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Is it... too simple? (Related experience inside)
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<blockquote data-quote="Evenglare" data-source="post: 6262878" data-attributes="member: 63245"><p>I was DMing the intro adventure in the back of the book</p><p></p><p></p><p>Players did use their cyphers, and it was fun. But one thing I really found difficult to do was find different ways of giving them cyphers. I mean, there is only so many ways you can say you pick of a strange artifact on the ground. I can imagine later that it would get tedious, since the whole game is fashioned around the cyphers. It's sort of a "if everything is special, nothing is special" type of mentality. Yet they are going for a weird crazy feel with the game, which (again) I love, but in play it just felt like... "okay, here's another really strange thing". Of course I made it sound much more interesting each time they found one, but by the end of a single 6 hour session, the mind struggles to think of interesting ways of finding ancient pieces of tech.</p><p></p><p></p><p>Yes, difficulty was adjusted. This did not add nor detract from the game play that we felt. </p><p></p><p></p><p>I was GMing and I did use intrusions a few times, perhaps 4 or 5. This was nothing new since I have been doing this in games long before Numenera. </p><p></p><p></p><p>We did not play with these rules, as we just wanted to learn the basic system before we started adding other stuff.</p><p></p><p></p><p>By moves I mean the abilities characters have. For instance there some fighter abilities that take 1 or 2 (or however many) might points to pull off. </p><p></p><p>I think it was the fact of using a single d20 roll for literally everything, and there are no bonuses. And I'm completely aware of the fact that our group comes from a D&D (at this point 13th age) mindset of gameplay. People like to roll multiple dice, add numbers up. Psychologically it makes them feel more powerful I think. I don't know...</p></blockquote><p></p>
[QUOTE="Evenglare, post: 6262878, member: 63245"] I was DMing the intro adventure in the back of the book Players did use their cyphers, and it was fun. But one thing I really found difficult to do was find different ways of giving them cyphers. I mean, there is only so many ways you can say you pick of a strange artifact on the ground. I can imagine later that it would get tedious, since the whole game is fashioned around the cyphers. It's sort of a "if everything is special, nothing is special" type of mentality. Yet they are going for a weird crazy feel with the game, which (again) I love, but in play it just felt like... "okay, here's another really strange thing". Of course I made it sound much more interesting each time they found one, but by the end of a single 6 hour session, the mind struggles to think of interesting ways of finding ancient pieces of tech. Yes, difficulty was adjusted. This did not add nor detract from the game play that we felt. I was GMing and I did use intrusions a few times, perhaps 4 or 5. This was nothing new since I have been doing this in games long before Numenera. We did not play with these rules, as we just wanted to learn the basic system before we started adding other stuff. By moves I mean the abilities characters have. For instance there some fighter abilities that take 1 or 2 (or however many) might points to pull off. I think it was the fact of using a single d20 roll for literally everything, and there are no bonuses. And I'm completely aware of the fact that our group comes from a D&D (at this point 13th age) mindset of gameplay. People like to roll multiple dice, add numbers up. Psychologically it makes them feel more powerful I think. I don't know... [/QUOTE]
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