Strider1973
Explorer
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:
Many thanks indeed, and I apologize for my English, very convoluted: it's not my mother tongue!
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:
- 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
- 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!