Monthly Archives August 2014

The Strange: People and Places

 

Hopefully you read the One-Hour Review of The Strange so you’re all caught up on the player side of things. If not, we’ll give you a chance to get it together. Caught up? Alright!

This time, we’re looking at things from the GM perspective: the latter parts of The Strange core book that deal with the stuff you need to run a game of The Strange. In my experience with Numenera, it’s hard with this system to get players to take on the role of “sole determiners of rolls” in the game (being the only ones rolling dice) so I’m hoping for some information included in that. Also, creatures in Numenera are often pretty focused in their abilities and maneuvers. This is great when those maneuvers are evocative and not so much when they are repetitive.

Lastly, the setting of The Strange is dominated by three worlds: Earth, Ardeyn, and Ruk. They seem cool and interesting, but I’ve been promised “Worlds teeming with life, with discovery, with incredible treasures, and with sudden death.” I want to make sure there’s enough in these three worlds to keep my players occupied and, more importantly, that these aren’t the only kids on the block to contend with or it’ll be more Forgotten Realms than Sliders.

And with that, we’re off!

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One-Hour Library Review: The Strange

Beneath the orbits and atoms of our natural universe lies a network of dark energy. Those who have learned to access and navigate this chaotic sea have discovered an almost endless set of “recursions” in the shoals of our Earth: Worlds with their own laws of reality, reflected from human experience or imagination, given form in the swirling Chaosphere of the Strange. Worlds teeming with life, with discovery, with incredible treasures, and with sudden death.

Worlds sometimes jealous of our own.

-From Monte Cook Games

Readers of the site might remember my review of Numenera, the first game published with the Cypher System. You might also recall that some of us here at Castles & Cooks backed the Kickstarter campaign for The Strange back in the fall of last year. All this is to say that this review will be my first hour with the book but that I know something about it already.

This game is even more of a chance for Monte Cook to show off what remains of Planescape than Numenera was. Earth in this setting is surrounded by a mysterious alien data network that can create other dimensions, and those with “the spark” are able to transfer between these dimensions (called recursions) to defend the Earth from nefarious plane-hoppers and primordial evils out to destroy it. Sound familiar?

Like Numenera, characters in The Strange are constructed with the following formula: “I am an adjective noun who verbs.” The nouns (or Character Types) in The Strange are vectors, paradoxes, and spinners rather than the glaives, nanos, and jacks of Numenera with a similar spread of specialties. Your Character Descriptor (the “adjective” part) remains with your character (so that you’re always “Clever” or “Stealthy”) but the Character Focus (the “verb” part) switches with each recursion as characters create an appropriate body for themselves that blends in with the locals and follows the recursion’s laws (some recursions have magic, some have bioengineering, etc). Your focus then changes with each jump allowing you to try new options all the time. Personally, I’m very excited to see how this plays out because it seems like such a natural fit for the Cypher System.

Alright, so that’s what I know so far. Let’s crack open this pdf and see how it ticks!

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Kickstarter: Vaults Impressions

A card game set in the steampunk world, where the goal is to assemble a crack team of vault breakers and try to collect enough wealth to become the richest crime lord in the city sounds like something that should have already existed. A concept so succinct and on point that it should be taken as a complete and utter failure of society that it didn’t exist previously. We’re all to blame on this one. Luckily, the folks over at Four Hogs are seeking to remedy that with their Kickstarted game VAULTS.

The core of the game is action management. Playing cards, gathering cards, cracking open safes, assembling or reorganizing your teams; all of these are choices that players can make that use up one or most of a set of actions that each players receives per turn. Players start each turn with 3 actions to use on the aforementioned choices of building up a team, trying to crack a vault, or gathering more cards to find the perfect team member or piece of equipment for the next job.

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