TRF Favorites: RPG Systems

Of course, we love RPGs here at TRF – and we try to dip our toes into as many systems as possible. However, some of them have a special place in our hearts, and we come back to them time and time again. So, in no particular order, here are our top 5 systems:

1. Numenera. Numenera is actually the longest running campaign we have for TRF – and for good reason. The Ninth World is a treasure trove of weirdness and creativity. The only limit to what can be done is your own creativity. For the main part I’ve only run written adventures for TRF – The Devil’s Spine and Beyond All Worlds. However, the world is open and so easy to integrate into the games. I’ve begun building my own campaign, and going through the Ninth World Guidebook, Core Book, and Bestiary have given me so many ideas of twists and turns to introduce to my characters.

I love the Cypher system as well. It’s all player facing, so the GM rarely has to roll – I only roll to see what cyphers or mutations to hand out to my players. It’s also a d20 system, but doesn’t use modifiers like Pathfinder or D&D. Instead a difficulty is set for each task between 0-10, and the players must roll above the difficulty x 3 in order to succeed. However, they are able to adjust the difficulty, by using effort, spending out of their pools, being trained in the task, or using a cypher. Players earn XP in every session, for playing and through GM intrusions, which means I as the GM offer them XP in exchange for something bad happening to them. The great thing about XP in the Cypher System is that you can spend it. So you roll a one at a crucial moment? You can spend one of your XP to re-roll. Don’t want to take that GM intrusion? Spend an XP to avoid it. I keep finding myself in other systems wishing I could spend that XP for a re-roll, or adjust the difficulty in my favor.

Character creation is also great. There are three archetypes possible: Glaive (the fighter), Nano (the wizard), and Jack (the rogue). Each character gets to pick a descriptor and a foci, so you get to pick characteristics and what is important to your character, and then get the stat bumps to make this possible. When we were going through character creation for the Mysteries of Ninth World, I told the players not to worry about having an even distribution of the character types, because it’s really the foci and descriptors that make and set apart the characters. For instance, Ilvarya and Titania are both Jacks, but they are completely different.  And I can’t emphasize enough how easy I find character creation and leveling up. It feels very natural, and there isn’t too much to keep track of.

I’ve run games in a bunch of different systems, and Numenera is far and away my favorite. The world is so interesting and so deep, and like I said the only limit is your own creativity. The books are gorgeous and simply a joy to read through – the little tidbits scattered throughout are so entertaining.
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2. Final Girl. We record several episodes each week and attempt to balance about 18 different schedules to make sure we can get the whole group there each time. With that many people, it shouldn’t be a surprise that sometimes not everyone can show up. When that happens we have The Final Girl to turn to. This is GM-less system that takes about 5 minutes to set up, and all you need is a deck of cards. In a game of Final Girl, you create your own horror movie and get to wallow in all the great tropes that exist. I love horror movies, I love the tropes, and I love pulling them out in this game.

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Set up is easy and fun and the rules are very simple. As the game progresses everyone gets a chance to play any of the characters as well as the killer, and it becomes more and more of a bloodbath as the game goes on. The only sticking point we’ve ever hit is that sometimes the card draws mean it takes a long time for the killer to succeed in a scene, but things are set up so that eventually they will kill their victim(s).

Worried you can’t come up with a scenario to play in? The back of the book has 52 possibilities, including “Somehow, you have been sucked into Hell. You are trying to escape because it is obviously not a healthy place to be,” “A scientist or scientists plays God and returns the dead to life. They are not grateful,” and “Dracula.”

This is our go-to game for something quick to play because it is honestly the system we’ve probably had the most wacky fun in.
Sadly the site where we purchased this from isn’t up currently. We’ll keep you updated!
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3. The Strange. A lot of the praises I sung for Numenera can just be applied here. Both games run off the Cypher system, and what works there works just as great here. What is unique and puts the game on this list is the setting. In this version of our world, other realities exist just below the surface of our perceptions where dwell the embodiment of every fictional construct people have ever believed in. Fantasy worlds where lords and ladies live in magnificent castles and knights and magicians do battle with dragons, mad science dystopias where bioengineering runs amuck and people with psionic powers are as common as graduate students, or any number of post-apocalyptic wasteland, all are not only possible but are reachable by people with the ability to interact with The Strange.

The Strange is a long since defunct dark energy construct underlying our reality that once permitted faster than light travel between the stars. Whoever built it isn’t around anymore though, so there’s been no one around to work on upkeep. What’s worse, there are things that live out there in the dark spaces beyond normal space and time, hungry things. Ever wondered why we haven’t found anyone else out there among the stars? The answer is simple: planetvores found them first.

But that’s the big picture. What The Strange means for most people is that you can travel anywhere and do anything, using characters built using the simple yet deep creation system described above. Then, whenever your character goes to another reality, translates to another recursion as they say in game, you manifest in a new body suitable for that reality and get to pick a different focus. Someone who operates undercover on Earth may channel sinfire in the fantasy kingdoms of Ardeyn, or incorporates weapons in the alien recursion of Ruk where mad science reigns. Each place they go, gives characters a contextually appropriate way in which they can be the hero they want to be. In short, The Strange is the ultimate sandbox.
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4. Trail of Cthulhu. In the second episode of The Redacted Files, our brave heroes barely escaped a terrible fate when they were chased off a mountain by its otherworldly inhabitants and their human intermediary. Then they found an entire town flash frozen, its population of 300 souls wiped out in an instant. Then they failed about half a dozen perception checks and the scenario ended because there was nothing else they could do to get the story back on track. What Trail of Cthulhu was meant to address was this very fundamental shortcoming in any system that relies on pure luck for story element. To put it simply, if you need a piece of information to move forward, the Keeper gives it to you.

Trail of Cthulhu isn’t just a straightforward modification of the Call of Cthulhu framework adapted to Robin D. Laws’s terrific Gumshoe Engine though, far from it. Trail seeks to recapitulate everything that is mythos role-playing into a system more suited to procedural investigation, so that the drama switches from will the investigator find the clue to what can the investigator learn from the clues he or she discovers. What this means is that at the end of the day, though they still probably won’t be prepared for it, the players will get to see what it is they were meant to find, rather than wandering around, looking for the plot until the world ends, sometimes literally.

This mentality of automatic success is taken a bit farther with the use of investigative skills, where point spends can be used to gain just a little bit more information, and general point spends that end up working a little like effort in the Cypher System, enabling that spectacular success just at the right moment.

All in all, Trail is a polished experience that makes searching for the truth behind the mythos and the road to insanity so much smoother.
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5. Night’s Black Agents. So, what could make Trail of Cthulhu more awesome? What if you replaced the investigators with spies from your favorite espionage thrillers? And what if you replaced Eldritch horrors with vampires behind a global conspiracy with links to the highest levels of the governmental, commercial and criminal elite? Then you’d have an amazingly entertaining roller coaster ride, otherwise known as Night’s Black Agents.

On top of the usual Gumshoe goodness, NBA adds modular vampire creation guidelines, a menu of thriller combat rules, bonuses for players who specialize in certain abilities, guidance on setting up cities in which your agents may wreak havoc and conspiracies whose scope will boggle the players’ minds.

In the hands of a meticulous planner, Night’s Black Agents is a tool that could easily create campaigns that are works of art. In our hands, it makes for a great way to wreck things in new and exciting ways. We can’t wait to share our first adventure at the end of April.
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*Note: If you purchase these titles from Pelgrane Press, a PDF is included with the book.

–Megan and Aser

Glimmer Review: In Strange Aeons

Ever sat back and looked at your cypher-wielding party battling abhumans and thought, “you know what this needs, something really weird…” If so, In Strange Aeons may be just what you’re looking for. In Strange Aeons is a Numenera glimmer released by Monte Cook Games that introduces the Mythos into the Ninth World. So it’s pretty much the best of all worlds for me.

ISA introduces new character options, Mythos monsters, creature re-skins, and mechanics for adding insanity to your game of Numenera. I added some of these to the Beyond All Worlds side quest that I ran. I also plan to pour more of it into the Mysteries of the Ninth World campaign as we continue into an adventure of my own design.

Insanity Mechanic:

I think this is handled very cleverly. Instead of adding a new pool to track (like the stability and sanity pools in Trail of Cthulhu), ISA uses the character’s existing intellect pool. Using their mechanic, when ever the party encounters something from the Mythos, they must make a sanity roll where the difficulty is equal to the level of the creature. This means upon encountering a Shoggoth they must make a difficulty 7 role. If they fail the roll, they lose a number of intellect points equal to the level of the creature. If a character moves down the damage track due to sanity loss, she immediately loses a point permanently from her pool and regains 1d6 +1 points back. If she loses all of her intellect pool, the character loses their own descriptor and gains the Mad descriptor. They also get to increase their pool to 1d6 + tier and gain an intellect edge. If they lose all of their pool again, then the character cannot recover.
ISA also offers ideas for GM intrusions for your characters as they encounter they Mythos and encourages players to decide to switch over to the Mad descriptor if they feel that is the way their character is going. You can also introduce inabilities as characters grow obsessive, which is balanced by increasing another skill, like knowledge in a certain area.

Character Option:

ISA introduces two new character descriptors – Mad and Doomed. Mad comes into play within the Insanity mechanic, and when a character drops low enough in Intelligence they take the mad descriptor in place of the one they chose at charaacter creation. This descriptor causes the character to become less mentally stable – they gain an inability in intellect defense. However, they also can be given insight by the GM that will give them information that they have no reason to know. The other descriptor added is Doomed. Doomed gives you benefits for perception and speed defense, and you have an asset to resist insanity. However you can’t refuse a GM intrusion, and you don’t get XP when you take one. To quote the glimmer, “The universe is a cold, uncaring place, and your efforts are futile at best.”

Creature Reskins:

If you don’t want to use one of the plethora of Mythos monsters given in the books,  you can improve an existing one using the skins provided, which include Non-Euclidian, Squamos, Tentacular, and Unnamable. For instance, if I want to have a Squamos abhuman, they gain +1 to their armor, and have improved abilities in swimming, jumping, and escaping. However, they will have a harder time peacefully influencing people.

Creature Stats:

ISA gives stats for Deep Ones (and therein, stats for Dagon and Mother Hydra), The Great Race of Yith, Mi-Go, and Shoggoths. (The Strange Bestiary introduces even more Mythos goodness including  Night Gaunts and Elder Things).  I think moving forward I will edit the stats a bit – I thought the Shoggoth was too easy for my party to defeat in Beyond All Worlds. By increasing the hit points and its armor, I think it will become more terrifying.

Conclusion

I think ISA really understands how to add the Mythos to a game. Monte Cook states his intent:

Making something “Lovecraftian” doesn’t just mean adding more tentacles. It isn’t just about monsters from space. Lovecraftian horror is cosmic horror. It is the terror that comes from the realization that the universe is vast, inhospitable, and uncaring. Humanity’s desire to find our place in it is fruitless. We have no place. We are insignificant and meaningless specks in the unfathomable reaches of both space and time. Worse, there are entities so monstrous and vast that should we come to comprehend them—even a little—we would go mad, and should they ever notice us, they might destroy us with but a thought.
This fits Numenera particularly well, actually. Humans of the Ninth World who begin to think about the billion or so years behind them, and the immense civilizations that have come and gone in that time— each so much greater than the Ninth World that humans can’t even comprehend them—can easily begin to feel the grip of cosmic horror.

The glimmer is full of tips on how to run a good horror game and how to really bring the Mythos to life in your game. Making something Lovecraftian isn’t just about introducing tentacles, like In Strange Aeons says, it’s a feeling that this glimmer will help you invoke.

In Strange Aeons is written by Monte Cook and is available on DriveThruRPG and Monte Cook Games for $2.99.

–Megan

Unraveling of the Ninth World Episode 2: Hell is Other People

Upon learning about the menu at No Hope, our three “heroes” resolve to find a way out of Hell as soon as possible. Visit @1TweetNumenera on Twitter.

Shoggoth

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Why The Cypher System is a Blind GM’s Best Friend

One of the principal selling points for the Cypher System is the ease with which a GM can pick it up and be running epic games of action, intrigue and suspense in just minutes. The thing is, that many of the steps that Monte Cook Games took to achieve this happens to make the game a dream to run as someone with a visual impairment.

Simplified Movement:
Distances in the Cypher System are abstracted to immediate (within arms reach), short (10 to 50 feet), long (50 to 100 feet), and beyond 100 feet. This means that out of the box, the system doesn’t rely on movement grids, map squares or require you to establish ranges. Moreover, line-of-sight and other conditions are defined solely by the narrative. This means that with an imaginative group of players involved in the story the GM is telling, combat can move smoothly without having to manipulate miniatures or tokens as part of the core experience.

Simplified Bonuses and Penalties
My Cavalier in Pathfinder often has bonuses to his attack roll from his strength, the weapon he wields, abilities he and other party members are using, and circumstances of combat: so he can have a +9 to to a d20 roll as a level 3 character. The Cypher System’s measure of difficulty, in steps ranging from 0 to 10 with training, assets and circumstances decreasing the difficulty by steps, and bonuses only ever adding 1 or 2 to a roll makes managing the math at the table a trifling concern. I grew up having to manage complex equations in my head, but I’m glad that when I’m telling players what to roll, I don’t have to with the Cypher System.

The GM DOES NOT Roll:
Accessible dice rolling apps and random number generators aren’t that hard to find, and there are now even Braille dice on the market, but what requires even less time- not having to roll at all. The GM sets targets for the players to roll against, and when non-player characters enter combat against one another, players are designated to roll for them. It’s an elegant distribution of responsibilities that keeps the story flowing nicely while preserving the gaming aspect of the experience for the players.

Braille d20 from 64 oz Games
Braille d20 from 64 oz Games

All of this makes running The Strange for the podcast a breeze. I’m still what I’d consider a novice player, let alone a GM, so I think I’m still prone to making simple mistakes. But the consequences to the experience for the players I think have been far less than they could have been thanks to the features of the Cypher System. Blind or otherwise, if you’re interested in making the jump from running a character to running a game, I’d urge you to consider Numenèra or The Strange as terrifically accessible starting points, in more ways than one.

Mysteries of the Ninth World Episode 6: Return to Uxphan

Terror Bird

“Mourning” the loss of a friend, the party in the company of a new ally attempt to retrace their steps and discover the location of the Impossible Blade. Along the way, Titania and Ilvaria invest in potential pets/breakfast.

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Unraveling the Ninth World Episode 1: Go directly to Hell; do not pass Go

Three criminals are thrown into Hell as a punishment for their crimes. Will they be able to push past their selfish desires to work together and escape this prison? Or will they be stuck in Hell forever?

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Mysteries of the Ninth World 5: Climb to Ignominy

Warrior Host
Warrior Host from The Devil’s Spine

The party says some goodbyes as they make their way to top of the tower to destroy the Insidious Choir.

This campaign and the images are from The Devil’s Spine, written by Monte Cook. We use the Numenera campaign book and expansions, all available at http://www.montecookgames.com/shop/

NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Printed in Canada.

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Mysteries of the Ninth World Episode 4: A Walk to Forget

After meeting some new allies and making a new enemy, the adventurers make their way to the tower.

Tower of the Insidious Choir

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Mysteries of the Ninth World Episode 3: What’s a little mutation between friends?

Screaming Statues

Our “brave heroes” embark on a journey to destroy the insidious choir. Along the way they stand on unsturdy surfaces and poke things they shouldn’t. Fun is had by all. Bring your rope, you’ll need it.

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Mysteries of the Ninth World Episode 2: Meet the Parent

devola

The group meets with the mysterious Devola and learns what needs to be done to take care of their worm problem.

This campaign and the images are from The Devil’s Spine, written by Monte Cook. We use the Numenera campaign book and expansions, all available at http://www.montecookgames.com/shop/

NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Printed in Canada.

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