
Welcome to the Ninth World, where civilization has ended eight times, nobody understands how anything works, and sufficiently advanced technology is mostly an excuse to point at a laser pistol and yell, "Magic!" In this first part of our How to Play Numenera series, Randall attempts to explain a billion years of lost civilizations, Ash discovers that physics are apparently optional, and Tyler starts asking the dangerous questions about Edge. Before long, we have ancient nanotechnology, mysterious artifacts, cyphers that might explode if you hoard them, stat pools that double as hit points, and a GM who can literally bribe you with XP to make your life more interesting. Also, we say "moist" far too many times while explaining a d20 mechanic. We regret nothing. Well, some of us regret quite a lot. Show Notes We're kicking off our How to Play Numenera series with a tour of the Ninth World and the Cypher System mechanics that make this wonderfully strange science fantasy RPG work. Randall walks Ash and Tyler through the Numenera setting, a version of Earth roughly a billion years in the future after eight unimaginably advanced civilizations have risen and disappeared. Their technology is everywhere, but the people of the Ninth World understand so little of it that ancient machinery might as well be magic. That gives Numenera its central science fantasy theme: sufficiently advanced technology is indistinguishable from magic. We dig into the Steadfast, the Beyond, and the increasingly strange places beyond civilization, along with the remnants left behind by previous worlds. Those remnants include reusable artifacts, one-use cyphers, mysterious oddities, and massive ancient structures that the characters may have absolutely no idea how to operate. Sometimes the players know they have discovered an elevator. Their characters definitely do not. From there, we get into how to play Numenera and the Cypher System core mechanics. Tasks have difficulty levels from 0 to 10, with the target number determined by multiplying the difficulty by three. Instead of piling bonuses onto a d20 roll, characters make challenges easier through training, specialization, assets, and Effort. Effort introduces one of Numenera's most interesting resource-management decisions. Might, Speed, and Intellect are not simply ability scores. They are pools that power abilities, fuel Effort, and absorb damage. Spend too aggressively and you may discover that the resource you just used to succeed is also the thing keeping your character alive. Then there's Edge, which reduces the cost of spending points from those pools. Naturally, Tyler immediately begins investigating whether enough Edge will allow him to achieve his ultimate character build: the Edge Lord. We also explore one of the signature Cypher System RPG mechanics, GM intrusions. The GM can offer XP to introduce an unexpected complication, while players can spend XP to reject intrusions, reroll critical checks, create temporary skills, trigger player intrusions, or advance their characters. The goal is not simply to punish players. A good GM intrusion makes the story more interesting, creates new opportunities, and occasionally puts something cool behind the wall that just collapsed on you. By the end, we've covered the Numenera setting, cyphers and artifacts, task difficulty, Effort, Edge, stat pools, XP, GM intrusions, player intrusions, and the basics of character advancement. It's a surprisingly streamlined system hiding underneath one of the strangest tabletop RPG settings we've explored. Key Takeaways Numenera takes place on Earth roughly one billion years in the future, after eight previous civilizations have risen and disappeared. The Ninth World mixes science fiction and fantasy by treating incomprehensibly advanced technology like magic. Numenera includes artifacts, one-use cyphers, oddities, and enormous remnants of ancient civilizations. The Cypher System uses a d20, but characters generally reduce task difficulty instead of adding large numerical bonuses to rolls. Task difficulty ranges from 0 to 10, with the target number equal to the difficulty multiplied by three. Training, specialization, assets, and Effort can ease difficult tasks and bring otherwise impossible rolls within reach. Might, Speed, and Intellect are resource pools used for abilities and Effort, but they also function as your character's health. Damage normally reduces Might first, followed by Speed and then Intellect. If all three pools reach zero, things have gone very badly. Edge reduces the cost of spending points from a stat pool and becomes increasingly powerful as characters advance. In the Cypher System, the GM generally does not roll dice. Players make both offensive and defensive roll
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