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Is it... too simple? (Related experience inside)
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<blockquote data-quote="Imaro" data-source="post: 6263120" data-attributes="member: 48965"><p>Cool I'll probably be DM'ing the game with 2 other co-DM's... My impressions of the type of game play Numenera supports (mostly expoloration adventure), the pretty open and able to handle almost anything you can think of world, as well as the (IMO) elegance of it's system seems like for us it's a prime candidate for a shared campaign. Probably won't be starting up till this summer though.</p><p></p><p></p><p></p><p></p><p>Yes, I will say this has popped up in my mind as a possible issue while reading through the books. However, the books also seem to imply that the fiction should support the characters being able to find said cyphers. I was thinking that at the start of a new adventure or appropriate point in the campaign, I would have each player randomly generate their limit in number of cyphers to begin play with (these are items and knicknacks they have picked up during down time)... Once that is done I think the cypher economy is robust enough that there can be times where the PC's are low on cyphers (or even have none) and it'll be fine for a short while... I also don't see the cyphers always being useful in every situation and so I wouldn't worry about a player necessarily finding more if he still has at least one. In fact the rulebook says that a minimum number of cyphers that should be found in an adventure is equal to what the character can carry... so foor 1st tier characters that's 2-3 per player. So at a table of 5 players you could get away with anywhere from 10 to 15 cyphers being found in the span of an entire adventure.</p><p></p><p>One thing I've been thinking would be cool would be a listing of possible locations that could contain cyphers and be inserted virtually anywhere</p><p></p><p>I also think the players themselves should be actively helping with the fiction necessary to find cyphers. They should pro-actively be searching, scavenging, jury-rigging, etc. in order to make the appearance of numerous cyphers more plausible. In other words I don't think the GM should bear the sole responsibility of just laying cyphers down in the players paths. </p><p></p><p></p><p></p><p></p><p>I guess I was thinking along the lines that this gives the players another facet to interact with the action through... When you say it didn't detract or add from the gameplay are you saying your felt skills and the levels of proficiency a player has in them had no effect upon the game? Did they provide differentiation between characters? Or are you saying they could have been non-existent and the game would have played the same? </p><p></p><p></p><p></p><p></p><p>Well I'm asking did the specific intrusion and instant XP reward economy engage the players more than how it is traditionally done? Or were you doing it in a more traditional way? Honestly I'm not familiar with any games that use a system like Numenera's intrusion and XP system. Games like Fate have some similarities but also some pretty big differences... I thought this system would have created tension for the players since it allows the GM to ramp things up but also rewards the characters for things getting harder in the spur of the moment... was that not the case?</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></p><p></p><p>Ok, that clarifies it you meant more powerful moves... though I guess when you look at it that does expand the number of moves you have available as well... </p><p></p><p></p><p></p><p>There are bonuses... assets, effort, skills, etc. they just reduce difficulty as opposed to increasing what is rolled. I am figuring my group will like less dice rolls but I also see your point. You could always find the die with an average equal to the damage listed for each weapon category and have players roll for damage if you want more dice rolls. You could also offload the reduction of the difficulty to the players to give them more to do... personally the minimalist design of Numenera is what attracted me to it but I could see how some might see that as a drawback.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6263120, member: 48965"] Cool I'll probably be DM'ing the game with 2 other co-DM's... My impressions of the type of game play Numenera supports (mostly expoloration adventure), the pretty open and able to handle almost anything you can think of world, as well as the (IMO) elegance of it's system seems like for us it's a prime candidate for a shared campaign. Probably won't be starting up till this summer though. Yes, I will say this has popped up in my mind as a possible issue while reading through the books. However, the books also seem to imply that the fiction should support the characters being able to find said cyphers. I was thinking that at the start of a new adventure or appropriate point in the campaign, I would have each player randomly generate their limit in number of cyphers to begin play with (these are items and knicknacks they have picked up during down time)... Once that is done I think the cypher economy is robust enough that there can be times where the PC's are low on cyphers (or even have none) and it'll be fine for a short while... I also don't see the cyphers always being useful in every situation and so I wouldn't worry about a player necessarily finding more if he still has at least one. In fact the rulebook says that a minimum number of cyphers that should be found in an adventure is equal to what the character can carry... so foor 1st tier characters that's 2-3 per player. So at a table of 5 players you could get away with anywhere from 10 to 15 cyphers being found in the span of an entire adventure. One thing I've been thinking would be cool would be a listing of possible locations that could contain cyphers and be inserted virtually anywhere I also think the players themselves should be actively helping with the fiction necessary to find cyphers. They should pro-actively be searching, scavenging, jury-rigging, etc. in order to make the appearance of numerous cyphers more plausible. In other words I don't think the GM should bear the sole responsibility of just laying cyphers down in the players paths. I guess I was thinking along the lines that this gives the players another facet to interact with the action through... When you say it didn't detract or add from the gameplay are you saying your felt skills and the levels of proficiency a player has in them had no effect upon the game? Did they provide differentiation between characters? Or are you saying they could have been non-existent and the game would have played the same? Well I'm asking did the specific intrusion and instant XP reward economy engage the players more than how it is traditionally done? Or were you doing it in a more traditional way? Honestly I'm not familiar with any games that use a system like Numenera's intrusion and XP system. Games like Fate have some similarities but also some pretty big differences... I thought this system would have created tension for the players since it allows the GM to ramp things up but also rewards the characters for things getting harder in the spur of the moment... was that not the case? We did not play with these rules, as we just wanted to learn the basic system before we started adding other stuff. Ok, that clarifies it you meant more powerful moves... though I guess when you look at it that does expand the number of moves you have available as well... There are bonuses... assets, effort, skills, etc. they just reduce difficulty as opposed to increasing what is rolled. I am figuring my group will like less dice rolls but I also see your point. You could always find the die with an average equal to the damage listed for each weapon category and have players roll for damage if you want more dice rolls. You could also offload the reduction of the difficulty to the players to give them more to do... personally the minimalist design of Numenera is what attracted me to it but I could see how some might see that as a drawback. [/QUOTE]
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