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Numenera: Adventures in the Ninth World
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<blockquote data-quote="Campbell" data-source="post: 6185646" data-attributes="member: 16586"><p>Some things I like:</p><ul> <li data-xf-list-type="ul">Players determine their own fictional positioning. The game rules define what a character is capable of, but don't dictate the source of their abilities. In each type writeup some suggestions are made, but it's ultimately up to the player to decide. For example a glaive could be precognitive who sees the entire violent struggle in his mind's eye before swords are drawn, a dedicated martial artist, the next leap in evolution, a cyborg, etc.</li> <li data-xf-list-type="ul">Each major step in character creation urges players to define something about their character. These come in little snippets that don't overdo it and leave plenty of room to elaborate on.</li> <li data-xf-list-type="ul">Resources are roughly consistant across character types, and types are more generally competent than classes are in most games. This should make the game more resilient to a various types of adventures. This is a big deal to me. I tend to play in and run games where it might not make much sense to have a 3-4 encounters in a fictional day. </li> <li data-xf-list-type="ul">The game's emphasis on fictional positioning. Your pool points are precious and the game's base difficulties are steep enough that players really need to focus on taking advantage of the environment. This is supported by a framework of rules that supports working with the other players.</li> <li data-xf-list-type="ul">No resource management or dice rolling for the GM. I'm really looking forward to this. I like to focus on what I consider the essentials of GMing : scene framing, characterization, and narration. I don't like paperwork. I don't want to worry about keeping too much track on the state of NPCs when they are off screen other than from a narrative stand point.</li> <li data-xf-list-type="ul">There's strong "fractal design" at work here. The way players interact with all elements of the game seems similar. I really like how the same system elements used to simulate a flanking maneuver can also handle a good cop, bad cop exchange.</li> <li data-xf-list-type="ul">Invincible sword princesses need not apply. I like that it's not possible to be a complete dodge monkey and that characters really need to think about pressing on even if they have taken no Might damage. </li> </ul><p></p><p>My Concerns:</p><ul> <li data-xf-list-type="ul">I'm not sure how my players will react to mechanical resources being tied to their health track. I hope this doesn't lead to the same extreme turtling I saw when we played Exalted.</li> <li data-xf-list-type="ul">It's going to take some doing to convince my players that in the long run shorter term XP expenditures are worth it.</li> <li data-xf-list-type="ul">I'm not sure if the rules will be satisfying to some of my more rules savvy players.</li> <li data-xf-list-type="ul">The base system seems well tuned, but some of the character options, especially in later tiers, seem like they could have used another development pass or two.</li> <li data-xf-list-type="ul">It seems like the game really presses you to bring your A game from both sides of the screen. With no solid mini-game elements you can't really throw up any mechanical distractions - you have to be on the ball. I consider this overall to be a good thing, but it means I'll have to be more selective with players. </li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 6185646, member: 16586"] Some things I like: [LIST] [*]Players determine their own fictional positioning. The game rules define what a character is capable of, but don't dictate the source of their abilities. In each type writeup some suggestions are made, but it's ultimately up to the player to decide. For example a glaive could be precognitive who sees the entire violent struggle in his mind's eye before swords are drawn, a dedicated martial artist, the next leap in evolution, a cyborg, etc. [*]Each major step in character creation urges players to define something about their character. These come in little snippets that don't overdo it and leave plenty of room to elaborate on. [*]Resources are roughly consistant across character types, and types are more generally competent than classes are in most games. This should make the game more resilient to a various types of adventures. This is a big deal to me. I tend to play in and run games where it might not make much sense to have a 3-4 encounters in a fictional day. [*]The game's emphasis on fictional positioning. Your pool points are precious and the game's base difficulties are steep enough that players really need to focus on taking advantage of the environment. This is supported by a framework of rules that supports working with the other players. [*]No resource management or dice rolling for the GM. I'm really looking forward to this. I like to focus on what I consider the essentials of GMing : scene framing, characterization, and narration. I don't like paperwork. I don't want to worry about keeping too much track on the state of NPCs when they are off screen other than from a narrative stand point. [*]There's strong "fractal design" at work here. The way players interact with all elements of the game seems similar. I really like how the same system elements used to simulate a flanking maneuver can also handle a good cop, bad cop exchange. [*]Invincible sword princesses need not apply. I like that it's not possible to be a complete dodge monkey and that characters really need to think about pressing on even if they have taken no Might damage. [/LIST] My Concerns: [LIST] [*]I'm not sure how my players will react to mechanical resources being tied to their health track. I hope this doesn't lead to the same extreme turtling I saw when we played Exalted. [*]It's going to take some doing to convince my players that in the long run shorter term XP expenditures are worth it. [*]I'm not sure if the rules will be satisfying to some of my more rules savvy players. [*]The base system seems well tuned, but some of the character options, especially in later tiers, seem like they could have used another development pass or two. [*]It seems like the game really presses you to bring your A game from both sides of the screen. With no solid mini-game elements you can't really throw up any mechanical distractions - you have to be on the ball. I consider this overall to be a good thing, but it means I'll have to be more selective with players. [/LIST] [/QUOTE]
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