potential with lots and lots of ideas.

Saturday, 29 March 2025

Immediate Idiosyncrasy

Weird Discoveries: Ten Instant Adventures for Numenera does something interesting and it does it very quickly. In fact, it has been designed to do it quickly. It is a supplement for Numenera, the Origins Award-winning Science Fantasy roleplaying game of exploration and adventure in the very far future, originally published in 2013 by Monte Cook Games. What it does is set out to solve the problem of wanting to roleplay and not having time to prepare to roleplay. It wants to do what board games allow, which is easy set up and readiness to play straight out of the box—or in the case of Weird Discoveries, off the page. To do this, it presents scenarios that can be read through and set up in the same time as it takes to grab a board game off the shelf, open the box, and set everything up. Once done, each scenario will provide a single evening or session’s worth of gaming as a board game would. Or in this case, roleplaying. Now it should be noted that Weird Discoveries: Ten Instant Adventures for Numenera is published for use with the first edition of Numenera, but the simplicity of the Cypher System, means that adapting or adjusting the supplement’s ten scenarios to Numenera Discovery.

All ten scenarios in Weird Discoveries: Ten Instant Adventures for Numenera follow the same format. Each opens with a brief summary followed by the details and the scenario’s salient points, before describing the scenario’s starting point for the Player Characters and the wrap-up, how it can be ended. Also detailed are the scenario keys, the clues and the MacGuffins or objects, that the Player Characters need to find to push the scenario’s plot onwards. This is followed by the scenario itself. Each scenario is constructed around a map or a plot, which always has links to further details, such as location and NPC descriptions, as well as stats. They include descriptions of the possible GM Intrusions, the means by the Game Master challenges, imperils, and rewards the Player Characters.

Some of the locations or plot points are marked with symbols for the scenario’s keys. Depending on the scenario, these can be a set place or the Game Master is given the option to place them a choice of different locations. The layout is always simple, clear, and easy to use straight from the page. The scenario proper is followed by ‘More Details’. These are not necessary to actually run the scenario, but if the Game Master has time to read through them, provide her with extra information which enables her to expand the scenario. This is not just with details that will enliven her portrayal of the scenario, but advice on how to insert the scenario into an ongoing campaign, including a map of where it might be located in the Ninth World, and lastly, the Experience Awards for completing the adventure as well as possible further ramifications. The Experience Awards are the only thing that the Game Master needs for this section if she does not have time to read through this third section.

Further support for all ten scenarios comes in the form of ‘Show ’Ems’, twenty full colour illustrations designed to be shown to the players as they roleplay through each scenario. There is also a ‘Numenera Cheat Sheet’ for ready rules reference and a set of six ready-to-play Player Characters. The handouts help bring the scenarios to life, whilst the pre-generated Player Characters enhance the ready-to-play nature of the anthology. There is also a list of possible Cyphers—the devices and unguents and gases and concoctions—that the Player Characters can find to enhance themselves temporarily during a scenario. Further support comes in the form of an excellent introductory guide to improvised Game Mastering. Overall, the combination of format and support makes the scenarios in the anthology both easier to prepare and develop beyond the single session game play they are designed for.

The decade opens with ‘Beneath The Pyramid’ in which the Player Characters track down missing beasts to gigantic black pyramid floating over a ruined city and try find their way in from below. Simple enough, it is followed by the more complex, ‘Inside the Horror Pyramid’. These are the only two directly connected scenarios in the anthology, but the second is a much nastier affair, the Player Characters finding themselves trapped within the pyramid and stalked by dangerous energy creature with a penchant for eyes! The Player Characters need to find the means to get through a sealed door and then out of the Pyramid, hopefully eyes intact. ‘Natural And Unnatural’ places a village in peril when the device it relies upon for clean water disappears and the Player Characters have to find out where it has gone. Should the Game Master want to, the scenario has ways to expand by adding links to other entries in the supplement. Divine right versus divine reputation clash in ‘The Spider Knight’ when the Player Characters give aid to a young women who claims her throne has been usurped and potentially discover how far she will go to reclaim her family seat. ‘Please Help Us’ opens with the Player Characters being asked to help free a group of explorers trapped in a Cypher device, but doing so means angering a nearby group of religious Inhumans.

The sixth adventure, ‘Guilty!’ does something usefully far more complex, but in the two-page spread format of Weird Discoveries. It is a murder mystery set in a town divided by a river in which members of the Varjellen community from one side of the river are being murdered by humans from on the other side. Of course, there is more to it than simply that, but it is neatly presented as an elegant little plot flowchart with all of the various details in just the place both narratively and geographically. It is the most pleasing of all the entries in Weird Discoveries. A daughter has gone missing in ‘Lost in the Swamp’, but what if she does not want to come back? Whilst in ‘Mother Machine’, the inhabitants of another village are under attack, but nobody knows why. There is a surprisingly good reason though… ‘From Here To Sanguinity’ reveals the perils of worship in the Ninth Age, whilst in the last entry, ‘Escape from the Obelisk’, the Player Characters find themselves trapped in another floating object and have to find a way out. This time though, they are up against a deadline as they have been infected by a scientist to see how they react and need to find a cure before they can escape. It still feels a little like the second scenario, and perhaps actually setting in the Black Pyramid of ‘Beneath The Pyramid’ and ‘Inside the Horror Pyramid’ would have been a nice call back.

Overall, the scenarios in Weird Discoveries: Ten Instant Adventures for Numenera are short and solid, rather than amazing or epic. That is not the aim of the anthology after all, which is to provide easy-to-prepare scenarios that showcase the weirdness of the Ninth Age in short sharp packages. Of the ten, ‘Guilty!’ stands out as the most interesting.

Physically, Weird Discoveries: Ten Instant Adventures for Numenera is very well presented. The maps are clear and the artwork is excellent, whilst sidebars give links and notes for the Game Master to add further to the scenarios. Notably, the two-page spread for the scenarios—one two-page spread for the introduction and background, one for the scenario itself, and one for the extra content, keep everything handily organised and accessible.

Weird Discoveries: Ten Instant Adventures for Numenera is exactly as advertised. A very serviceable, very useful, and superbly supported anthology that provides the means for the Game Master to bring a scenario to the table in mere minutes, but if he has the time, also the scope to expand each scenario and set it up in previous sessions. Overall, Weird Discoveries: Ten Instant Adventures for Numenera is such a good idea that you wish more roleplaying game settings had a supplement like this.

Saturday, 8 March 2025

Your Cypher Starter

The Cypher System was introduced in 2013 with Numenera, the Science Fantasy roleplaying game of exploration and adventure the very far future, published by Monte Cook Games. 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. The Cypher System also offered numerous options in terms of Player Characters, expressed in a way that clearly described what each did and which was also exciting. Since the Cypher System first appeared, it has gone on to cover numerous different genres and even be used as the rules for roleplaying games based on a podcast or two. Whilst Numenera would receive its introduction to the game and setting in the form of the Numenera Starter Set in 2017, and even a starter campaign in 2024 with The Glimmering Valley, it is surprising to note that the Cypher System has not had its own starter set, its own introduction to the core game rules in all of that time. However, the Cypher System Starter Set, published in 2024, changes that.

The Cypher System Starter Set comes with two books, ten character sheets, a cheat sheet, a poster map, two mini-decks of cards, and two dice. The two books are the ‘Player’s Book’ and the ‘Game Master’s Book’, both thirty-two pages in length. The ten characters provide pre-generated Player Characters for the two scenarios included in the ‘Game Master’s Book’, one Science Fiction and one fantasy. The poster map provides maps of two locations, the cards—the XP cards and the GM Intrusion Cards—are for handling certain aspects of play, and the dice consist of one twenty-sided die and one six-sided die.

The ‘Player’s Book’ is marked ‘Read This First’. The starting point is an introduction to the Cypher System rather than roleplaying in general, but it provides an overview of what is in the box before leaping into an explanation of the rules. These begin with the eight basic rules, explaining in turn that there are four character types—Warrior, Adept, Explorer, and Speaker, there are three stats—Might, Speed, and Intellect that are pools of points which can be spend for various effects, that players make all the rolls, that the use of abilities can cost points, by spending points or ‘applying Effort’ an action can be made easier, damage suffered reduces the stat pools, but they can be recovered through rest, and any skill can be learned and both skills and assets can make actions easier. With this groundwork laid, the ‘Player’s Book’ expands on these so that in five pages, including how a GM Intrusion works on a roll of one, spending XP for rerolls, the benefits of high rolls, and the damage track, and the reader has a clear and simple explanation of how the rules work. This is followed by an example of play, which to be fair, is not a new example of play, but it works, illustrating how the game works for the reader after he has been told how it works. Having it this close to the rules is also more helpful than having it appear at the end of the book as in some rulebooks for the Cypher System.

This is followed by an explanation of the system’s namesake, the Cyphers, the one-use benefits or powers that can grant a Player Character in play, a list of arms, armour, and equipment for the fantasy and Science Fiction genres as well as the modern day.

Perhaps the biggest surprise in the Cypher System Starter Set is it includes rules for character generation. This is unheard of in any starter set which instead makes use of pre-generated Player Characters. It begins with explaining how the descriptive sentence at heart of every Player Character in the Cypher System works. 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 a Fast Warrior Who Needs No Weapons” or “I am a Clever Adept Who Commands Mental Powers”. There is a guide for modifying characters, but the rules here, complete with explanations of what each character Type—Warrior, Adept, Explorer, and Speaker—can do along with options for both the Descriptor and Focus. This allows a player to create a wide range of characters, though they cannot advance beyond Tier 1 (the full rules take a Player Character up to Tier 6). Rounded out with a glossary, the ‘Player’s Book’ is a very good introduction to the Cypher System, which the players could refer to in play beyond the contents of the Cypher System Starter Set. It also provides a means of creating characters as well, one with limited options, but also one that does not threaten to overwhelm the prospective player like the Cypher System Rulebook might.

The longer ‘Game Master’s Book’ is marked ‘Read This Second’. It explains how to be a Game Master and handle the rules, including setting task difficulties, awarding XP, combat, and so on. There is an explanation of how Cyphers work in the game and a list of twenty or so Cyphers that can be used in either scenario contained in the ‘Game Master’s Book’. GM Instructions have been mentioned previously in both books, but here they are given a fuller explanation. They 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. When this happens, the Game Master hands the character’s player two XP cards. He can keep one of these, but must give one to another player. The player can refuse the intrusion, but that means his character and someone else’s character do not earn any XP. Plus, it is not any fun. A GM Intrusion can also occur if a player rolls a one on any action. There is also a short bestiary in the ‘Game Master’s Book’, but the latter half of the book is taken up by two scenarios.

‘Creeping Ooze’ is the fantasy scenario. In it, the Player Characters are hunting for an Elf Necromancer when they are ambushed by a Necromantic Ooze (and the players’ first GM Intrusion) whose slime leads back to a vault known as the Shattered Seal. The scenario is short, but offers opportunities for combat, exploration, and interaction, including being able to deal with a threat without having to resort to combat. Notes and stats are given in the sidebars, including some inventive GM Intrusions. The Science Fiction scenario is ‘Xambit Station’. The Player Characters are accompanying their friend, Arbiter Jemsen, to Xambit Station where they are to act as his bodyguards and eyes and ears whilst he conducts some talks between the rival Crimson Conglomerate and Ranj Alliance factions. This adventure is more complex than ‘Creeping Ooze’, having a plot and requiring the players and their characters to be more proactive. Arbiter Jemsen directs the Player Characters to essentially snoop around and investigate the station and its personnel to determine if there is any plan or attempt to disrupt the talks. The relative complexity of the scenario means that the sidebars are much busier and there is much for the Player Characters to do, especially in technical and social terms. There is scope for combat in the scenario, but consists primarily of tavern brawls and fistfights in space. Overall, a decent little adventure. Of the two, the ‘Creeping Ooze’ will probably take a session to play through whilst ‘Xambit Station’ will probably take two.

Both scenarios are supported with a set of five pre-generated Player Characters each. The fantasy ones consist of a ‘Stealthy Explorer who Moves Like a Cat’, a ‘Learned Adept who Bears a Halo of Fire’, a ‘Clever Speaker who Works Miracles’, and an ‘Exiled Explorer who Masters Weaponry’, whilst the Science Fiction ones consist of a ‘Stealthy Explorer who Moves Like a Cat’, a ‘Sharp-Eyed Explorer who Pilots Starcraft’, a ‘Clever Adept who Talks to Machines’, an ‘Honourable Warrior who Fuses Flesh and Steel’. Effectively, there are only slight variations in terms of the Player Characters between the two scenarios and whilst that does showcase how very similar characters can work in different genres, it does mean that Player Characters do not make the fullest use of the options presented in the ‘Player’s Book’.

In addition, the poster map gives a map of the Sealed Vault in the ‘Creeping Ooze’ and a map for the scenario called ‘Entombed in Ice’. Which is odd, because that scenario does not appear in the Cypher System Starter Set. The cards in the Cypher System Starter Set consist of two types. The XP Deck is made up of just XP cards. These are nicely illustrated and come with tips for the players and Game Master. The Intrusion deck consists of ideas for GM Intrusions for combat, interaction, and miscellaneous situations that the Game Master can draw from for inspiration.

Physically, Cypher System Starter Set is very nicely produced. It is superbly illustrated and solidly written, so that anyone with some roleplaying experience can pick up the rules very easily.

However, the Cypher System Starter Set is far from perfect. The tuck-style box that it comes in is flimsy, more so given the current format for starter sets. There is probably too much similarity between the Player Characters for the different genres of the two scenarios and more than one Reference Card would have been useful. As would a map of the space station in ‘Xambit Station’, which is a major omission. And the players are definitely going to want more twenty-sided dice. One is not enough. Lastly, it would be nice to see further support for the content of Cypher System Starter Set, perhaps a book of scenarios that would allow the Player Characters in the two scenarios have further adventures.

Overall, the Cypher System Starter Set is a solid introduction to the Cypher System. It is well written and presented with character options aplenty to showcase some of the choices available, and if the scenarios are a little short, they do demonstrate some of the flexibility and possibilities of genre that the Cypher System is capable of supporting.

Sunday, 9 February 2025

The Magnus Mythos

For over two hundred years, since 1818, the Magnus Institute has stood on a quiet street in London, its doors open to those who have a suspicion as to the true nature of the world and those who have strange encounters that they cannot explain, yet want to tell someone, to tell some body or organisation, to tell someone who will listen to what they say and not dismiss it out of hand. To take the details without dismissing them out of hand or telling them that they are mad. For over two hundred years, the staff at the Magnus Institute have been taking such statements from members of the public and not just archiving them, but investigating them, and cataloguing the results. Over the decades, the Magnus Institute has collected and collated thousands and thousands of such statements, yet years of poor management and misfiling has mislaid the reports and only in recent years, under the management of head archivist, Jonathan Simms, has the library begun to be organised such that connections and hypothesises can be formulated… and worse, the realisation that there is a darkness stirring. A darkness that is growing and could threaten the world… There are cosmic horrors, identified as ‘Entities’, but also called the Fears, which both lie beyond and beyond human understanding, which seek to break into our world and in seeking to do so, are believed to be responsible for the supernatural phenomena that occur again and again in the statements. In doing so, they invoke fear in their victims and feed on it, grant their occult power to the Avatars who serve them and create yet more fear in our own world.

This is the set-up for The Magnus Archives Roleplaying Game and also the long-running podcast, The Magnus Archives, it is based on. Published by Monte Cook Games, it is a cosmic horror roleplaying game set in the here and now—whether that is the United Kingdom where The Magnus Archive are set, or elsewhere—which uses the Cypher System, first seen in Numenera in 2013. The play of The Magnus Archives Roleplaying Game begins with the investigation of Statements made by members of the public who walk into the Magnus Archives. These form the basis of the investigation and will lead to confrontation with the Avatars, cultists, and artefacts of the Fears, though this will not be without its consequences. A Statement can be created as normal by the Game Master, but it can also be created as a collective endeavour with the players taking turns to develop the statement. A campaign can be run in conjunction with the existing Magnus Archives heard in the podcast with the Player Characters working alongside the staff, or the Player Characters can create their own Magnus Archives. The Magnus Archive podcast consists of five seasons and two hundred episodes, but there is a radical shift in the storytelling in the fifth season. This shift is not reflected in The Magnus Archives Roleplaying Game, which is set during the first four seasons.

A Player Character in the Cypher System and The Magnus Archives Roleplaying Game 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 Investigator, Protector, Elocutionist, or Occultist. The Investigator is a key role in The Magnus Archives Roleplaying Game, librarians, researchers, and archivists checking the Magnus Archives and the Statements archived there, but can also be ex-policemen or private investigators. The Protector is physical, often an ex-bodyguard, policeman, or member of the armed forces, who stops others from getting hurt. The Elocutionist is good at talking to people and could be an ex-team leader, politician, or even a conman. The Occultist is similar to the Investigator, but takes a deep interest in the supernatural, and could be a simple researcher, but also an ex-magician or scam artist.

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 an Inquisitive Investigator who Would Rather Be Reading”, “I am a No-Nonsense Protector who Needs No Weapon”, “I am a Likeable Elocutionist who Leads”, and “I am an Enigmatic Occultist who Solves Mysteries”. 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 the 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. Example Arcs include ‘Assist an Organisation’, ‘Instruction’, ‘Repay a Debt’, and ‘Uncover a Secret’. They are voluntary, but do provide a personal element to the play of the game. The Magnus Archives Roleplaying Game lists twenty-seven Descriptors and eighteen Foci for a player to choose from, providing for a decent 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.

Henry ‘Harry’ Brinded
“I am a Fastidious Investigator who Practically Lives Online.”
Tier 1 Investigator
Might 10 Speed 9 [Edge 1] Intellect 11 [Edge 1]
Effort 1
Inability: Intellect Defence
Abilities: Decipher, Missing Detail, Online Research
Skills: Forensics [Trained], Perception [Trained], Programming [Trained], Researching [Trained], light and medium weapons [Practised]
Arc: Uncover a Secret

What The Magnus Archives Roleplaying Game does not provide for—at least at the very start—is for Player Characters who have had paranormal experiences or possess supernatural abilities. This does not mean that they do not have an interest or belief in the paranormal, but rather that they have yet to encounter definitive evidence of it. This is intended to come through play and investigation, but it is also possible through play, if a Player Character suffers enough Stress from supernatural sources, effectively touched by the influence of the Entities, he can select supernatural abilities. These are only available at higher Tiers after some extended play, though the Occultist character Type may have access to them earlier.

Mechanically, as a Cypher System roleplaying game, The Magnus Archives Roleplaying Game is 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 Player 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 in The Magnus Archives Roleplaying Game are earned in several ways, primarily through achieving objectives, making horrifying discoveries, and so on. 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 the 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, such as an old friend suddenly showing up, a device used by a NPC malfunctioning, and so on.

The other means of gaining Experience Points 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, Henry Brinded has the ‘Uncover a Secret’ Arc, which involves naming the secret, steps such as investigation, research, and tracking, leading to a climax involving a revelation and discovery as to the nature of the secret, followed by contemplation about the discovery and how it affects him and the world around him. 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.

One of the aspects inherent to The Magnus Archives Roleplaying Game and all Cypher System roleplaying games and settings are the Cypher System’s namesake—Cyphers. Again, first seen in Numenera, Cyphers are typically one-use things which help a Player Character. In the Science Fantasy world of Numenera, they are physical or Manifest devices and objects which 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. In a modern setting like that of The Magnus Archives Roleplaying Game, Cyphers do aid a Player Character, but they are Subtle rather than Manifest, and represent luck or inspiration. For example, ‘Binary’ means that the Player Character guesses the PIN code to a mobile phone or a door lock, whilst ‘What We All Ignore’ enables the Player Character to partially withstand the effects of mental shock or despair for an hour. The degree to which Cyphers play a role varies from one Cypher System roleplaying game to another, but in The Magnus Archives Roleplaying Game it is to a lesser degree.

As a horror roleplaying game, The Magnus Archives Roleplaying Game handles shock and fear through Stress. If a Player Character witnesses the supernatural from a distance or finds himself hanging from a roof, he will suffer one Stress; encountering a supernatural event or creature up close or discovering a gruesomely mutilated corpse, two points of Stress; and watching someone you care about die or have a supernatural event or creature directly harm him, three points of Stress. For every three points of Stress, the Player Character gains a Level of Stress. Each Stress Level hinders a Player Character’s actions by one step, but at four Stress Levels, further Levels will result in injury.

It is possible to avoid Stress, but not always, and it can be used in as a single, one-off bonus to an action in a tense situation. However, this triggers a ‘GM Intrusion’. Stress can be reduced and removed through various ways, but the long term, the player must track how many Levels of Stress his character suffers. Ten or more and the character becomes able to gain supernatural powers.

As a horror roleplaying game, what the Game Master can do in The Magnus Archives Roleplaying Game is trigger ‘Horror Mode’. This can occur when the Player Characters encounter a specific creature or person, but usually happens when they enter a particular location. It is the metagaming equivalent of spooky horror sting in a film, ratchetting up the tension, signalling to the players—though not their characters, that the situation is about to get dangerous. In Horror Mode, the range in which a player can roll an Intrusion, increases from the base one to one to two. Worse, if a player does roll an Intrusion, it heightens the Horror Mode, so that there is the potential for a spiralling escalation back and forth between the Horror Mode and the range for Intrusion.

More than half of The Magnus Archives Roleplaying Game is a dedicated to the background of The Magnus Archive. These include the details of the Fears, like ‘The Buried’, ‘The Spiral’, and ‘The Extinction’, making clear that they are not gods and are mostly mindless. Nevertheless, this does not stop them from wanting to manifest in the world, working through Avatars and cultists to perform the complex and demanding ritual that will achieve this. There is also a bestiary of monsters and NPCs drawn from the podcast. The NPCs are created as archetypes so that the Game Master can use their roles in a Magnus Archives campaign of her own rather than use the character from the Podcast, but includes their names and quotes from them if she instead wants to use the characters that appear in the stories. So, for example, Jonathan Sims is presented as the Archivist, Mikaele Salesa as the Artefact Dealer, Jurgen Leitner as the Book Collector, and so on. Besides this, there are numerous creatures and servants of the Entities—Cultists of the Divine Host, Clown Dolls, Dabblers, the Notthem, the Perfect Stranger, and much, much more. All come with complete stats, lore, and a GM Intrusion, such as the Player Character finding, tripping over, or is sent a bag of human teeth as a result of, or prior to, encountering one of the Perfect Strangers. Where necessary, the entries also have their own Stress values. All are very nicely illustrated.

Artefacts are given a similar treatment, most possessing a related Entity, an amount of Stress they inflict, and Fear effect triggered by a GM Intrusion. For example, the ‘Gorilla Skin’ is a taxidermized hide of a gorilla worn as a cape, which when worn, turns the wearer into a stranger to anyone and everyone. It is associated with The Stranger and its Fear causes the wearer to no longer recognise himself in the mirror. Although it is not the case with every artefact, the ‘Gorilla Skin’ can be used as part of the ritual to summon the Entity with which it is associated.

There is advice for the Game Master on creating her own artefacts and monsters, even on adapting such entities as The Mothman. This is addition to solid advice on running the game—handling the rules, NPCs, and the players, and narrating and running the game. There is a discussion on the type of horror in The Magnus Archive and The Magnus Archives Roleplaying Game, cosmic horror, drawing parallels between it and the horror of H.P. Lovecraft’s Cthulhu Mythos. However, it makes clear that although there are parallels, the horror of the podcast and this roleplaying game is not that of Lovecraft. The advice extends to creating investigations and writing Statements which are the spur for the players and their characters to investigate. This is a corollary to the advice already given on the process of the players collectively writing a Statement which will form the basis of the investigation. This adds a storytelling element prior to the play of The Magnus Archives Roleplaying Game, the aim being to create a story in miniature which raises questions, but does not answer them and which the Game Master can then develop into a proper investigation. It does mean that the Game Master has relatively little time between the Statement process and running the resulting sessions, so she needs to be able to prepare content on the fly. Consequently, this option is better suited to the more experienced Game Master rather someone who is a fan of the podcast and is running a roleplaying game for the first time.

Rounding out The Magnus Archives Roleplaying Game are two scenarios. Both begin with Statements that are also available as recordings made by the cast of the podcast via a QR code and in both cases add a nice little bit of verisimilitude. ‘The Resurrection Mound’ is a short, introductory investigation into a strange insect-infested mound in the back garden that appears to resurrect the dead. It is a creepy little affair whose action really all takes place in a single house. The second adventure, ‘Liquify’, begins with the Statement from a dead man and draws the Player Characters out into the countryside to confirm the Statement and determine if the man reported trying to get into the dead man’s home was responsible. It is a more expansive investigation, though only by a little. It is written as introductory adventure, but is intended for characters and players with a little more experience. Overall, both are good little adventures.

Physically, The Magnus Archives Roleplaying Game is very well presented and everything is clearly explained. Extensive use of the sidebars is made to suggest further links elsewhere in the book and to add commentary and advice. There are innumerable references and extracts from The Magnus Archive podcast throughout the book that add flavour and detail from the source material. The artwork is excellent throughout.

The Magnus Archives Roleplaying Game is not the definitive sourcebook for The Magnus Archive podcast, although there is a great deal of content drawn and adapted from the podcast within its pages. That content will not only interest fans of the podcast, but also make them want to play The Magnus Archives Roleplaying Game. It is also clear from the introduction to the makers of The Magnus Archive that they are roleplayers already, so it is very likely that fans of the podcast will be aware of what roleplaying is. That said, it is not necessary for a roleplayer to be a fan of, or even known anything about, The Magnus Archive podcast, in order to play The Magnus Archives Roleplaying Game. The set-up for the podcast and thus The Magnus Archives Roleplaying Game is simple enough that a roleplayer could play this as an urban horror and cosmic horror roleplaying game and enjoy it, but be none the wiser. Fans of the podcast will enjoy the references and drawing parallels between the adventures of their characters and those on the podcast.

Above all, the The Magnus Archives Roleplaying Game is a good adaptation of The Magnus Archive that offers investigative urban horror and cosmic horror in an engaging and well written fashion, backed up with plenty of good advice and two creepy starting Statements to look into.

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.