When I did my one-hour review of Numenera, I had to skim through some of the densest parts of the books to fit an overview in. This included the Setting and Creatures sections, which were not apparently essential to understanding what the game had to offer, though they looked interesting and imaginative. Now that I’ve had some more time to go back and look through these sections, it’s clear that the game designers managed their goal of merging science-fiction and fantasy well.
It’s maybe handy that I’m finally getting around to A Memory of Light, the final book in the Wheel of Time series, as I’m reading through Numenera because there are some handy connections. Like the Ninth World, the lands in Robert Jordan’s series live amidst the ruins of a former time that they don’t really understand and that seems crazy. Through glimpses into the past, we know that people before the Breaking had hovercars and laser guns just as people in earlier eras before Numenera likely did.
The difference here, though, is that the Ninth World is distinctly sci-fi in it’s themes and outlook. There are some heroes to celebrate and monsters to slay, but the hooks and adventures provided focus more on exploring and understanding. The unknown regions of the Ninth World feel more like the “new worlds and new civilizations” of Star Trek than the wild regions of Conan’s Hyperborea, as one example of contrast. It’s a hard thing to explain the feel of this game (a hallmark of Monte Cook) so I’ll just outline it by showing off the book instead of groping more.Read More