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Numenera Corebook, by Monte Cook
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MCG001 Numenera Core Book RPG Monte Cook Games
Numenera is a science fantasy roleplaying game set in the far distant future. Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenera.
Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called magic of the past to create a promising future.
- Sales Rank: #41264 in Books
- Brand: Monte Cook Games
- Published on: 2013-08-14
- Number of items: 1
- Dimensions: 11.13" h x 1.00" w x 8.63" l, 3.56 pounds
- Binding: Hardcover
- 416 pages
- Manufacturer: Monte Cook Games
Most helpful customer reviews
114 of 126 people found the following review helpful.
Not a Perfect Fit For All, But Still Worth It
By Patrick
The Numenera Core Book is part rulebook, part campaign guide. This is a game system that's intertwined with its setting, not just a set of rules that includes an example of how they can be used. The rules are unobtrusive, though, so I have no doubt that a group that wanted to use them for a different game could do so.
That said, I'm not sure why you wouldn't want to try this new setting. There are already rules out there for almost any game; this is how to play in the Ninth World, the science-fantasy world of Numenera. The scope is massive, the drama is intimate, and the wonder is overwhelming. There's something special about the Ninth World that has the potential to be an incredible game for your group, and the Numenera book includes enough detail on it to go as deep as you are willing.
As for rules, instead of consulting the rules to see how performing this action is different from another, you learn a basic way of resolving every decision. The rest of your attention can be on your character, instead of your character sheet.
That sounds like what a lot of people are looking for. But it's not a perfect fit each time. It's a lot of "RP," but for my taste it's a little light on the "G." Here are some rules that stood out:
1) Your stats are your resources. As you perform physical stunts, your physical stat (Might) drops, and you become exhausted or drained. A long con lying to a raider prince is stressful and takes its toll on the mental stat (Intellect) that you used to deceive him.
This also includes taking damage. You have no traditional hit point total that's only used when tracking damage; the same Might score you use to hit with a sword is reduced when someone hits you!
I love this. The rest of the rules balance and control how this works, and it's handled elegantly.
2) There are no bonuses to your rolls. Instead of granting a bonus to your roll, your character's ability and your strategic choices affect the score you're trying to hit with your roll. If you're used to adding +3 because your character is good at climbing, in Numenera you would tell your GM the character is good at climbing and he would reduce the number you need to hit by 3.
No matter what you're doing, you roll a twenty-sided die (d20) and read whatever the natural result is. (there are some minor exceptions)
This is a rule I'm not all that fond of. I don't think it simplifies things as much as it seems. The character's skill, equipment, circumstances, and other advantages all still have to be considered, but instead of splitting the workload it's up to the GM to finalize all the values.
(In a much more minor and personal preference, I don't love the "effect" being simulated. I prefer the concept that tasks do not become easier, rather your ability to perform them has increased; that's just a quibble, though.)
3) The players do the rolling. As a player, you are either acting or reacting, your scores never have to play a passive role as NPCs interact with you. If you attack, you make an attack roll; if you are attacked, you make a defense roll.
Instead of rolling, if the GM wants something to happen he just decides it does using a "GM Intrusion." It's a rule with attached cost and effects that give it legitimacy and allows the GM to feel like he's playing the game too, and has rules that govern him.
But I don't like the casual justification that Numenera gives GM Intrusions to decide the guards outside a room hear the PCs because it's good for the story, or that the PC's successful attack caused him to lose grip on his weapon as the monster wrenched it from his hands. To me, as a player and GM, that damages the fantasy that PCs have control over their fate.
4) Combat isn't special. Well, no more special than the rest of your options. In Numenera, combat isn't that different than something else you could be doing--you're still rolling the same die, and your opponents are represented with the same difficulty rules as any other challenge. No extra XP, no map rolled out with miniatures.
It's great. This is exactly how combat should feel--not like a second game built inside the first. But it's not marginalized, it's just normalized.
There are still specialties to combat, like combat maneuvers, psychic attacks, powers that amplify abilities exclusive to combat, etc. but by removing small things, like rolling damage or optimizing with the right weapon, there's suddenly less incentive to "roll for initiative."
IN CLOSING
Like all rules in any game system, I might disagree with things that could appeal to others. I am not criticizing it as something non-functional or broken when I say I prefer it another way. This is just what it's supposed to be: a review. I know there's been a lot of fan support for this--I'm one of them. But it didn't fill the hole I was hoping it would.
64 of 71 people found the following review helpful.
Any sufficiently advanced game system is indistinguishable from awesome!
By Matt Burns
I've been playing tabletop RPGs for over two decades, and this is perhaps the most well-designed game I've ever encountered. The system is simple but very elegant, and allows the GM ("game master") to focus on the most important part of his role: to craft an interesting story. The GM doesn't need to keep track of complex blocks of statistics for monsters and NPCs, and never even has to roll a die. Basically, if you think the most important part of "roleplaying game" is the roleplaying part, Numenera's "Cypher" system does a great job of doing what it needs to do while staying out of your way. I really hope the game developer publishes a book that allows the use of this system in other settings.
Speaking of the setting, it's also rather impressive. The Ninth World setting is earth, but one billion years in the future. Eight major civilizations (not all of them human) have risen and fallen, leaving behind artifacts of such advanced technology that the current medieval civilization views them as magic. The entire game is based on Arthur C. Clarke's often-quoted statement "Any sufficiently advanced technology is indistinguishable from magic", and books like Gene Wolfe's Books of the New Sun series are heavy influences. It's certainly a refreshing twist on the standard high fantasy setting.
Finally, the book itself is well-designed and written. While a few typos are to be expected of any book of sufficient length, Numenera has remarkably few, and those few are minor and don't detract from the quality of the book in the slightest. I've seen game books released for established and popular games by large game companies that have many more (and more significant) errors. The layout of the book is also very nice, with good organization, high-quality illustrations, and lots of useful references in the margins to help players find the information they need to know. The physical quality of the book also seems very high. While I've been a bit careful not to break the spine while I've been flipping through the book, the pages are of sufficiently good stock that I haven't had any fear that I might accidentally rip one (as has been the case with other game books published by small developers I've purchased in the past).
Overall, I'm very, very impressed with this book. If you're looking for something a bit different from any of the other roleplaying games on the market, or just appreciates a well-designed system, I highly recommend picking up this book.
44 of 50 people found the following review helpful.
That's not cheating--that's awesome
By Jeremy D Land
Monte Cook's Numenera, Kickstarted in August 2012, is a delight to look at, to read, and to run. It is filled to the brim with gorgeous color art by a variety of artists. Its chapters, especially those sections relating to the setting, are written in a variety of voices, the reasons for which are explained in the "Living in the Ninth World" episode of the Transmissions From the Ninth World podcast. The rules, which Monte calls the Cypher System, are lightweight and designed to get out of the way in the interest of telling an awesome story and having fun with the players. Tasks are rated on a difficulty of 1-10; target number is three times the difficulty on a d20. Skills, assets, and effort can all reduce the difficulty of any given roll.
Character creation is a sentence: I am a ________ (descriptor) ________ (type) who ________ (focus). The descriptor tells you something about how your character interacts with the world, be they learned, rugged, stealthy, or one of many other options. Your type is what you are: glaive (the warrior), nano (the mage), or jack (of all trades). Your focus is what you do. This adds special abilities to your character and can be elemental- (Bears a Halo of Fire), talent- (Masters Weaponry), or activity- (Explores Dark Places) based -- or something else entirely (Fuses Flesh and Steel). All told, there are more than 1,000 ways to customize your character between those three choices.
The setting is Earth in a billion-with-a-b years. Civilization, such as it is, is built upon the ruins of eight unimaginably powerful empires who mastered technologies we can't begin to fathom (see type 5+ of the Kardashev Scale). The people of the Ninth World scavenge the remnants of great machines, and the Aeon Priests of the Order of Truth try to understand the works of the ancients. Hideous bioengineered, otherworldly, and mutated creatures roam the landscape, making travel between the disparate towns dangerous during the day and likely fatal at night. Insane nanomachines scour the landscape, altering everything they touch -- a flat plain could become a mass of writhing tentacles, or a sheet of glass, or a half-living monstrosity stuck in eternal agony, and truly unfortunate is the living person caught in the path of the so-called Iron Wind.
Apart from the book, Monte Cook Games has cultivated a wonderful fan environment, as evidenced by the active fan site at Ninth World Hub. Furthermore, as a result of the Kickstarter's wild success, you can expect a full line of Numenera products in the future, including an equipment guide, a world guide, an adventure, and more.
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