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Monte Cook Games Announced Numenera 2: Discovery & Destiny!
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<blockquote data-quote="Aldarc" data-source="post: 7722554" data-attributes="member: 5142"><p>Thank you, [MENTION=2525]Mistwell[/MENTION], for clarifying your position. I now recall your participation on Malhavoc Press's now defunct forums. I was a participant there too, though I cannot remember which moniker I used there. </p><p></p><p>Again, I am not entirely sure if these situations are analogous. Monte Cook Games, for example, is aiming for a niche market that does a lot of Kickstarter promotions. I'm skeptical that there was any "mind change" involved here. I think that it more likely involves (1) how new iterations of the game since Numenera - i.e. the Strange, CSR, Invisible Sun (albeit not Cypher System) - have diverged from Numenera, and (2) the multiplication of Numenera options across books were making the game less new player friendly. </p><p></p><p>Numenera, for example, had a lot of holes in its rules that was causing a lot of unclarity: e.g., crafting. And since the time of the core rulebook of Numenera, we have had several character options books that gave much needed love to the Glaive and Jack types, while also providing two new types (i.e. Seeker, Glint) to the fold. Additionally, I have seen discussion of using the CSR armor rules in Numenera in a number of online discussions. In many regards, the core rulebook for Numenera feels like a prototype for what would become the generic Cypher System. And I think that a lot of the work done since the first iteration of Numenera makes Numenera look a bit tarnished, unpolished, or incomplete by comparison. </p><p></p><p>From a business standpoint, and from both a GM and player standpoint, I completely get why MCG would want to consolidate a lot of their character supplements and CSR "lessons learned" into a new core rulebook that would make all the Numenera materials a little more newb friendly. It's much easier, for example, for me to be able to hand players one core rulebook rather than the core rulebook plus Character Options 1 & 2, the Tides of Numenera supplement, the Into the X options, and a few other books whose titles escape my memory. </p><p></p><p>Okay, but I don't see any evidence to indicate that he planned this Numenera 2 revision at the time it was first published, hence my objection to what comes across as needlessly raising the possibility that it was planned as such.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7722554, member: 5142"] Thank you, [MENTION=2525]Mistwell[/MENTION], for clarifying your position. I now recall your participation on Malhavoc Press's now defunct forums. I was a participant there too, though I cannot remember which moniker I used there. Again, I am not entirely sure if these situations are analogous. Monte Cook Games, for example, is aiming for a niche market that does a lot of Kickstarter promotions. I'm skeptical that there was any "mind change" involved here. I think that it more likely involves (1) how new iterations of the game since Numenera - i.e. the Strange, CSR, Invisible Sun (albeit not Cypher System) - have diverged from Numenera, and (2) the multiplication of Numenera options across books were making the game less new player friendly. Numenera, for example, had a lot of holes in its rules that was causing a lot of unclarity: e.g., crafting. And since the time of the core rulebook of Numenera, we have had several character options books that gave much needed love to the Glaive and Jack types, while also providing two new types (i.e. Seeker, Glint) to the fold. Additionally, I have seen discussion of using the CSR armor rules in Numenera in a number of online discussions. In many regards, the core rulebook for Numenera feels like a prototype for what would become the generic Cypher System. And I think that a lot of the work done since the first iteration of Numenera makes Numenera look a bit tarnished, unpolished, or incomplete by comparison. From a business standpoint, and from both a GM and player standpoint, I completely get why MCG would want to consolidate a lot of their character supplements and CSR "lessons learned" into a new core rulebook that would make all the Numenera materials a little more newb friendly. It's much easier, for example, for me to be able to hand players one core rulebook rather than the core rulebook plus Character Options 1 & 2, the Tides of Numenera supplement, the Into the X options, and a few other books whose titles escape my memory. Okay, but I don't see any evidence to indicate that he planned this Numenera 2 revision at the time it was first published, hence my objection to what comes across as needlessly raising the possibility that it was planned as such. [/QUOTE]
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Monte Cook Games Announced Numenera 2: Discovery & Destiny!
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