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Numenera: Adventures in the Ninth World
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<blockquote data-quote="Campbell" data-source="post: 6182115" data-attributes="member: 16586"><p>Just bought the PDF a few days ago, and after a cursory reading I'm really digging it. As a fan of 4e, I'm highly pleased by the number of critical features it shares with 4e. As someone who enjoys playing and running a variety of games I'm extremely pleased by its different focus.</p><p></p><p>Highlights include:</p><ul> <li data-xf-list-type="ul">The Setting - I'm not really a midevail history buff, and am extremely biased towards my more modern outlook on things like gender roles, rule of law, etc. I am however deeply interested in Cthulhu, science, technology, and exploration as a character motivation. </li> <li data-xf-list-type="ul">I love the way the character creation rules prompt you to develop connections to the setting, your fellow players' characters, and the initial action of the game.</li> <li data-xf-list-type="ul">Not having to roll dice as a GM and feeling in control of your fate as a player.</li> <li data-xf-list-type="ul">Rewards that are structured to reinforce the themes of the game.</li> <li data-xf-list-type="ul">Consistant meaningful resource management across all types of character. While Numenera focuses on operational play it does so in a consistant way so that glaives and nanos are not playing radically different games.</li> <li data-xf-list-type="ul">I love how ciphers and artifacts along with their limitations help to make managing resources game time agnostic, allowing me to run combat light games if I choose to.</li> <li data-xf-list-type="ul">XP and the tension between more immediate and long term benefits. </li> <li data-xf-list-type="ul">Solid adventure support right int the core rules.</li> <li data-xf-list-type="ul">Creature and NPC design: Taking what 4e started one step further. I love the idea of using GM intrusion for limited use abilities. I also love that the math is so simple I can do it in my head in 3-4 seconds. It feels like the focus really is on creating good adventure material.</li> <li data-xf-list-type="ul">The combination of descriptors, focuses and types. I really dig how you can combine this all together to make varied, interesting characters. I especially love how easy it is to create a sneaky assassin who happens to be a glaive or a more mystical jack, and it granting them abilities that will actually stay relevant throughout the course of play.</li> <li data-xf-list-type="ul">Assumed general capability. I like how despite each type being specialized everyone is capable of contributing outside their area of expertise in a meaningful way thanks to the way effort and pools work.</li> </ul><p></p><p>There are definitely some things in the game I could do without, but overall it seems like a resilient focused game that I will probably run in the near future. I still really like 4e for what it does well, but was surprised to find that Numenera also really seemed to gel with me for some of same and different reasons. Honestly it almost feels like AD&D, Burning Empires, and 4e were involved in a love triangle and we're not sure who the baby's father is. We'll see what actual play shows me.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6182115, member: 16586"] Just bought the PDF a few days ago, and after a cursory reading I'm really digging it. As a fan of 4e, I'm highly pleased by the number of critical features it shares with 4e. As someone who enjoys playing and running a variety of games I'm extremely pleased by its different focus. Highlights include: [LIST] [*]The Setting - I'm not really a midevail history buff, and am extremely biased towards my more modern outlook on things like gender roles, rule of law, etc. I am however deeply interested in Cthulhu, science, technology, and exploration as a character motivation. [*]I love the way the character creation rules prompt you to develop connections to the setting, your fellow players' characters, and the initial action of the game. [*]Not having to roll dice as a GM and feeling in control of your fate as a player. [*]Rewards that are structured to reinforce the themes of the game. [*]Consistant meaningful resource management across all types of character. While Numenera focuses on operational play it does so in a consistant way so that glaives and nanos are not playing radically different games. [*]I love how ciphers and artifacts along with their limitations help to make managing resources game time agnostic, allowing me to run combat light games if I choose to. [*]XP and the tension between more immediate and long term benefits. [*]Solid adventure support right int the core rules. [*]Creature and NPC design: Taking what 4e started one step further. I love the idea of using GM intrusion for limited use abilities. I also love that the math is so simple I can do it in my head in 3-4 seconds. It feels like the focus really is on creating good adventure material. [*]The combination of descriptors, focuses and types. I really dig how you can combine this all together to make varied, interesting characters. I especially love how easy it is to create a sneaky assassin who happens to be a glaive or a more mystical jack, and it granting them abilities that will actually stay relevant throughout the course of play. [*]Assumed general capability. I like how despite each type being specialized everyone is capable of contributing outside their area of expertise in a meaningful way thanks to the way effort and pools work. [/LIST] There are definitely some things in the game I could do without, but overall it seems like a resilient focused game that I will probably run in the near future. I still really like 4e for what it does well, but was surprised to find that Numenera also really seemed to gel with me for some of same and different reasons. Honestly it almost feels like AD&D, Burning Empires, and 4e were involved in a love triangle and we're not sure who the baby's father is. We'll see what actual play shows me. [/QUOTE]
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