Numenera tagged posts
Last time, I went over the geography of the Ninth World to explore the setting of Numenera. This time, I wanted to look over what sort of people and creatures inhabit the Ninth World. Living amidst the remains of a billion years of previous civilizations is a strange prospect and it means that the people of Numenera are both used to and mystified by the strange technology they find lying around their world. The things you can find in the wilderness or cities of this setting may fill the same narrative niches as goblins and cultists and ghosts but they are very different.Read More
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
When I first started playing in D&D, I didn’t start out in a “standard” fantasy setting like Greyhawk or Forgotten Realms. I started off in the weird, nightmarish, wonderful, though-provoking realms of Planescape, traveling from the City of Doors through portals to all corners of the multiverse. Behind this remarkable setting is a man named Monte Cook who started his own company years ago and created a number of fantastic d20 products like the epic-scaled urban setting of Ptolus and the psionic adventure If Thoughts Could Kill. When Monte joined the development team for D&D Next, I was excited and eager to see what his reunion with Wizards of the Coast would yield. When he left the project suddenly and without much explanation, I was disappointed but curious what else he had planned.
That’s when I started to see teasers for Numenera. It looked strange and confusing and intriguing and bizarre. It looked like everything I loved about Planescape, and every subsequent teaser is even more interesting. Now I have the pdf in front of me and I can’t wait to delve in for my first hour with the book. Come on down the rabbit hole…Read More