This is the set-up for Predation, a Science Fiction campaign involving dinosaurs, time travel, dinosaurs, cybernetics, dinosaurs, post-apocalypse, dinosaurs, and dinosaurs. Published by Monte Cook Games, it is a setting for use with Cypher System, first seen in Numenera in 2013. This is a setting which gives the players new character options, a new paradise to explore, secrets to discover, potentially a mystery to solve, and most fun of all, dinosaur companions! Or of course, it could be used as a means to add dinosaurs to other Cypher System roleplaying games and settings—in fact, The Way of the Dinosaur: Converting Predation for Numenera and The Strange is a complete guide to that—and it could be used as world that the Player Characters or ‘Recursors’ could visit in The Strange. In general though, this is a setting that stands alone, primarily because it presents a world that that is genuinely different and original.
Remnants are items spat out by the Time Anomalies that have no actual game effect or use as they are neither weapons, armour, or devices. In general, they can be anything from a ‘Broken mug with MARS LANDING ’21 written on it in English’ to a ‘Hollow rubber creature that squeaks when compressed’. They can be sold, but in the main, they enforce the idea that not everything coming out of the Time Anomalies is useful, simply adding flavour and detail to the setting rather than anything else.
The setting of Predation is richly detailed with a good overview, and a gazetteer that covers both Laramidia and Appalachia, its factions and its secrets, societies, and more. Of course, in terms of the setting, what we are really here for the dinosaurs. The bestiary describes many new additions, many of which have or can have upgrades like physical armour, sharper claws, electrode brainwiring, subvocal speech systems, and even cybernetic limbs. In general, the Game Master will probably want to refer to the Cypher System core rulebook for dinosaurs unaugmented, as most here do have some cybernetics or have been genetically altered or bred. The Acroplocerex (ankylosaurus or Euoplocephalus) is typically heavily armoured with hydraulic armour to serve in SATI convoys; the Argoraptor, trained to operate in packs by SATI; Nerezza are gliding raptors using as scouts and silent thieves; Supersauri, composite dinosuars derived from numerous genetic materials and planned as SATI superweapons, but are fearsome whether in the wild or under control; and Teslasaurus, ankylosaurs injected with electric eel genetic materials in the hope of creating docile bioelectrogenesis hosts to biologically power base facilities, but made aggressive by the process and they are used for mobile energy defence and offence. All of these dinosaurs reflect the changes in scientific knowledge about them, so that many are brightly coloured and have feathers. This does not mean that they are strictly scientifically accurate, and they do not need to be, the point being that this is a Science Fiction roleplaying setting and the nod to scientific accuracy is still present. Combine these with dinosaur entries from the Cypher System core rulebook and the Cypher System Bestiary and the Game Master has a lot to play with.
The advice
for the Game Master covers the nature of time travel in the setting and how
strong the Science Fiction should be, as well as giving some campaign seeds in
addition to the ‘Reading the Bones’ boxed sections with gives numerous
adventure seeds. It makes clear that the setting focuses primarily on
mission-based play rather than simple exploration as in other Cypher System settings.
The advice also expands greatly upon the secrets of the setting as they pertain
to SATI—something not accorded to ‘Butterflies’ and the ‘Genesix Fellowship’, although SATI and what its plans were for the ‘Gre-Vakian
c trials’ mission underpin the setting as a whole, whereas the other two
factions are more straightforward. However, the explanation given in ‘SATI’S Big
Mystery: A Guide For GMs’ only gives part of the mystery as definitive, leaving
parts of it for the Game Master to decide. The supplement makes clear that the
ramifications of whatever discoveries the Player Characters make—and there are
big ramifications—lie outside the scope of Predation. However, it leaves the
setting with big questions that the Game Master is very likely going to have to
answer in the long term because they are questions that the players and their
characters are going to ask and want answers to. Why did the Time Travel
machines break down? What was the purpose of the ‘Gre-Vakian c trials’ mission?
Can the Time Machines be repaired? Can the people of Grevakc escape to the
future and what happens if they do? Or is Grevakc doomed to be destroyed by the
Cretaceous-Paleogene Extinction Event and become lost footnote in history like
the Roanoke colony? In some ways, what Predation really describes is a richly
detailed campaign set-up with the endgame very much in the Game Master’s hands.
Lastly, the Game Master is given an introductory adventure, ‘Promised Land’. It
takes place in a town best known for its dinosaur wrestling and has the Player Characters
looking for a top-ranking dino-wrestler for a mutual friend of theirs. The
clues lead them out into the nearby jungle and the discovery of a Time Anomaly
and other secrets. It is a decent scenario.
Physically, Predation is well written, well presented, and accessible. The artwork is as good as you would expect for a book from Monte Cook Games and the writing is engaging.
There is a lot about Predation that just makes you go, “That’s cool.” A great set-up of being trapped in the past, dinosaurs and dinosaur companions, augmented dinosaurs, and mysteries—big mysteries. Yet as enticing and as entertaining as this setting is, it is the big mysteries where it leaves the Game Master and her players wanting more. A sequel, a whole campaign, something that pushes the setting forwards towards the Cretaceous-Paleogene Extinction Event, but in the process gives answers and explanations and perhaps closure. Instead, it leaves the Game Master to really develop that and that is a lot of work and it might not lead to answers that everyone is happy with. (To be fair neither would a commercially published campaign, but it is less likely.) This makes Predation sound like a bad product, but it is definitely not. It has everything for the Game Master and her players to start playing and exploring the setting and potentially for the Game Master to write a campaign.
Predation is great setting. It is fresh and exciting and original. It is the Planetary Romance genre done in the past where the players and their characters get to have exciting adventures with dinosaurs and explore a verdant paradise. Whether there is hope or an end is ultimately up to the Game Master.






