Cypher System by Monte Cook Games: what do you think about it?

FitzTheRuke

Legend
I don't have time for a bigger post right this second, but in a nutshell: I really REALLY wanted to like it (a LOT of how it work "sounds" great to me), but unfortunately I found it just "meh". It was okay, but like others have said, it seems to have points that resist where you'd like it to be. (If that makes any sense).
 

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jeffh

Adventurer
Here are two Facebook posts I've written about it at different times. TL;DR - tried it, didn't like it. EDIT: I should clarify that the second one is specifically about Numenera and a few bits of it may be specific to that implementation, but most of it will apply to all the main Cypher titles.


My group and I bounced right off Cypher. The mechanics are too weird and abstruse for our tastes. It's really hard to say what any of them mean in relatable, in-character terms. A high Might (for example) seems more indicative of endurance than strength, and higher scores don't (or only very indirectly) actually make you better at anything. And, especially when you see the stats in that light, there's almost nothing to differentiate characters from one another.

I feel like Cook was trying to find a middle ground between indie storygames (which don't appeal to me or some of my players at all, though I have one or two who like them) and D&D style crunch, and unlike 13th Age - a much more successful attempt at the same goal (thanks for introducing me to that one by the way!) - ended up with the worst, rather than the best, aspects of both.
Hard pass for me.

*

Not a fan.
As a GM I had a hard time translating the mechanics into anything that made sense to me and my players, and kept being put on the spot by natural 1s showing up at moments that made little narrative sense.

Players felt like there wasn't enough to differentiate their characters from one another.

I also never understood why "players roll all the dice" was supposed to be a selling point. Going in I didn't expect it to be better or worse than traditional RPG play, just different. Having actually tried it, my initial expectation was far too generous; I actively hated it. It makes me feel like a passive observer most of the time. It's also very unintuitive to most players, or at least most of my players.

The math doesn't work well and making the creature designs basically "everything on a given critter has the same difficulty except for a few explicit exceptions" puts the emphasis firmly on its worst features. A one-level difference between two creatures can be the difference between a cakewalk and a nearly insurmountable obstacle and it's very hard to gauge where that line is, and the books contain no guidelines on this topic that I was able to find. You probably could make a creature that, say, is easy to hit but packs a wallop, but the system doesn't naturally lend itself to it.

Lastly, this is more the fault of the adventure design (though the rules fail to do what good they could here), but when the game keeps telling you it's about exploration, it is, if not outright lying, at the very least displaying a profound lack of self-awareness. The books talk about this philosophy a lot but then present a system that doesn't read or play like it was designed around that philosophy at all. There's less mechanical support for exploration than there is in almost any other system I've seen. (But plenty for the sort of positioning-based tactical combat that the game explicitly says is at odds with its philosophy. It's like the system and the GMing advice were written, not only by different people, but by different people who didn't communicate much.)

And the adventures, at least the smaller-scale ones in the main books and various other sources... oh dear. They're almost completely linear, with not so much as a side passage with a treasure at the end to be found; there's nothing exploration-based about them at all. Vortex in particularly actively discourages it. It describes an environment that could lend itself to extended exploration but gives you one path to follow that LITERALLY has a glowing outline around it, and a token sidebar on what to do if the players go off the path (using, IIRC, those exact words!), that mostly amounts to "shove them back on".

And that's one of the better ones in that it at least acknowledges the possibility, if in a contemptuous sort of way, that the players will take an interest in the world around them and actually play the game the way Cook keeps hammering home that they should be playing it. Most don't even do that. To give another example, "Natural and Unnatural" from one of the mini-adventure books stops giving you any detail right at the point where anything exploration-based starts. That's the one I actually ran, but once the investigation in the town was done with I had to supply about two thirds of the adventure myself.

I went in excited to try it, and I do have to say one positive thing which is that the SETTING was a hit with my players - though even that was largely due to bits of colour I kept adding that were at most hinted at in the books. But the nuts and bolts of the mechanics and adventures are not well thought out at all and if I ever run anything else in that setting again, it won't be under those rules.
 
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Thomas Shey

Legend
Like some of the settings a lot--I'm going to do a call-out for the Strange here--but for a game with power packages I think they're simultaneously too random and too specific. I also think having the same pools that feed your abilities be the ones you take damage in is a fundamental design error, especially the one for fighting specialists. And while I think the progression in the advancement system is kind of clever, the one-off bottom cases is about as bad an idea here is it is in every other design I've seen do that.
 

mrm1138

Explorer
I've played and run it a few times, and I really like it. It's what I'd be running right now if I weren't in the middle of a long-running 5e campaign.

Unlike others, I actually really like the fact that attribute pools double as HP and XP can be used for rerolls and player intrusions. I think it adds a bit of strategy to the gameplay that makes the players have to think about what they value more in a given situation.

I also really like the fact that players make all die rolls. I feel like I'm freed up to concentrate on the story.

Last but not least, I love the simplicity of monsters and NPCs. Everything being essentially a difficulty level makes it so easy to run on the fly.
 

Dragonsbane

Proud Grognard
I love this system. Everything about it. We made it more crunchy though for combat. I converted all the 5E spells and most 5E magical items, standardized skills, added some PF/3.5 AoO and movement, made some custom classes with some old 3.5 and 5E abilities, and man it BLOWS 5E away for my group and I. More narrative but plenty of stuff for combat. And wooooow does having players do all the rolls free up time for thinking and DMing!
 


Numidius

Adventurer
I love this system. Everything about it. We made it more crunchy though for combat. I converted all the 5E spells and most 5E magical items, standardized skills, added some PF/3.5 AoO and movement, made some custom classes with some old 3.5 and 5E abilities, and man it BLOWS 5E away for my group and I. More narrative but plenty of stuff for combat. And wooooow does having players do all the rolls free up time for thinking and DMing!
I am definitely intrigued and would love to read more about your conversion work
 



Gnosistika

Mildly Ascorbic
I love this system. Everything about it. We made it more crunchy though for combat. I converted all the 5E spells and most 5E magical items, standardized skills, added some PF/3.5 AoO and movement, made some custom classes with some old 3.5 and 5E abilities, and man it BLOWS 5E away for my group and I. More narrative but plenty of stuff for combat. And wooooow does having players do all the rolls free up time for thinking and DMing!
Any chance you have your notes up somewhere? Or do you have some guidelines?
I told my gaming group about your hack and they were quite interested for a future Spelljammer or Planescape game.
 

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