Dragonsbane
Proud Grognard
Sending PM
I suspect we have VASTLY different criteria for evaluating RPGs. In terms of character-facing mechanics and chargen in general I don't have any real objections to what is there.Hi everybody! I'm thinking of investing my time and money on the Cypher System, by Monte Cook Games. I'm thinking of buying the Core Rulebook, Revised Edition, and the Expanded Worlds Supplement, but first I'd like to hear and read opinions and experiences of those who know the game and have played it.
There are a lot of thinks that I love about this game, from what I can see, and some things that I'm quite uncertain about if I like them or not, or how could they result at the gaming table.
In particular, I really like these things, about the Cypher System:
Things I'm uncertain about:
- it's a generic, universal setting and time agnostic rpg. Love this kind of game, I really like systems like Gurps (even if it's much crunchier), Fate or Savage Worlds. I really like the idea of customizing several settings using just one set of rules.
- it's narrative and fiction focused, with a rule system simple (without being simplistic) and elegant, from what I can see from reviews, videos and gameplay sessions
- it features terrific systems for character creation and development, with a lot of options for character customization
- the core rulebook has a fantastic "meta-" and "system agnostic" approach when it talks about storytelling, adventure and setting creation
So, what are your experiences, thoughts and considerations about the Cypher System?
- At a first impact, I'm not exactly an enthusiast of systems in which the players, and not the GM, roll all the dice, à la Dungeon World. First, for me the GM is a player too, and as a player I like rolling dice. Second, Game Masters, and not players, should roll for things like Perception, Stealth, Insight, Search, Survival and things like that. If the players roll for them, it could take away some of the suspense at the table: it's a small problem I have also with D&D 5e. Third, if as a GM I don't roll any dice, I can't fudge any roll, so, If I want to save o spare the life of some characters who have been unlucky, I can do only through the fiction and the narrative, which might be cool, but it could also be too "open" and "clear" to the players (es. okay, the orc just stunned you instead of killing you, the GM didn't want to kill you"
- I don't know if Adjectives (and even more Characters Arcs, even though they should be optional), might restrict too much the players' freedom in roleplaying their characters. I mean, if I play a "Furious Fighter who fights with Heavy Weapons" (I don't know if there are exactly these descriptors in the game), can I play it as thoughtful or cheerful for some sessions? Of course yes, but my questions remains, because I think that the game features mechanical advantages linked to the descriptors and the adjectives. What do you think?
- One last thing: cyphers. I know that they are one of the fundamental aspects of the game. I'd like to know how much essential they are to the game. I've enjoyed them playing "No, thank you evil!" (an rpg for families also by Monte Cook Games with mechanics similar to Numenera and Cypher Systems), I think that they work great in sci-fi or fantasy, as Numenera, The Strange od Gods of the Fall, but I think that they could require a little bit of thought and work by the GM if they are to be included in historical settings and the like.
Many thanks indeed, and I apologize for my English, very convoluted: it's not my mother tongue!
That's basically how every RPG works, from D&D to Pathfinder, from Call of Cthulhu to Shadowrun, from Savage Worlds to Genesys, from Warhammer Fantasy to GURPS. Basically every RPG that isn't FATE or PbtA, and those are definitely outlier, indie games that aren't for everyone.That is, this game is basically from 1976 in terms of the role of the GM and the players. The GM makes up EVERYTHING that happens. Its her setting, her plot, etc. and the players are going to adventure in it. That was fine as a first cut at RPGing 40+ years ago, but Monte Cook should be able to do better. I feel like the game spends all its arrows on character mechanics and how the GM presents things, but nothing on the concept of play. Look at any PbtA game, there's a much more sophisticated design there, which is still equally simple.
LOL, no offense, but really classic response! Only some weird game that isn't really an RPG and doesn't fall under the aegis of "every RPG" would ever work that way.That's basically how every RPG works, from D&D to Pathfinder, from Call of Cthulhu to Shadowrun, from Savage Worlds to Genesys, from Warhammer Fantasy to GURPS. Basically every RPG that isn't FATE or PbtA, and those are definitely outlier, indie games that aren't for everyone.
I mean if you want to take all of those indie games that combined sell maybe 1% of any of the other games I mentioned, sure. But they have no perceivable market share or impact on the broader hobby.I got news for you the vast majority of RPGs that have come out in the last 10 years work more like FATE or PbtA than any of the ones you mention
No, it actually doesn't.I mean, the odd thing with Cypher is, it feels like the author WANTS to write a Story Game, but doesn't quite dare to take the plunge, or can't quite figure out how to structure things that way.
Well, I'm perfectly happy to look at those market share numbers you have.... I mean, this is the internet, I believe actual evidence of things, everything else is fantasy. In any case, the majority of games that are being published today are Story Games by my definition, not 'trad' RPGs. Yes, D&D has a large market share, as always, but we really don't know what the market overall looks like in any detail. Unless, again, you have some market research the rest of us don't.I mean if you want to take all of those indie games that combined sell maybe 1% of any of the other games I mentioned, sure. But they have no perceivable market share or impact on the broader hobby.
Do your local game stores have organized play for FATE? Are there popular live plays for PbtA? Is DREAD featured on Stephen Colbert?
I'm not saying he did. I'm just saying, from my perspective the game has little to offer. Honestly, for trad FRPGs 5e is perfectly good. I've played in some 5e campaigns. I ran some stuff a few years back with d6 variants, which did what Cypher is doing, maybe one is better than the other, I'm not really interested in even measuring that, because I wouldn't use d6 again either. It is not a BAD system, it is just old-fashioned.I agree with much of your criticism @AbdulAlhazred , but I do not think Monte Cook wanted to create a game that was anything like Apocalypse World. When you look at the other games he has developed and the videos where he is running Numenera it's fairly obvious that Monte Cook is very much attached GM storytelling and world building as a central feature of play. I think Cypher is pretty much custom tailored to enable that sort of play in the most seamless way possible. It does it more smoothly than pretty much any game I have come across.