Saturday, June 07, 2014

On Numenera

Numenera is an odd, weird game (in terms of both setting and system). It's basically far, far future science-fantasy using mostly a d20 die mechanic, where only players roll dice vs various target numbers. Character creation is very nicely done. You get an adjective (tough, charming etc. from a list), a framework (glaive, nano, jack: aka fighter, wizard, thief) and then a focus unique to your character that gives a) abilities and b) story hooks to tie them to other PCs. The framework is not a class in a strict sense of the word and also includes a variety of backgrounds to choose from, so a glaive whose background is via Intensive Training is different than one whose abilities are Inborn and the like.

Unlike other RPGs, experience is awarded for discovery: you find something old, you make something new or you learn the how and why of X, whatever X may be. The world is ours, but over a billion years into the future and littered with the remains of at least eight previous mighty civilizations, to say nothing of alien visitants stranded on the world for millennia along with extradimensional doors and entities whose motives are at best alien.

Into this world come the PCs. Humans are back in the world, though there is strong belief they went away for some time -- though no one knows why, or even where. The current  world can be seen as a rough analogue to 1000 AD in terms of city and town size and the dangers of travel. Wonders and marvels do exist, but they knowledge of using them has been lost, misplaced or the items were never intended for human use at all.

It is a new world, and the PCs are among those will help fashion a new future out of the worlds that the past left behind.