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The Technology Compendium is one of my favourite supplements in Numenera.
This book starts with a chapter of how to use technology in your Numenera game. This is chapter is very useful if you, like me put a more technological spin to you game. The chapters breaks down Numenera into technology types helping you present the Numeneary in a way that makes more sense (more sense to you 20 century GM, not from ninth world perspective). At the same time this Chapter gives you a sense of the types of technologies the past 8 civilizations were delving on. Additional, you will find a new descriptor for artificial intelligence, which is a very nice bonus.
The following chapters cover cyphers, artifacts and oddities. A treasure trove of new resources to add to your game.
This supplement end with an super useful chapter where it breaks numenera (from all sources) into categories. It is great for when you want to find a cypher or artefact related to the datasphere or related to genetics for example.
All together I really appreciated the new insights this book gave me about Numenera as a source of technology and my players love all the great new chypers and artifactes that they got access too.
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Same as with the Cypher collection, this supplement gives you more Artifacts and additional oddities to expand your core collection. I love Artifacts and my players love them even more, so it is great to have more options to choose from. Unfortunately you only get a few pages of artifacts, but every bit counts when you are hungry for more.
This supplement brings a few interesting options to your game and it is great to have more oddities to choose from.
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This supplement bring a bunch of new cyphers to your table. Cyphers are one of those things that me and my group cannot have enough of. It is true that you can do well with just the core cyphers, but eventually you are going to find yourself using the same one. It is extra fun if you have more to choose from to make your game more interesting in which case this product does exactly that.
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Simple but nice introductory numenera mini adventure. I think is great for injecting a "side quest" to your campaing.
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The devils spine is one of my absolute favourites Numenera adventures. I have run it four times and it never disappoints. I find it to be great to start Numenera campaigns specially if you are new to the setting, as it shows you different adventure styles and takes you through very diverse scenarios in the numenera setting. You can also play it’s different chapters as stand-alones’. The art is really inspiring and beautiful as anything MCG. The layout of this product is consistent with the Numenera source books, having this amazing, super informative side notes/references/comments that links relevant content from other sources, within the same book or just give you some intresting tid-bits of information that complements what you are just reading.
The devil spine is divided into four chapters/adventures that joined together can be played as a campaign. I personally find the story very fun and it takes you to memorable and weird places that will leave a mark. For example, all my players remember the main antagonist/facilitator “devola” as one of the weirdest encounters they ever had.
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This is a must have supplement for the strange. It allows you to present your players with “top secret” files regarding the strange which will allow you to introduce them to the basic strange concepts and the setting in a very immersive way.
The art is very cool and the documents and props feel very realistic. It really allows you to start the game fully immersed in this amazing setting. I use it avery time I start a strange game, and my players always seem to appreciate the detail of it.
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I love this instant adventure format that MCG is putting out. This supplement will give you 10 Numenera scenarios ready to be used as either stand-alones’ or to be assimilated into your campaign. They all come with some great art to show to your players and are organized so that you can run them with minimum preparations time. They will give you an overview, and then present you the details in layers for quick reference and follow-up up. They are non-linear so you have lots of flexibility.
All in all, this supplement is a must have in your DM toolbelt. It has helped me out of thought spots when my players wander off and I need to pull out material from my hat ;)
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This is a very interesting Numenera urban adventure. The hideous game gives you an example of how numenera works for characters that like to stay on the comfortable confines of a city and still experience the weirdness of the setting.
I have played this adventure several times as a standalone on conventions and have also integrated into my own campaign. In all instances my players have were fully engaged and really enjoyed the challenges presented. I saw groups that emphasised on the political/social aspect of the adventure. Others focused on the detective/crime solving aspects, and others just enjoyed the thrill of the hunt and the confrontation of the enemy. In my opinion this adventure gives you material to satisfied most players.
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Like I said on the first installment of this supplement, Maps of the Ninth World.
I love the Numenera setting. The ninth world is an amazing, awe inspiring world. It has geographical features that are impossible to the natural world. Conveying the magnificence of this setting can be a challenge. Thankfully, the art work gives a great boost on this endeavour. Nonetheless, having a map of an area is the cherry on the cake, if you ask me.
This supplement gives you not only the beautiful, high quality maps found on the source material, but gives you the same version without annotations or political lines. Additionally it will present you maps from specific areas like towns, cities or Numenera devices. As a bonus you get to see the super continent in all its glory and the portions of it that has been mapped already! I love that feature! ... So much land to map :D
A must have for lover of maps or anyone looking to bask on the magnificence of this amazing setting.
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I love the Numenera setting. The ninth world is an amazing, awe inspiring world. It has geographical features that are impossible to the natural world. Conveying the magnificence of this setting can be a challenge. Thankfully, the art work gives a great boost on this endeavour. Nonetheless, having a map of an area is the cherry on the cake, if you ask me.
This supplement gives you not only the beautiful, high quality maps found on the source material, but gives you the same version without annotations or political lines. Additionally it will present you maps from specific areas like towns, cities or Numenera devices.
A must have for lover of maps or anyone looking to bask on the magnificence of this amazing setting.
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When I read Into The Night, I could not wait to get my players started exploring the cosmos. The book gives you some options, but none is as beautiful as the Nightcraft. This supplement provides you with sleek, fully detailed spacecraft that my players loved since they laid their eyes on it.
This supplement also gave me all I needed to later create my own night-crafts once my players blew up theirs ;)
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I have played this adventure multiple times. I have use it for conventions as a stand alone and for my own Numenera games integrating it into my campaign. Every time I have seen it play in different ways to my delight. I find this adventure to be exquisitely weird and open ended, allowing for lots of opportunities for unusual exploration. This can be frustrating to some or exciting to others. It also has an element for horror if you play it right, in the form of a dangerous predator that haunts the area.
The violet vale is a perfect example of how weird and exotic Numenera can be. It also helped me understand better how Numenera can affect the natural world. I really liked it.
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The Numenra XP deck was the first deck I owned from the cypher system; and I love it. I also play cypher games, and even though I could use my trusty numenera deck, it feels extra nice to have the themes match. As I wrote regarding teh Numenera deck. At first I thought it was just a luxury item that looks pretty but it is impractical to use or that I will seldom use. I now stand corrected as I use it in all my games and if I forget to bring it my session doesn’t feel the same.
There is this awesome feeling around rewarding your players with XP for their accomplishments. On the other end, as I player I love to be rewarded my XP with physical tokens. Also, it makes the Cypher System mechanic of a GM intrusion much more fun. Seeing the GM reaching for the XP deck starts the excitement of a twist in the story. Moreover, if I am the recipient of such intrusion, being “compensated” with two XP makes up for whatever inconvenience it may cause my character. Finally, it feels really good for me to hand over the card to anyone I choose.
All in all the XP deck is a great asset for my games as it makes them feel more tactile. Naturally, you have to print them out (preferably on cardboard) or all I said is moot.
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This setting changed my RPG life. I was already a fan of Monte cook because of Ptolus, but Numenera took my admiration to the next level.
I love the idea of playing in a setting set so far in the future that the line between technology and magic blurs depending how you play it. Numenera allows you to mix Scifi and Fantasy to yours heart content. Different players at the same table can approach the setting with different eyes. You can play the same character as a techno-mage or as a spiritual shaman which brings lots of possibilities to the table. The cypher system is streamlined and fun. We spent less time worrying about the rules and more on the story. Still it allows for awesome battles and the interaction with the world is interesting and detailed enough.
The book is easy to read. It is filled with reference, comment and notes on the sides that makes it a pleasure to read and complement the material you are just reading. The layout and art are beyond anything else I had experience before.
Character creation is really simple and the end products are rich, appealing and fully-fledged characters. The world is really stimulating leaving you pleanty of space to develop it further to any direction you wish. The creautres are wildly imaginative and easy to use. The technology (cyphers and artifacts) are a blast to read and even more fun to use in the game. It also has a few adventures to get you acquainted with the setting.
All together this system is really great to play. It changed the way I run my games, making my life so much simpler and fun.
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Loved this product! So much information detailing wips and feats for them. Magic version of them as well everything you need if you want to wield a whip with style!<br><br><b>LIKED</b>: The level of detail of the book<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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