TheDiceMustRoll
Game Analist
- Joined
- Apr 18, 2016
- Messages
- 761
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Is Monte Cook the bloke with an utter hardon for mages and total disdain for non-magical classes?
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Numenera is good for what it is, a setting powered by a really really simple rule set designed to be simple enough and easy enough your grandmother could play it. It's really good for zero setup games, and for filler games in my experience.Is Monte Cook the bloke with an utter hardon for mages and total disdain for non-magical classes?
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I wish. If Numenera took that as a design philosophy, it might have been at least entertaining. Also, the KS already has 189,000 out of the 210,000 it needs.
Numenera is good for what it is, a setting powered by a really really simple rule set designed to be simple enough and easy enough your grandmother could play it. It's really good for zero setup games, and for filler games in my experience.Is Monte Cook the bloke with an utter hardon for mages and total disdain for non-magical classes?
(snip...)
I wish. If Numenera took that as a design philosophy, it might have been at least entertaining. Also, the KS already has 189,000 out of the 210,000 it needs.
The Strange is utterly fucked though. They should have gone full sliders or not at all.
That's a very specific goal.This project will only be funded if at least $210,653 is pledged by Fri, Sep 16 2016 6:09 PM PDT.
i want this avatar
What's up with all these pen and paper RPGs embracing SO RANDUM XD recently?
To be fair, haven't PnP RPGs have always pretty much taken the kitchen sink approach just to give the players a really wide base to draw from.
It really depends on the GM, in general the system is simple and the setting is deep, the system's designed for player and GM negotiation before rolls take place. GM assigns a task a difficulty level from 1-10, you tell the GM what you have that modified the difficulty level(This could be an item like a cypher, an asset(Information, or some kind of advantage in the task), skills at the task, special abilities, if you are expending effort etc. Then you roll a d20. Say you want to lie to skeptical human, that's a 7, it's pretty close to impossible without skills, however you do have skills you are trained at lying more than that, you have knowledge of a subject that interests this skeptic, and can distract him from the lie with that. That's an asset, both of these would take the difficulty 7 roll, which has a target of 21, down to a difficulty 5 which has a target of 15. You could knock it down further by spending 3 or more intellect points for something called effort.Numenera is good for what it is, a setting powered by a really really simple rule set designed to be simple enough and easy enough your grandmother could play it. It's really good for zero setup games, and for filler games in my experience.Is Monte Cook the bloke with an utter hardon for mages and total disdain for non-magical classes?
(snip...)
I wish. If Numenera took that as a design philosophy, it might have been at least entertaining. Also, the KS already has 189,000 out of the 210,000 it needs.
The Strange is utterly fucked though. They should have gone full sliders or not at all.
I'll be playing Numenera this weekend. What should I be expecting from it? Our GM is a cool bloke, and he's obviously very passionate about the whole thing, but I have this eerie feeling...
It really depends, if you want disjointed, check out 2nd edition DnD modules. Nothing like finding "Thor, with Mjolnir" in Castle Ravenloft obstensibly a place filled with vampyrs and creatures of darkness. But you'll take some time out of your day to kick Thors blonde arse hair off.To be fair, haven't PnP RPGs have always pretty much taken the kitchen sink approach just to give the players a really wide base to draw from.
I wouldn't know, I never played them. It was my understanding that these games were relatively cohesive and built around one theme (high fantasy, lovecraftian horror, etc.). Recently the theme seems to be "disjointedness".
im not sure how i feel about being absent from the table means you just turned into a normie for the session...
Watch the gameplay video bro.
Real world = Shadow
Being absent = faded into shadow, IE, the real world ate you up for a bit
It doesn't really solve the problem here. In fact, in the example, I saw this:
Player 1 has free time. Player 2 does not have free time.
Player 1 uses the app to arrange a special thingie, get some extra XP, and also get themselves a special one-off power that allows them to handwave the obstacle that was in their way.
Player 2 fades into shadow and misses out on XP and plot progression. That just means the lore of the setting has an explanation for player absences, and it doesnt work with, around, or circumvent the issue of people having no time to play.
Also, that whole "I had a flashback and now the problem is solved" mechanic fucking disgusts me. It'd be like if in LOTR, they got to the moria door and then were like "well shit, I dont understand this riddle!" and then, pippin goes "wait I know the answer, it's the elvish word for friend. I was here 3 years ago. So much for dramatic tension, am I right?"
Monte is a fraud hack, Numenera and the 'Cypher' System suck ass. Truly games made for the hipster generation by a hipster who thinks he is hip but is actually an ass. No wonder he got kicked out of D&D 5e design team, he could not hack it with real game designers.
Planescape was David Cook, Monte Cook had nothing to do with it. And even if he did it wouldn't matter, how many good developers from 20 years ago aren't total hacks today?Monte is a fraud hack, Numenera and the 'Cypher' System suck ass. Truly games made for the hipster generation by a hipster who thinks he is hip but is actually an ass. No wonder he got kicked out of D&D 5e design team, he could not hack it with real game designers.
Planescape was David Cook, Monte Cook had nothing to do with it. And even if he did it wouldn't matter, how many good developers from 20 years ago aren't total hacks today?
In your defense, Monte Cook has made a career out of being confused with David "Zeb" Cook.Oh wow, I totally brain farted here.
Well actually, http://imgur.com/a/YvpdCPlanescape was David Cook, Monte Cook had nothing to do with it. And even if he did it wouldn't matter, how many good developers from 20 years ago aren't total hacks today?Monte is a fraud hack, Numenera and the 'Cypher' System suck ass. Truly games made for the hipster generation by a hipster who thinks he is hip but is actually an ass. No wonder he got kicked out of D&D 5e design team, he could not hack it with real game designers.
Well actually, http://imgur.com/a/YvpdC
It really depends, if you want disjointed, check out 2nd edition DnD modules. Nothing like finding "Thor, with Mjolnir" in Castle Ravenloft obstensibly a place filled with vampyrs and creatures of darkness. But you'll take some time out of your day to kick Thors blonde arse hair off.To be fair, haven't PnP RPGs have always pretty much taken the kitchen sink approach just to give the players a really wide base to draw from.
I wouldn't know, I never played them. It was my understanding that these games were relatively cohesive and built around one theme (high fantasy, lovecraftian horror, etc.). Recently the theme seems to be "disjointedness".
Or to go more modern, look at WH40k, new World of Darkness, even only including the bigsplats, Exalted(Any edition), DnD5th Ed/Forgotten Realms, anything popular in the last 20 years, etc. All of these have those same elements of disjointedness. I would say Numenera has a fair few advantages, in that disjointedness fits the setting. It's supposed to be somewhat random, the setting is based on that. And you can end up with horror occurring from it. Just imagine the horror of a world where any possible doomsday device might be laying 2 inches under the synth soil, any one you can think of. Perhaps even the exact one you think of.