Full disclosure: I am a MCG Asset Team Member
There are plenty of thorough reviews of Numenera online, and I'm not going to try and replicate them. What I will note are a couple of major strengths of the game:
1) I demoed the system at a FLGS, and it took about 30 minutes to create characters and explain the rules. By the first go-through of actions, everyone around the table had grasped the core mechanics. This is a very accessible system.
2) The GM really doesn't roll much, if ever. Not only does this give the players more to do, but it grants the GM more time and freedom during encounters to look things up/explain what's going on/otherwise get stuff done. This is a very liberating system to run.
3) The world encompasses a bit of everything, from medieval to sci-fi, from steam punk to Lovecraftian. As a campaign progresses, you can introduce new elements to keep things fresh. So this is also a very wide-ranging system.
Monte Cook has plenty of experience in the game design world, and Numenera uses a stripped down version of more complex games and ends up with something more like Fate which focuses on the story rather than the rules. This is a good thing!
Buy it, try it. Even if you hate the rules, there is so much to plunder within the corebook for your other campaigns that it's money well spent!
|