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Monte Cook Games Announced Numenera 2: Discovery & Destiny!
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<blockquote data-quote="Aldarc" data-source="post: 7722308" data-attributes="member: 5142"><p>It's not quite identical in time difference. There was a 3-year difference between 3.0 and 3.5, and Numenera has been out for four years, with only the Kickstarter coming in the next month, as opposed to the actual product(s). </p><p></p><p>I think a big step in reconciling the two positions is in how he said in his article how 3.5 was always pre-planned from the beginning of 3.0 as a cash grab, whereas, in contrast, neither the Cypher System Rulebook nor Numenera 2 were planned as such. CSR came about as it became increasingly clear with the IPs, such as Numenera and The Strange, that a more solid (generic) backbone rules set was needed, if not advocated for by the fanbase. And I get the feeling that there have definitely been "lessons learned" from producing Numenera, The Strange, CSR, Gods of the Fall, Predation, and now Invisible Sun. I will be curious to hear more of their thoughts regarding what prompted this decision. </p><p></p><p>On the separate matter of Numenera Destiny's "Base Building," I kinda like this, if this turns out being what I think it is. One of my biggest gripes about a lot of RPG presumptions is the lack of "home" for the typical vagabond adventurers. They constantly adventure, but they rarely have or make a connection to any one place. (I suspect that this may be connected with why player characters often have dead families, are lone wolves, etc. They don't won't the GM to use that against them.) But I like the idea of the players building or investing in a place, especially for reinforcing the theme of using the past to build a better future in Numenera. It is why I have increasingly focused a lot of my adventures around a small town and have had the players live there. (Also, easier on the GM if you primarily have to worry about fleshing out one locale.) But this is speculation based on <a href="https://twitter.com/curium247/status/898206555635580928" target="_blank">this tweet</a>.</p><p></p><p>Also, I found <a href="http://www.theredactedfiles.com/?p=3554" target="_blank">this blog post that talks more about Numenera Discovery and Destiny</a>. It seems like there will be a shift in expanding types and foci to allow for greater character customization and empowering the exploration and social pillars of the game. For example, the three new types seem focused on building a future: a scavenger, a crafter, and a community leader.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7722308, member: 5142"] It's not quite identical in time difference. There was a 3-year difference between 3.0 and 3.5, and Numenera has been out for four years, with only the Kickstarter coming in the next month, as opposed to the actual product(s). I think a big step in reconciling the two positions is in how he said in his article how 3.5 was always pre-planned from the beginning of 3.0 as a cash grab, whereas, in contrast, neither the Cypher System Rulebook nor Numenera 2 were planned as such. CSR came about as it became increasingly clear with the IPs, such as Numenera and The Strange, that a more solid (generic) backbone rules set was needed, if not advocated for by the fanbase. And I get the feeling that there have definitely been "lessons learned" from producing Numenera, The Strange, CSR, Gods of the Fall, Predation, and now Invisible Sun. I will be curious to hear more of their thoughts regarding what prompted this decision. On the separate matter of Numenera Destiny's "Base Building," I kinda like this, if this turns out being what I think it is. One of my biggest gripes about a lot of RPG presumptions is the lack of "home" for the typical vagabond adventurers. They constantly adventure, but they rarely have or make a connection to any one place. (I suspect that this may be connected with why player characters often have dead families, are lone wolves, etc. They don't won't the GM to use that against them.) But I like the idea of the players building or investing in a place, especially for reinforcing the theme of using the past to build a better future in Numenera. It is why I have increasingly focused a lot of my adventures around a small town and have had the players live there. (Also, easier on the GM if you primarily have to worry about fleshing out one locale.) But this is speculation based on [URL="https://twitter.com/curium247/status/898206555635580928"]this tweet[/URL]. Also, I found [URL="http://www.theredactedfiles.com/?p=3554"]this blog post that talks more about Numenera Discovery and Destiny[/URL]. It seems like there will be a shift in expanding types and foci to allow for greater character customization and empowering the exploration and social pillars of the game. For example, the three new types seem focused on building a future: a scavenger, a crafter, and a community leader. [/QUOTE]
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Monte Cook Games Announced Numenera 2: Discovery & Destiny!
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