So Numenera, Monte Cook’s new mind-blowingly illustrated,
kickass kickstarted RPG is here. Monte is one of the designers who brought us the
D20 renaissance that sustained the RPG world through the last decade or so, and
you might be wondering if this is just more of the same – D20 Gamma World if
you will.
I
got my digital hands on the PDF of the Numenera corebook at the beginning of
August and had time to read it and prepare an adventure for Gen Con. Based on
that experience, I can tell you that the only things this game has in common
with the D20 system is that it does actually use a d20 to resolve tasks, higher rolls are better, and there are character classes (sort of). That’s where the
similarities end. Here is why this game is different.
Creativity Trumps Rules
If you’ve followed Numenera’s development at all, you know
that the big draw is the unique, far future setting. So why develop a whole new
rules system for it? Why not use D20 and the OGL? My impression is that Monte
set out to create a game where there are just enough rules to provide structure and differentiation between characters, but not so many rules that players
make decisions based on them. We’re all trying to get back to AD&D here,
back when you decided what your characters wanted to do, and then figured out
how that got modeled in the rules. From my brief experience so far, I think Numenera
succeeds. None of my players ever asked about rules before they decided what
their characters would do next. This is about players being in charge of their
story, not constrained in their actions because “there’s no rule for that.”
Players Are In Charge Of Their Own Fate
At its core, Numenera gameplay still comes down to players
rolling a d20 to see if they succeed at a task, but the dynamics of those rolls
are, in many ways, flipped 180 degrees from what you’d expect. The gamemaster
sets a difficulty for each task, and the player uses the character’s skills,
assets (tools, etc.) and situational advantages to reduce the difficulty before
rolling. It’s all very smooth and very easy for both the players and the
gamemaster. In addition, characters have attribute pools reflecting how smart,
strong or speedy they are. These pools can be spent as “effort” to decrease the
difficulty of a task further, but they also act as the player’s hit points, creating
wonderful tension and giving the players more choices about how and when they
use their resources. Again, this worked very well and the players got the idea
very quickly.
Another
twist is that the gamemaster never makes any of these rolls, only the players.
If a player is attacking, she rolls against a fixed difficulty and decreases it
based on attack skills and effort. If an enemy is attacking her, she makes a
defensive roll against a fixed difficulty, reducing it with defensive skills,
assets and effort. This brings up a key question that illustrates very well how
this game is different: What happens when a non-player character (NPC) is fighting another NPC? The answer
is that the gamemaster just decides what happens. Why roll at all? Once you step
over this line as a gamemaster, you’ll wonder why that wasn’t always the answer. Brilliant.
The Gamemaster Intrudes
As a Numenera gamemaster, I lose the ability to make die rolls,
which means I can’t hide behind a screen and cheat rolls to railroad the players into situations. To compensate for this, Monte includes “GM Intrusion,” which
amounts to the gamemaster declaring the outcome of a task or the
appearance of a new, perhaps highly coincidental complication. This is simply being
open and honest about what used to happen behind the screen, and now the players get to be in on the decision. If they accept, they also get experience points!
This
is a very different way of controlling the narrative and may be one of the most
difficult parts of Numenera. When is something GM Intrusion and
when is it just declaring what’s happening in the world? How will you make sure
you don’t favor some players over others? I found I had to write down possible GM
Intrusion hints for each encounter in an adventure – usually coincidental
complications like “The Emmissary recognizes one of the PCs from childhood and singles
him out as an example” or “The PC happens to walk up to the tower just as the
rings activate.”
NPCs are not PCs
In most games, I spend more time making up the stats for a
powerful NPC than the players actually spent talking to
her or killing her. Numenera rejects the assumption that NPCs and creatures
should follow the same rules used for player characters (PCs). PCs are in this
for the long haul and require a rich set of abilities to differentiate
themselves from their companions and let them shine in a variety of situations.
Most NPCs and creatures need only
the most basic stats, and maybe one or two special abilities to keep the PCs on
their toes. In Numenera, a basic NPC can consist of only a short description
(the most important part) and a level. This level determines the difficulty for
all PC rolls vs. that NPC, unless the GM changes it under special circumstances
(like the level 3 merchant who is level 5 when haggling or appraising). As a
GM, this is so refreshing. All my time creating my campaign revolved around
story, or special NPC and creature abilities tied to story. Not once did I have
to determine an NPC’s strength, or initiative, or calculate a total attack
bonus. And you know what? The PCs never knew or cared that my NPCs didn’t have
a half sheet of numbers to back up the difficulty of their rolls.
Character Creation, Not Character Calculation
Monte wrote a very interesting Blog entry a few weeks ago
about roleplaying games that center around success in character creation rather than actual
play. He managed to put into words something that’s been bugging me for a
while. It explains much of the attraction of myself and many of my players to story-based
RPG systems, like Fate, over more min-maxable games. In Numenara, Monte picks a middle ground where players make three choices from a fixed, but rich menu of
characteristics. This is the distinctive Numenera character pattern of “I am an
[adjective][noun] who [verbs]." The adjectives are things like Graceful, Tough,
or Charming. The noun is one of the three basic character classes, and the
verbs are colorful descriptions of special abilities called foci, like “Masters
Weaponry” or “Exists Partially out of Phase.” After choosing your character’s
three part description, there are still a few basic decisions to make about
your stat pools and special abilities, but it’s very quick. After a fairly
short process of very interesting decision-making, you’ll have a surprisingly
rich and unique character that’s nothing like anyone else at the table. This
system also lends itself very well to future source books stuffed
with new adjectives and foci.
A World of Discovery and Cyphers
Numenera is set on Earth, but a billion years in the future.
Eight advanced civilizations, some not even human, have risen and fallen, and
the planet itself has been molded to fit their needs and is barely
recognizable. By some strange twist of fate, the Earth is once again inhabited
by humans much like us, with medieval technology except where they have
discovered and adapted the unfathomable tools of previous civilizations - the numenera.
Whatever lofty purpose that smooth, self-heating platform once served, it’s now
used to dry tobacco (or a Ninth World equivalent). And if you turn the dial on
the small yellow canisters found in certain ancient ruins and throw them in the
lake before the blinking light glows solid red, you can stun a lot of fish.
This
creates a world of pseudo-magic and great mysteries, many of them unsolvable.
It gives the GM free reign to create anything at all, and to surprise the
players. This is a game about discovering new things, and it is discovery, not
combat, that gives the players experience points to develop
their characters. This world also allowed Monte to create the concept of
cyphers. One goal of the game seems to be to allow players to feel good about
themselves because they come up with just the right creative solution for a
problem. A Cypher is a relatively common piece of technology that can only be
used once to gain some weird effect – sort of
like scrolls in a traditional fantasy game, but available to everyone. A Cypher
might turn a character invisible, or fly off and scan an area for life signs,
or create a protective force field around the party. The possibilities are wide
open, and the gamemaster doesn’t have to worry about creating a game-breaking
cypher, because once it’s used it’s gone. I should note that coming up with
interesting cyphers was one of the more challenging parts of gamemastering
Numenera, but the table in the rulebook and the Cypher Deck are very helpful.
Overall Impressions
Players adapted quickly to the difficulty
system and the use of stat pools, but it took a little while for us to get the
hang of GM Intrusion. Combat rounds, though more abstract than most
players were used to, went well, though one of the more complicated
combats would have benefited from the use of miniatures. Also, players became obsessed with finding beneficial uses for every weird piece of numenera they found, which was a lot of fun.
Throughout the process of learning the Numenera rules,
creating an adventure, and running it, three things really stood out as unique.
First, the system is wonderful for gamemasters. I could concentrate on the setting
and story and only add detail when it mattered, not because I had to complete a
numerical model. In all situations, except when the PCs were involved, I could
just decide outcomes without being subject to the tyranny of my own dice. It
was liberating, both in planning and while running the adventure. Second, I could see that the
players were immediately interested in their characters and knew what made them
special. They played to their strengths, accepted the complications of GM
Intrusion, and had a great time. Third, I
fell in love with the weirdness and malleability of the Ninth World. At first I
was worried that the players would hate that there were things in the world
they couldn’t fully understand, but they took it in stride and rejoiced in what
they did discover. When you think about it, the Ninth World isn't that different from our own. I don’t even really understand how
my cell phone works – it’s essentially numenera.
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