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The Strange Player's Guide
 
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The Strange Player's Guide
Publisher: Monte Cook Games
by chris d. [Verified Purchaser]
Date Added: 06/04/2015 02:24:52

While the content in the book is really just a "copy" of the core book chapters for players it's really handy to have at the table. I can now pass the core book around and the players guide. I purchased the PDF and then just printed it for my table use. Definitely not as pretty as their version but the text is readable and it serves it's purpose. It contains the information that the players need without the bulk of the rest of the core book. If I had one complaint is maybe there should have been some discount for those of us that also purchased the core book, it's not that expensive as it is but it is designed more for the players than the GM directly. My players couldn't be bothered with buying something like this unfortunately but I don't mind spending a few $$$ if it's going to make my life easier.



Rating:
[4 of 5 Stars!]
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The Strange Player's Guide
Publisher: Monte Cook Games
by Dennis M. [Verified Purchaser]
Date Added: 12/02/2014 03:21:41

I thought it was going to expand on the 2 campain settings Ruk and the other one that is why I bought it, I was am going to setup a character for Strange Game and I am going to make him if the gm would have allowed it he will be from Ruk. Other than that the book is good if some one is just going to be a Player in a game that it is good just make sure you don't plan on Gming a game. if you think you might buy the hard copy that way you can have a book to lend your players. If not for the mixup I would give the Player's guide a 3 out of 5 for the PDF, and Possability of a 4 or 5 out of for the Hard copy depending on how useful it is. Because the giving the Player's Guide to the players keeps them for see information that the Gm would rather they did not see for example the sample adventures in the main book.



Rating:
[2 of 5 Stars!]
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The Strange Player's Guide
Publisher: Monte Cook Games
by Roger (. L. [Featured Reviewer]
Date Added: 10/29/2014 04:47:38

Die Regeln The Strange hat beinahe alle Regeln mit Numenera (siehe unsere Rezension von Numenera) gemeinsam. Aber nochmals kurz rekapituliert: Die Basis-Engine basiert auf W20-Würfen. Schwierigkeitsgrade werden bei Proben mit 1-10 angegeben, die zu erwürfelnde Zahl ist hierbei der dreifache Schwierigkeitsgrad. Anwendbare Skills, besondere Assets und das Aufwenden von Effort stufen diese Schwierigkeit wieder herunter. Würfe sind auf die Spieler ausgerichtet, d.h. zum Beispiel gibt es an Stelle von Angriffswürfen der Monster Verteidigungswürfe der Spieler. Der Level eines Monsters ist grundsätzlich auch der Schwierigkeitsgrad es zu treffen. Schaden ist generell fix pro Waffentyp oder Power, d.h. es gibt keine Schadenswürfel sondern feste Werte. W20-Würfe von 17 oder höher und spezielle Fähigkeiten und Effort können aber den Schaden erhöhen.

Charaktererschaffung Die Klasse eines Charakters heisst Type. In The Strange gibt es drei Basistypen: Vektor (Haudrauf), Paradox (verrückte, magie-artige Powers) und Spinner (irgendwo zwischen Dieb und Superdiplomat). Bei jedem Type darf man sich für diese Klasse spezifische Besonderheiten und Skills auswählen, und zwar auf jeder Stufe, die man erreicht. Weiter spezialisiert wird der Charakter über einen Descriptor wie z.B. Clever oder Tough. Eine Liste Descriptors ist vorgegeben und jeder bringt auch noch mal mechanische Details mit sich.

Jeder Charakter hat außerdem noch einen spielweltbezogenen Focus. Dieser sollte pro Party einmalig sein. Selbst wenn alle Charaktere Clever wären, sollte es nur einen geben, der den Focus Works the System hat. So wird eine gewisse Unterscheidung der Spielfiguren garantiert. War in Numenera dieser Focus noch fest, ändert er sich aber in The Strange. In jeder Spielwelt, die der Charakter betritt, hat er einen Focus, der sich in dieser Welt nicht mehr ändert. Beim erstmaligen Betreten dieser Welt legt der Spieler den neuen Focus, der für diese Welt gilt, fest. Hierbei gilt zusätzlich Folgendes:

[box]When you translate into a recursion and choose a new focus, you gain and can immediately use every tier power offered up to your character’s tier.[/box]

Einmal Bombe, immer Bombe

Diese kleine Randnotiz fand ich in den Anmerkungen auf Seite 52 versteckt. Sie beschreibt einen zentralen Zusammenhang für das Spiel: Eine höhere Stufe (tier) verleiht automatisch alle Boni, die eine bestimmte Anpassung an eine Spielwelt bringt. Oder andersherum: Man kommt in jeder Spielwelt genauso kompetent, aber anders ausgeprägt an.

Jemand, der den Entertains-Focus auf der Erde hatte, kann nach dem Übergang nach Ardeyn trotzdem sofort kompetent in der Kommunikation mit Verblichenen (Shepherds the Dead) sein. Das ist dann schon ein bisschen „strange“. Es dürfte für einige Runden sehr reizvoll sein, diese krassen Übergänge und eventuell multiplen Persönlichkeiten auszuspielen, für andere reines Gimmick.

Einen initialen Focus in der Startwelt wählt man auf jeden Fall während der Charaktererstellung. Descriptor, Type und Focus formulieren zusammen eine Kurzbeschreibung eines Charakters: „Charakter X ist ein knallharter Vektor, der mit zwei Waffen kämpft.“ oder „Charakter Y ist ein schlauer Paradox, der sich an jede Umgebung anpasst.“

Im Weiteren gilt es, auf die Startwerte der drei Attribute Intellect, Dexterity und Might Punkte zu verteilen. Man schreibt die Werte auf, die der Type fest vorgibt (z.B. Effort-Limit und Edge), bzw. man wählte besondere Fähigkeiten und Skills aus den Listen des Types aus. Einen Background sollte man auch noch wählen, die Startausrüstung – insbesondere die initialen Cipher – ausfüllen und man kann losspielen.

Die Charaktererschaffung dürfte vor allem aufgrund der Fülle an Optionen etwas Zeit in Anspruch nehmen. Da aber die meisten Optionen durch Entscheidungen der Art „Wähle zwei der folgenden Eigenschaften“ erschlagen werden können, dürfte sich dieser Prozess viel schneller abwickeln lassen als ein Punkt-Kauf-System.

Spielbarkeit aus Spielleitersicht Wie schon bei Numenera stößt die GM Intrusion erst mal sauer auf. Zu plump ist das gewählte Beispiel, dass man als SL einfach entscheidet, dass einem Spieler das Schwert aus der Hand fällt, und dafür XP hergibt. Und diese XP sind wichtig, gibt es XP ja ansonsten ja nur für besondere Entdeckungen. Für reguläres Spiel – Monsterplätten, Rätsel lösen, Hindernisse überwinden – gibt es keine XP! Das heißt, GM Intrusion ist wirklich zentral für das Spiel.

Sieht man sich den Mechanismus genauer an, und liest man die Beispiele im Spielleiterteil des Buches, dann merkt man schnell, dass eine GM Intrusion so etwas wie einen Compel des SL gegen einen Spieler oder die Gruppe darstellt. Unelegant wirkt dieser Eingriff nur dann, wenn der SL diesen nicht aus der Situation heraus ins Spiel einbringt. In Fate bezieht man sich dabei auf einen Aspekt, d.h. der Angriffspunkt der Komplikation ist schon definiert und irgendwie in der Szene drin – durch den Spielercharakter oder die Szene selbst. Diese Hilfestellung fehlt dem SL in The Strange, daher sollte man Intrusions auch mit Feingefühl anwenden. Ärgerlich sind sie für Spieler vor allem dann, wenn sie Einsen würfeln – dann gibt es nicht mal einen XP dafür. Aber genau dann lassen sich Patzer wenigstens noch gut rechtfertigen.

Ansonsten wirkt The Strange wie ein Spiel, das das Leiten an sich sehr erleichtert. Die Anzahl an Mechaniken ist klar überschaubar, das eigentliche Spiel tritt gegenüber der Regelverwaltung in den Vordergrund.

Episodisches Spiel

The Strange lädt zum episodischen Spiel ein. Wie bei einer Fernsehserie kann man hierbei jede, durchaus auch längere Episode, in einer anderen Rekursion ansiedeln, und so munter den Hintergrund und die Spielwelten variieren, während der alles verbindende Plot weitergetrieben wird. Vielleicht jagt man hierbei die Diener eines Planetenverschlingers (planetovore) durch verschiedene Rekursionen. TV-Serien wie Stargate SG-1 oder verschiedene Star Trek-Episoden können hierbei als Inspiration dienen. Neue Folge, neue Welt, neues Problem, eventuell aber immer die gleichen Schurken, die dahinter stecken. Für variantenreiche Kampagnen ist definitiv Potenzial vorhanden! Und wenn eine Rekursion den Spielern besonders im Gedächtnis geblieben ist, kann man ja auch gerne wieder dorthin zurückkehren.

Spielbarkeit aus Spielersicht

Was mir am Cypher-System besonders gut gefällt, ist, dass alle Würfe von den Spielern ausgehen. Und es wird immer nur ein Wurf gebraucht! Ein Angriff auf ein Monster ist ein Wurf. Durch ein Monster angegriffen zu werden ist auch nur ein (Verteidigungs-)Wurf. Damit dürfen sowohl diejenigen zufrieden sein, die nur einen Wurf für eine Attacke wollen, als auch jene, die einen aktiven Verteidungswurf bevorzugen. Das gegenseitige Neutralisieren von Angriffs- und Verteidigungswürfen bleibt so auch aus. Ich finde das elegant.

Preis-/Leistungsverhältnis

Für 20 USD bekommt man das dicke Gesamtbuch für den Spielleiter, sowie ein weiteres Buch, das aber lediglich für die Spieler bestimmt ist. Bei dem Umfang, der hohen Qualität der Illustrierung und der Qualität des Gesamtprodukts, ist der Preis sicherlich gerechtfertigt, auch für eine digitale Ausgabe.

Fazit Das Spielsystem selbst scheint mir ein guter Kompromiss zwischen Detaillierungsgrad und Überschaubarkeit. Im Gegensatz zu Numenera sind die Cypher, die der zugrundeliegenden Cypher-Engine ihren Namen geben, weniger zentral. Für Abwechslung im Spielfluss sorgen die verschiedenen Welten, in denen man seinen Charakter immer wieder neu erfinden kann. Auch für kreative SL ist hier Einiges an Spielraum geboten.



Rating:
[4 of 5 Stars!]
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The Strange Player's Guide
Publisher: Monte Cook Games
by Alexander L. [Featured Reviewer]
Date Added: 08/13/2014 07:58:16

Originally published at: http://diehardgamefan.com/2014/08/11/tabletop-review-the-strange-players-guide-cypher-system/

Back in late 2012, Monte Cook Games ran a Kickstarter for a game you might have heard of called Numenera. It was awesome, received praise from critics (like myself) and went on to win scads of awards like “Best New Game of 2013″ from Diehard GameFAN. Since Numenera‘s release, I have reviewed sixteen different products for the brand (both first and third party), and all have been fantastic. So of course Monte Cook Games had to follow up Numenera with something, but what?

Well that would turn out to be The Strange. This too was another successful crowdfunding project, although not as successful as Numenera. Now backers and those that pre-ordered are getting their items for this new RPG hoping it will captivate and excite them in much the same way the Ninth World did. In my opinion, The Strange is not as great as Numenera, but it’s still a pretty terrific game I’m glad I pre-ordered. I decided to do a review of the Player’s Guide first for three reasons. The first is that with a price tag of only ten bucks for the digital version, it’s a lot cheaper than the core rulebook and thus easier to recommend as something to try sight unseen. After all, you’ll only be out ten dollars. The second reason is that the Player’s Guide is a truncated version of the core rulebook, focusing only on character creation and the core mechanics. You’ll get some basic overview about the setting and key terms and/or players in The Strange, but this book is all you need to PLAY The Strange. So if you are interested in playing The Strange but not running it, this is all you need. The third and final reason is that the Player’s Guide is only one-fourth the size of the core rulebook, meaning it’s an easier review to write in terms of topics and word count. Don’t worry – I’ll be reviewing the core rulebook later this month, but I really wanted to get this up for all of you curious about the game and my thoughts on it.

So to start – The Strange uses the Cypher System just like Numenera. This means the games are somewhat interchangeable and if you already know how to play Numenera, you already know how to play The Strange. Sure there are some differences but most of them are in terms of storytelling rather than mechanics. You’re still rolling a d20 for nearly everything. You still have the same ten point difficulty chart where each step up or down is a difference of three in terms of what you are trying to roll (so a Step 1 challenge means you want to roll a 3 or higher, a Step 2 means a 6 or higher and so on up to Step 10 which is a 30). This is great because I love the Cypher System, it’s so easy to explain and teach. I’ve seen Numenera used as a first game for kids and completely new gamers alike and it works so well. So this ensures The Strange will feel intuitive and familiar. It’s almost akin to a new campaign setting rather than a new game. Indeed who is to say the Ninth World is not a recursion for The Strange or that the setting of this game isn’t one of the eight previous worlds alluded to in Numenera? It’s your game, and you can make the two as connected or utterly separate as you choose!

Now, the Player’s Guide for The Strange devotes VERY LITTLE time and space to the world setting and core concepts of the game, so I’ll be saving much of that for the review of the core rulebook. The Strange does take place on Earth during a modern era. The Strange is not just the name of the game but also the nickname to a network or portal system created by…some advanced alien species a long time ago. None of it is certain. What is certain however is that The Strange has become its own thing, where the rules and laws of our universe do not exist. It is pure chaos. It is a void and yet everything at once. Inside the strange are two things. The first are Plantevores which are sentient life forms that move around the chaos like a fish in water. Perhaps a shark is a more appropriate analogy for these Planetvores want to devour entire planets or perhaps even reality itself. That’s where the PCs come in. They are part of an organization dedicated to preventing Planetvores from breaching our reality, mapping the Strange and the recursions within it.

What is a recursion? Well they are stable pocket universe that reside within the Strange. These alternate realities may have physics and scientific principles similar to our own, or they may operate completely differently. Perhaps one is a world of high fantasy with dragons and wizards. Perhaps one is a dystopian scientific future ala Shadowrun. Perhaps one is a steampunk version of the Victorian era. Anything and everything is possible in theory. There are two really fleshed out recursions in The Strange – one is a D&D style fantasy world called Ardeyn and another is a dark sci-fi world known as Ruk. Both of these aren’t fully touched on in the Player’s Guide, but it does mean GMs who purchase the core rulebook have two in-depth pre-designed recursions that they can really work with if they don’t want to homebrew something. Remember, the Player’s Guide is almost 100% focused on creating characters.

So let’s talk character creation now. Again, it’s very similar to Numenera but there are a few differences. In Numenera your three character classes were Glaive (warrior), Nano (mage/psionist) and Jack (rogue). In The Strange you have Vector (warrior), Paradox (mage/scientist/psionist) and Spinner (bard). The archetype I gave in parenthesis aren’t 100% accurate but it’s more to help those of you new to the Cypher System to understand what each Type basically is. Now the Types in The Strange are not an exact copy of their Numenera counterpart. Their starting stats and powers are different, but progression through the Tiers (the equivalent of levels) is the same in that you raise stats, skills and powers first and then eventually move on to the next tier.

You have three statistics or Pools as they are known in the Cypher Systems: Might, Speed and Intellect which are self-explanatory. You also have an Edge for each of these stats which can help decrease the number of Pool points you have to spend on a power, skill or challenge. Finally you have Effort which allows you to spend Pool points to decrease the target number of a challenge you are currently facing. The game is really quite simple in this regard and so character stats are really light and easy to remember mechanically.

Character creation in The Strange comes down to the following phrase: “I am a Advective Noun who Verbs.” Basically you fill in the Mad Lib style blanks and that determines your character. The “Noun” part is your character type (Vector/Paradox/Spinner) and determines much of your starting Pools and Edge, as well as your powers. The “Adjective” part is your “Descriptor and this will give you some slight changes to your stats and skills. For example, out of the fourteen Descriptors provided in the game, I could choose Stealthy and gain +2 to my Speed Pool, and several related skills. I would also get a disadvantage of movement related challenges being harder because my character would be precise rather than fast. There were only twelve Descriptors in the core rule book for Numenera, so it’s nice to have two extra here in The Strange. Only a few of the Descriptors transfer over from one game to the other, and even then it is mostly in name only, which helps to make the two games stand apart.

The “Verb” part of the character sentence is the Foci. The Foci basically fleshes out you core power set that makes the character unique and/or special. Unfortunately this is the weakest part of character creation for The Strange, but not Numenera There are two reasons for this. The first is that The Strange has far less Foci than Numenera. Numenera started with twenty-nine Foci while The Strange only has twenty-six. That doesn’t sound so bad at first. However there’s a catch to Foci in The Strange and that’s that they will change from recursion to recursion as your body is transformed (more or less0 to fit in with the new reality. So a professional wrestler might be an Orc Barbarian in Ardeyn or a Terminator on Ruk. What this means is that your Foci changes from place to place so you might want to have several character sheets. Now, out of those twenty-six foci? Only eight are available for Earth, ten are available for Ardeyn and seven are for Ruk. There last is one you can only get after you’ve been off Earth at least once. The problem here is that since the game starts on Earth, you have a lot less options for your starting character. I’m totally fine with the idea of the Foci changes from reality to reality. I really like it in fact. I just wish there were more options. There needed to be at least a dozen for each of the three “worlds” in order to help characters feel more alive or unique to their creators. It just feels too sparse for my liking.

Of course, if all the Foci were applicable across the board, it would be a different story. Some actually can be which is called “Dragging” or “Draggable Foci.” Only eight of those are (mostly the Earth based ones) and the decision behind what ones are and are not draggable eludes me completely. For example “Solves Mysteries” can. That makes sense, but “Carries a Quiver” or “Lives in Wilderness” are not? Because the principal behind arrows should be the same in all three worlds, especially Ardeyn and Earth -doubly so as it doesn’t involve magical arrows strange bow skills like that. It’s just straight up archery and fletching. Yet it is not draggable. Why? Who knows! It’s apparently arbitrary. Of course it is your game so you can make any of these skills draggable, but the lack of Foci options and the weirdness of what is and is not draggable are a weak spot in The Strange that is not present in Numenera, and this is why I say I like Numenera better. It just doesn’t have this minor, albeit easily corrected, flaw. It is still a great game with a lot of potential most gamers will find fun and exciting, so don’t less this one quibble of mine throw you off The Strange.

That’s pretty much the Player’s Guide Sixty of the pages are purely character creation and the rest is devoted to light explanations of mechanics, equipment guides, pre-generated characters and a look at how characters move from one recursion to another. For a mere ten dollars, the Player’s Guide is a great way to see if The Strange is for you. You get all that you need to know in order to play the game and make your own PC for the setting. All the core mechanics and explanations are here. This book is especially great if all you want is to PLAY The Strange rather than run it or design adventures for the game. For aspiring GMs or those who want a lot more in-depth look at the setting and history of the game’s multiverse, you will NEED to get the core rulebook, which is fine. Both books are wonderful in their own way – it just depends on what you need or want in regards to playing/running The Strange.

Again, the Player’s Guide only touches on character creation and a basic overview of the setting so that’s all I’ve talked about here. I’ll have a full review of the Core Rulebook up later this month as I continue to devour it. I can say without a doubt though that The Strange is a worthy follow up to Numenera and is up there with Atomic Robo RPG and Valiant Universe RPG as my favorite new games of 2014. Definitely check it out when it becomes available to the general public later this month!



Rating:
[5 of 5 Stars!]
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