Staring Directly Into the Invisible Sun -- A Review

Invisible Sun, the surrealist RPG by Monte Cook Games is definitely unique in many ways. While premium or high production value board games and LARPs have become increasingly common, the RPG industry version has been tame by comparison. Invisible Sun blows the concept out of the water. I've never seen an RPG that had shelving before.

Invisible Sun, the surrealist RPG by Monte Cook Games is definitely unique in many ways. While premium or high production value board games and LARPs have become increasingly common, the RPG industry version has been tame by comparison. Invisible Sun blows the concept out of the water. I've never seen an RPG that had shelving before.


Originally Kickstarted in 2016, Invisible Sun has a new Kickstarter running through Nov. 16 to fund a reprint. I had seen photos of The Black Cube, which is the core version of the game (versions with additional material exist), in the original Kickstarter photos, and it seemed impressive so a reprint Kickstarter made sense. When I was offered a chance to review the game I agreed because it had always intrigued me, but I hadn't gotten around to it.

Then it arrived – all 35 pounds of it.
Yes, you read that correctly.

The photos of The Black Cube do not do it justice. The cube itself is much larger than I expected (and heavier!). The map of Satyrine, the city that can be a starting setting for the game is a full-color, cloth map. The Testament of the Suns is a resin sculpture of a life-sized, six-fingered hand that holds an active card during game-play. Four beautifully illustrated, full-color, hardcover books (The Gate, which explains the game; The Key, which focuses on character creation; The Way, which is about the game’s magic systems; and The Path, which is the setting) are included along with stylized d10s, tokens, an art book, a ton of cards, plus a lot more. You can't help but be impressed by the quality and design of every component.

Invisible Sun is a game of surrealistic magic and the “real world” hiding behind the world we know. Created by Monte Cook of D&D Planescape and Numenera fame, the game echoes elements of mysticism like numerology, Kabbalah, etc. and embraces story game techniques. Instead of a GM creating a story and the players interacting with it and changing it, Invisible Sun focuses on player goals and cooperative storytelling.

Unlike games where the surrealism is limited to the art but the adventures are more creepy than surreal, Invisible Sun bakes surrealism into every part of the game. Want to create an antagonist? The Gate recommends a technique that is essentially a form of bibliomancy to create antagonists (flip through a book, select a word, flip to another page and select another word, etc. and then try to combine them in interesting ways). Or use the “cut up” technique from Dada and surrealists.

In both cases, Invisible Sun advises GMs and players to embrace the contradictions rather than trying to make them make sense. The concepts created wouldn't be used to create a story that the players are thrust into. Instead, everything starts with what interests the players, how they feel it might fit their character arc and build a story from the bottom up.


I could easily spend a thousand words or two talking about Invisible Sun and probably still wouldn't feel like I had captured it properly for a review. Whether it's details like how the d10s are used for zero to 9, not the conventional 1-10 results and why that's important for game play or more complicated topics like how the round Sooth deck changes the magic of the game's eight suns (nine if you count the invisible sun that rules magic), there's a lot to unpack – literally and figuratively – in Invisible Sun. Yet that doesn't mean the game is complex or crunchy. Just different.

And in many ways, that sums up Invisible Sun perfectly – different. Very different.

This article was contributed by Beth Rimmels (brimmels) as part of EN World's Columnist (ENWC) program. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Beth Rimmels

Beth Rimmels

Blue

Ravenous Bugblatter Beast of Traal
Invisible Sun always interested me. But I just don't know enough about it to buy it. I don't want to spend that kind of money on a game only to realize I and/or my player's hate it.

I hear you. For me the bar for buying a game that expensive isn't that my players would hate it - it's that it just wouldn't beat out the rest of all the waiting systems I want to try.

There's a lot of good stuff out there, and even giving this the benefit that it's a good fit for my table, it still needs to be a better fit for what we want to play next compared to the others. Which includes such local variations "is the setting refreshing" as well as any inherent worth.
 

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Kcinlive

Explorer
I hear you. For me the bar for buying a game that expensive isn't that my players would hate it - it's that it just wouldn't beat out the rest of all the waiting systems I want to try.

There's a lot of good stuff out there, and even giving this the benefit that it's a good fit for my table, it still needs to be a better fit for what we want to play next compared to the others. Which includes such local variations "is the setting refreshing" as well as any inherent worth.

Well said.
 

Psikosis

Explorer
Well, it is a vanity project and those are necessarily pricey. Reading about this reminded me of the Xbox video game Steel Battalion that cost $200 and came with its own unique controller (you drove a mecha in the game so this had twin joysticks and buttons and such). I think you can get a sort of 'player's pack' that is more reasonably priced and designed so that not every player needs the complete game. Anyway, it is a rather large sum that would buy a core book and a passel of expansions of a more typical system. Not disagreeing with you at all...
 


Paragon Lost

Terminally Lost
In my opinion the game seems very high on production value and art work, less clear is the actual substance of the game mechanics, world etc. For the price point I just can't embrace it. The reviewer did nothing to elevate that opinion. :/
 

Henry

Autoexreginated
I am interested in the world, adventures, etc., but there is no way I am going to spend that much on a single rpg. It's a pity that they don't offer a less resource intensive version of the game, or at least a "world of" book.

Given what I read of Monte Cook's pitch during the original Kickstarter, I believe a less resource intensive version of the game would defeat the purpose of the game. His original stated intent was to produce a serious premium product, much in the vein of like the TSR boxed sets of old, but even more premium that those. Much like someone can produce a Bic pen for 50 cents, or a Gold- and Platinum- plated pen that was engineered for premium balance while holding and writing for $1,000.00, this was the latter while current gaming products are the former. Note that even now, other companies are getting into this (such as the Beadle and Grimm's Waterdeep stuff in partnership with WotC, or the MInd Flayer and Red Dragon trophies from Wizkids), whereas this was one of the pioneer products of that movement. I don't remember very many 'top shelf' gaming items in the public eye prior to this one.

I am glad it was successful for him, but I was surprised at the time that he didn't do this sort of thing with his existing games Numenera or The Strange, and decided to do it with a completely different game system. In either case, the point is to require the top-shelf components to play the game, and make them worth it by making a great play experience.

It's not really for me, either, but it's one of those things where Monte has turned out so much top-quality work over the years, that his name is the primary draw to owning something like this; either you trust that Monte is such a darned good designer that he will deliver a quality experience with this premium product, or you don't and need to be further sold on the game itself, in which case it's probably not worth it to you. Games like Descent are fantastic looking, but still aren't worth it to me, which is not a knock on the quality of the game (it's really fun!), it's just that I don't place enough value on games with premium components.
 

Aldarc

Legend
For the record, Monte Cook Games did make a Boxed Set Edition for Numenera and The Strange, much in the vein of the TSR boxed sets you mentioned.
 

DocSER

Explorer
It seems a bit like Mage.

How well researched and authentic are the magic systems and esoteric elements in it? Are they pure fantasy or do they mirror real world traditions and practices?

The magic systems deliberately avoid specific references to real world traditions. While the system are clearly inspired by real world traditions, it keeps a distance to avoid the problems of gameifying beliefs that some hold dear. So, it is inspired by real world traditions but is very clear that the magic systems and occult elements are fictional creations. For example, the sooth deck is inspired by a tarot deck (among other traditions) but is not a direct implementation of a real world practice.
 

Matt Chapman

First Post
Board Game-y

I've been told it's the most "board gamey" RPG out there. What does that mean?!

In terms of the physical products you receive, this is true: it comes with a board, on which the GM plays cards from a randomized deck as a kind of divinatory exercise (think Rory's Story Cubes), and it comes with cardboard punch-out tokens and wooden cubes for tracking player resources, and it comes with the dice you need, and also decks of cards for spells, magic items, and such, with are usually handed to players non-randomly, in lieu of a book reference.

But in terms of gameplay mechanics and such, it is Tabletop RPG to the core. That it, it's collaborative story-telling, where player characters can do anything that the player and GM think a character could reasonably do (and what is "reasonable" is a vastly broader set of actions in this world...). There no strict turn order or game phases, like a board game, except maybe in a combat scenario.

Really, it's just an RPG that comes with a lot of props, one of which is a board game board. It would be very wrong to think of it as a Board Game that let's you roleplay. It's a roleplaying game. You could play it without the props, but the props definitely add a richness to the experience that is unlike anything else I've played sitting around a table.
 

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