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71
The Strange / Re: Initial Thoughts and Impressions on The Strange Corebook
« Last post by hellrazoromega on August 15, 2014, 08:33:59 pm »
Just got my Hardcopy today--sadly my book plate was missing >:(
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The Strange / Re: Initial Thoughts and Impressions on The Strange Corebook
« Last post by LexStarwalker on August 12, 2014, 09:56:25 am »
I'm still waiting on my corebook unfortunately. :/

Yeah, fictional leakage is an idea straight out of Changeling the Dreaming, and was probably the thing I liked best about that game.
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Shownotes

I have some listener feedback for you in the Opening Segment, and I’ll give some ideas on running a solo campaign in Under the Lens. I’ll also have some more thoughts on making cypher acquisition more realistic in your game. Finally, in A&P I’ll cover the Quotien.

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The Strange / Re: 9 Worlds in One
« Last post by hellrazoromega on August 09, 2014, 05:00:17 pm »
I had heard of thei concpet being kicked around after the Strange was announced. If nothing else Numenera can be a Recursion created by Fictional Leakage. under those rules it is no less "real" that any other recursion and can have just or nearly as many people with the spark as does Earth as a prime world, just like Aryden does.
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The Strange / Re: Initial Thoughts and Impressions on The Strange Corebook
« Last post by hellrazoromega on August 09, 2014, 04:56:58 pm »
I too have am still waiting on my core but I was so excited I read right through the PDF. It lived up to my expectations. [Possible spoilers--you are warned]

I have to admit up from I was even more hyped about this than Numenera, the concept of hopping "worlds" and changing to suit that world is just appeals to me in way I can't describe.

The concept of fictional leakage is a beautiful "rule" for something most GMs do anyway and that is "steal" or borrow ideas from our favorite properties. Here is "license" to send your players to all those "worlds" you and they have wanted to visit.

I was a bit taken aback by how different the stats on the classes were. I had liked in Numenrea how the stats did not all total to 28 points and thought this was a great departure from the trend in RPG's that all classes have t be numerically the same to be balanced (a trend I despise btw). So I was shocked a bit to see that all of the classes have their pools at 28 points, once I read further and saw that their starting edge counts are not numerically balanced I was happily surprised. It shows the depth of how you can play with the types in the Cypher system.

The new Foci are very nice and I never had any doubt that the setting stuff would be great. One thing you can always count on from Monte Cook and this is awesome settings, the man knows how to weave a world.

All in all I see Mr Cook back at the Eninies again next year.

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The Strange / Re: Initial Thoughts and Impressions on The Strange Corebook
« Last post by LexStarwalker on August 09, 2014, 12:14:06 pm »
I'm still waiting on the physical copy. I have the pdf, but would much rather read a physical book (that's why I bought it!), so still waiting. :/
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The Strange / Re: Initial Thoughts and Impressions on The Strange Corebook
« Last post by AgentNiehl on August 08, 2014, 09:10:57 am »
As you know, I have been eagerly awaiting the book.  I have poured over the playtest material, ran one playtest group, and played in another group (briefly).  After all of this, I was actually prepared to be let down with the actual book.  My fear was that the book would include little new material (except gorgeous art).

I was totally wrong.  There is a great deal of new material, the material from the playtest is tighter and more compelling, and I am thrilled by final product. 

I am still working through the setting material (I have to also prep for running Strange games at Gencon), but I love what I have seen so far. 
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The Obsidian Monolith Podcast / What do you think?
« Last post by LexStarwalker on August 07, 2014, 09:44:28 am »
I'm curious what you think of the podcast so far. Has it been helpful to you? Are there specific things you'd like me to cover?
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The Strange / Initial Thoughts and Impressions on The Strange Corebook
« Last post by LexStarwalker on August 07, 2014, 09:41:16 am »
I am still waiting on the hardcopy of my Strange corebook. I have the pdf, but haven't had a lot of time to go through it.

For those of you who've had some time to spend with the book, what do you think?
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Numenera / The Cypher Conundrum
« Last post by LexStarwalker on August 05, 2014, 04:54:43 pm »
I believe I may have found a solution I like for the Cypher Conundrum. (For more on the Cypher Conundrum, check out the linked GM Intrusions episode 41.)

I've started really thinking about context when I come up with cyphers. Where are these cyphers coming from? What materials are available?

I don't worry so much about what the cyphers do, as with hyper-advanced tech, who knows what's possible? But I do worry about materials. If the PCs are scavenging the remains of an Accelerator, for example, they're unlikely to find cyphers made of cloth.

In the case of the Accelerator, most materials would work--metals, crystal, glass, synth and ceramic are all materials one could conceivably find within an Accelerator. So in this instance, I just roll on the table. If I get a result that doesn't work, I either reroll, or perhaps just change the material.

If the source of the cyphers is more limiting, then I look through the tables for ones that will fit. For example, a recent encounter involved a biological organism that yielded cyphers. I looked for any cyphers that made sense, and I also took some cloth cyphers and made them leather (hide) instead. Easy peasy.

There are other times you'll want to do this as well. For instance, in The Hidden Price the PCs find a cache of cyphers that are all made of glass and crystal. It's relatively easy to find cyphers that fit the bill and take others and just change their material to glass or crystal. Not only does this make more sense and not break suspension of disbelief, but you're also in effect creating new cyphers (or at least new forms of cyphers) that are unique.

I almost always come up with cyphers ahead of time (which I highly recommend). Now that I'm putting more thought into where they come from, it makes it a more active process than just rolling randomly, and I find I more often have an idea of a cypher or oddity to throw in that's of my own creation, or of a slight variation on one that already exists that especially fits.

The other part of the Cypher Conundrum, you'll remember, is that so many cyphers you come up with are "wasted". Either the PCs never find them, they throw them away, they explode in a mishap, or something else happens that results in your lovingly-created cypher never seeing any action. However, it's so easy to reskin things in this game, that I just keep those cyphers in a master list and use them sometime down the road--either with another group, or a long enough time later and with enough cosmetic changes that the PCs won't recognize the same cypher recycled.

I do believe the Cypher Conundrum exists, though some choose to ignore it, and that's fine. However, I've found that working through, for myself, how to solve the Conundrum has deepened my game and my world. Even if my players never notice (I think they will), it doesn't really matter because it makes my Ninth World more concrete and real to ME, which in turn allows me to present it much more convincingly to my players.
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