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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.

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