Originally Posted by
Yora
I think I'll give the core book a try. Even if it just turns out an interesting reading experience on what other people are thinking about such a type of campaign.
Items that do the job of a mundane tool but slightly better have started to bore me for quite a while. Especially when you think of magic items as a writer instead of a player or GM, they don't really do anything unless the bonus is huge. But say a character in a story gets a +1 sword. Apart from the scen in which he is amazed over this magic sword, the magicness won't ever become noticeable again, unless it also doubles as a key (of a door, or unlocking the invincible overlords death). +2 Strength is nothing, it only makes a difference when you get to +10 or above. But potions and bombs, that's where all the fun is happening. Not a potion with 2 points fire resistance, but a potion of total fire immunity.
Yeah, that was something I was afraid of. Most RPGs are terrible at explaining how they are supposed to work outside of combat, treating it as something completely obvious that any first time GM will obviously know inside out. And Monte Cook always seemed one of the worst offenders to me who doesn't appear to understand why anyone would be interested in player agency. I love mystery and ambiguity more than most people, but it's important that there is the appearance that there is a reason and explaination for everything, even if we can never learn the answer. Just throwing some glowing lights and tentacles at the player and calling it weird and mysterious doesn't do it. (Which is why I don't like most of Raggis LotFP adventures, even though those by most other writers are great.) Things are only weird and mysterious if they don't fit into the normal pattern. If there is no pattern for the ordinary, then nothing is extraordinary. Planescape is super weird, but when you are familiar with regular AD&D, then you know the patterns that are being violated. From what I've read of Numenera, the Ninth World sounds like a super freaky joyride completely disconnected from anything familiar, which is why the setting doesn't sound very appealing to me.
Do you think the game still works decently when there is some pattern and familiarity with the cyphers, or does the fun come from constantly trying out new weird toys?