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<blockquote data-quote="Faolyn" data-source="post: 9027565" data-attributes="member: 6915329"><p>I've found it to be much like any other fantasy RPG, just with weirder tech to it. Most of the creatures are there hostile, although there are lots that aren't or at least have unusual motivations that can be used as a way to negotiate with them, and there's plenty of ruins and weird locations to explore. Numenera <em>does </em>expect there to be more exploration than anything else but, like many fantasy games, spends more time on the combat section than on exploration; it could definitely benefit from having non-combat encounter tables. It's possible that the books actually have those tables and I missed them; I certainly haven't read all the setting books and could easily have skipped over them in the books I <em>was </em>reading, since I was reading them for fun and not as a potential GM. The books <em>do </em>have tables for random cyphers, and at least some of the exploration should be about not only finding the cyphers but how they affect the players and world.</p><p></p><p>The reason why the mechanics don't seem to support exploration that much is because all the mechanics in the game are the same, no matter what, so if you want to explore an area, the GM needs to just assign a number depending on whatever it is the PC is trying to do. There's no need for special rules for exploration, just more guidelines as to what can be found.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9027565, member: 6915329"] I've found it to be much like any other fantasy RPG, just with weirder tech to it. Most of the creatures are there hostile, although there are lots that aren't or at least have unusual motivations that can be used as a way to negotiate with them, and there's plenty of ruins and weird locations to explore. Numenera [I]does [/I]expect there to be more exploration than anything else but, like many fantasy games, spends more time on the combat section than on exploration; it could definitely benefit from having non-combat encounter tables. It's possible that the books actually have those tables and I missed them; I certainly haven't read all the setting books and could easily have skipped over them in the books I [I]was [/I]reading, since I was reading them for fun and not as a potential GM. The books [I]do [/I]have tables for random cyphers, and at least some of the exploration should be about not only finding the cyphers but how they affect the players and world. The reason why the mechanics don't seem to support exploration that much is because all the mechanics in the game are the same, no matter what, so if you want to explore an area, the GM needs to just assign a number depending on whatever it is the PC is trying to do. There's no need for special rules for exploration, just more guidelines as to what can be found. [/QUOTE]
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