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Tell Me About the Cypher System
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<blockquote data-quote="thullgrim" data-source="post: 9114044" data-attributes="member: 8103"><p>I find Numenera (especially) and The Strange to be amazing ideas for campaign settings. In Cypher the GM doesn't roll dice which is a deal breaker for me. The difficulty setting rules are easy though. </p><p></p><p>The idea of trading XP for narrative setbacks is interesting (the afore mentioned Intrusions) but in Numenera, a game explicitly about exploration and discovery, XP should be awarded for the game's core activities.</p><p></p><p>The idea of Cypher's themselves, consumable special abilities/super science/magic items etc is fantastic and can allow players some creative freedom. The flipside is it's another level of resource management in a game that is heavy on the resource management. Do I have a Cypher that can work here? Can I make one of my Cyphers work for us here? Did I use that Cypher already? Etc.</p><p></p><p>The pool management that drives player abilities feels counter-intuitive. Some people love it. Other people bounce off it. Hard. As I recall there's a curious situation where as you use the resource pool for one of your abilities it also makes you easier to kill. </p><p></p><p>TLDR: Fantastic settings. Rules that don't work for me. If you like Sly Flourish he ran a Numenera game last year I think, (maybe earlier this year) and he did his weekly GM prep on it for the course of the campaign. You could probably glean something from it.</p></blockquote><p></p>
[QUOTE="thullgrim, post: 9114044, member: 8103"] I find Numenera (especially) and The Strange to be amazing ideas for campaign settings. In Cypher the GM doesn't roll dice which is a deal breaker for me. The difficulty setting rules are easy though. The idea of trading XP for narrative setbacks is interesting (the afore mentioned Intrusions) but in Numenera, a game explicitly about exploration and discovery, XP should be awarded for the game's core activities. The idea of Cypher's themselves, consumable special abilities/super science/magic items etc is fantastic and can allow players some creative freedom. The flipside is it's another level of resource management in a game that is heavy on the resource management. Do I have a Cypher that can work here? Can I make one of my Cyphers work for us here? Did I use that Cypher already? Etc. The pool management that drives player abilities feels counter-intuitive. Some people love it. Other people bounce off it. Hard. As I recall there's a curious situation where as you use the resource pool for one of your abilities it also makes you easier to kill. TLDR: Fantastic settings. Rules that don't work for me. If you like Sly Flourish he ran a Numenera game last year I think, (maybe earlier this year) and he did his weekly GM prep on it for the course of the campaign. You could probably glean something from it. [/QUOTE]
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