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Thinking about DMing this game. Is it worth it? Kinda sick of

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Thinking about DMing this game.

Is it worth it? Kinda sick of the whole medieval fantasy crap. Though I've never actually DM'd before.
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>>52165804
Setting's nice. Rules are a MESS.
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>>52165820
>rules are a mess
What do you mean by that exactly?
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>>52165820
That are all over the place, but at the end of the day, it's not that crunchy at all. I've enjoyed it, and the cypher system is good fun.
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>>52165804
I don't mind the system, and love the world.

It's a bit of a hand full if it's your first time DMing. As a freshly-minted DM myself, I'd suggest starting with something simple and light with a canned adventure or the like and trading up to this after it's finished.

Don't make the mistake of planning your first adventure to be a long-term campaign. Because you're likely to do what I did and newbie it up till it's convoluted it past the point of playability and have players that cry for more when you want to call it.

If you must start with Numenera, go with a canned adventure with a definite end point, and if the players want more you can advance history to have them play their descendants or people from the same town/culture or the like. That way you can dump stuff you didn't like or mean to add, and keep the cool stuff as changes your previous adventure made to the world.

Just some random musings and tips, so please don't look at this like I'm preaching hobby gospel here.
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>>52165804
Numenera is a breeze to DM Statistically. Wish more games understood it's pov.

>Light number and rolling for DM, because he has enough to worry about
>Heavy Numbers and rolling for players.

Great concept.
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>>52165804
A game like numenera is completely dependent on the players. Just make sure you and your friends are decently mature and able to enjoy some dank atmospheric setting and you're chillin.
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>>52165820
You've got it backwards. The rules are excellent, but the setting is a wannabe Eternia MESS.
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How the fuck do I get my players to use their fucking cyphers? They get up to their limit, keep them "just in case" then, throw away any additional cyphers they get, trading in any they find better than the ones they have or selling some if they are feeling particularly poor.

They know they are not rare and will get like five more every session. I have told them to use the things. But, they fucking won't. FUCK.
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>>52166736
Literally have some creepy hermit start following them. He liberally uses Cyphers on himself, even for no reason because he's addled in the head or addicted, or sells them when able.

Start small like the PCs looking back and seeing a figure picking up their trash, then gradulately have him get boulder and boulder. Coming closer in to the PC's line sight.
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>>52166735
Numenera is fine. Cypher System is actually worse, as a lot of the "fixing" just brings the problems with the system to the forefront; and the focuses and descriptors designed after the core rulebook have been unbalanced as fuck, oftentimes functioning on a meta level and interacting with mechanics that make no sense. These new focuses and descriptors were just tossed into the generic book without consideration for overall power level. So, you need way more system mastery as a GM to set up your game than you really should.
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>>52166797
They will probably just not look for them or pick them up if they cause them trouble. Thing is, that once the players reach tier 2, they have everything they could ever really need on their characters. They can brute force through armor with just effort and effort with items and skills tends to deal with non combat tasks. Most cyphers are awfully underpowered when compared to just spending a few points from their deep pools or using a tool to take off a level.
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I had a pretty good time DMing it.
My personal rule of thumb: The book seems to discourage this, but the DM should know how and why artifacts and player powers work. I think it's very important that unexplained things are consistent, as it makes them that much more mysterious than using mystery as an excuse to be randumb.
>One of my players is a Jack with monthly lycanthropy
>I have an extensive backstory behind the screen for how and why it works
>Glaive gets grabbed by killbot and peeled apart
>Killbot is wearing the remains of Glaive
>Lycanthrope attacks the killbot
>Nat 20
>Rulebook suggests transferring Jack's condition to whatever is hit
>Based on my notes for how Jack's Lycanthropy works, Glaive reforms
>Once a month, the Glaive turns into a pile of organs before becoming himself again
Campaign ended when my players broke time.
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>>52166942
>Once a month, the Glaive turns into a pile of organs before becoming himself again
Ew. You doing a horror campaign?
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>>52166903
Sounds like you aren't throwing enough 6+ challenge stuff at them Anon. Throw more, especially non-combative stuff.
Also you don't HAVE to rely on handing them cyphers, if they don't want to use them, don't have them find anymore.

Money is still a thing and there are always Artifacts. Player's tend to use Artifacts without thinking too hard about them burning out, and it's always a surprise when they do.
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>>52166964
Not horror, per se, but I based each main adventure on a story from the book Dangerous Visions, but I diverted a little bit by having the Amber Monolith turn out to be AM from I Have No Mouth and I Must Scream.
The monthly gibbing was just the logical outcome of the Jack transferring his essence, based on how it worked in my notes. I seriously did not even expect it to happen. I thought the Glaive would stay dead.
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>>52167024
You need to chill and put the pasta away. But, yes, the generic rulebook is a mess. They expect the GM to balance all the shit, as the campaign sheet is literally designed to have the GM exclude shit from it. So, they just tossed everything under the sun into it without regard for balance.
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>>52167024
Yeah it's already been stated the Generic Cypher has issues.
It's more advantageous to take a look at the first Numenera book or the Strange. And yes, easy on the Copy-Pasta. Christ.
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>>52166903
If your players aren't worried about their pools then you either aren't making the challenges tough enough or are making it too easy for them to rest.

My players make plans around the cyphers they have because they know that'll make things easier for them.

As the game goes on the offensive cyphers tend to become less useful but the utility ones still give them a ton of new ways to solve challenges.

Try giving them obvious ones. Need to scale a level 9 wall that requires three climbing checks? Give them an antigravity tether that lets them walk up it for one minute. That should help with their mindset.
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>>52167168
If I grind them, they will probably rather die than use their cyphers. They might need them later!

But, seriously, tho. I'll see about refocusing to utility cyphers. Probably gonna see about tossing them into a grind soon, see what happens. The campaign has been going on long enough that I don't particularly care about a wipe. It'd be just a breath of fresh air to play something else.
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>>52167232
Have any of your players gone two steps down the damage track?
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>>52167322
Yes, twice. They just book it when it happens.
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>>52167345
Then besides making cyphers that turn immense problems into trivial ones, I don't see anything that's going to help them. Your players are dumb.
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>>52167361
>Turn immense problems into trivial ones
And aren't broad enough that they think of a million other uses that they 'might' need it for.

Like, say they need to block a gushing dam with a 1' hole, and have a cypher that creates a 1' plate that's an immovable object. This has a clear and obvious use that'll save them the might or intellect they might use to block or fix the hole, but has many other potential uses. So your players, being insane hoarders, probably won't use it.
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>>52167383
Essentially. Same group wouldn't use destiny points in star wars either.
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>play a melee character
>use might to try to hit stuff
>might gets lower
>miss anyway
>enemy hits me and I lose might
>I would be better off not using any of my cool might abilities most of the time
Health and the Action pool being combined is one of the most unfun experiences I ever had in an RPG.
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>>52166797
>then gradulately have him get boulder and boulder
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>>52167445

Are you enforcing the thingy where you can't hold more cyphers than you can support? 'Cause if they start having to leave cyphers behind, they might think about using one now and then.

I know that sort of thing usually works for me in vidjeo games, where I'm an item hoarder nonpareil. (Fuck me, I often use quicksave/load just 'cause I'm sure I can beat that last fight without wasting so much ammo, if I just reload and do it one more time!)
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>>52165804
>Kinda sick of the whole medieval fantasy crap.
Prepare to be disappointed, then. Under the thin veneer of sci-fi, it's the same D&D-esque medieval fantasy, just with names switched around. Also there's usual Monte Cookery - In a game about exploration, Glaive (the fighter class) is all about the combat. In a game where you can create tornadoes (as a mage), control minds (as a mage), or instantly know the purpose of any machine (as a mage), the options for a combat class are "hit", "hit slightly harder", and, of course, the amazing "hit while moving".

That's the main problem with Numenera. It looks and sounds fancy, but underneath it's just a D&D clone thematically.
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>>52165804
The setting is kinda messy. I'd honestly suggest that you play something else.

The rules are really weird, character creation sounds fun at first but the options aren't actually very interesting.

The resource stat-pool system is counter intuitive. Getting an edge or whatever it's called is very strong, though.
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>>52167517
Yeah, I don't like this either. Especially for Intellect. What, I get stupider after I solve a problem with my intelligence?!?

It just destroys immersion for me.
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>>52171115
It makes sense if you think of it as getting mentally tired, or physically in the case of might or speed.

Minor problem with might and speed pools being separate though. If you wear yourself out by lifting things in real life (might), you're not going to be able move very fast either.
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I've noticed the rules fall apart after multiple sessions, especially the Nano.
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