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There's A New Edition Of The Cypher System Coming
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<blockquote data-quote="Umbran" data-source="post: 9719133" data-attributes="member: 177"><p>Yes, I am sure. </p><p></p><p>My wife got invited into a Cypher game, and the GM gave her that pitch - "it is a lot like Fate!". She came back, and reported, "This plays <em>nothing</em> like Fate!"</p><p></p><p>Since then, I've run some <em>Old Gods of Appalachia</em>, which is Cypher. And, while some folks may draw analogs between intrusions and the character description sentence, <em>it plays and runs nothing like Fate</em>. The play experiences are not similar.</p><p></p><p>Cypher is, at its heart, a traditional RPG. The occasional GM intrusion doesn't make it particularly "narrative focused". Adventures have traditional structure and clear definition before the session of play begins. The system rewards the player turning to the well-defined picklist of abilities and effects defined on the sheet.</p><p></p><p>Fate is, as its heart, much more freewheeling. The GM can step into a session with very little definition, and lean on compels and success at minor/serious cost to build much of the session content for them. The system rewards players interacting with the situation in genre style over consulting numbers on a character sheet.</p><p></p><p>Don't get me wrong, I like Cypher, at least for genres in which the minor magic items of "cyphers" make sense. I like Old Gods of Appalachia, especially. But it does not play like Fate.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9719133, member: 177"] Yes, I am sure. My wife got invited into a Cypher game, and the GM gave her that pitch - "it is a lot like Fate!". She came back, and reported, "This plays [I]nothing[/I] like Fate!" Since then, I've run some [I]Old Gods of Appalachia[/I], which is Cypher. And, while some folks may draw analogs between intrusions and the character description sentence, [I]it plays and runs nothing like Fate[/I]. The play experiences are not similar. Cypher is, at its heart, a traditional RPG. The occasional GM intrusion doesn't make it particularly "narrative focused". Adventures have traditional structure and clear definition before the session of play begins. The system rewards the player turning to the well-defined picklist of abilities and effects defined on the sheet. Fate is, as its heart, much more freewheeling. The GM can step into a session with very little definition, and lean on compels and success at minor/serious cost to build much of the session content for them. The system rewards players interacting with the situation in genre style over consulting numbers on a character sheet. Don't get me wrong, I like Cypher, at least for genres in which the minor magic items of "cyphers" make sense. I like Old Gods of Appalachia, especially. But it does not play like Fate. [/QUOTE]
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There's A New Edition Of The Cypher System Coming
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