Woah! This video alone is worth subscription. I'm really enjoying your enlightening lectures, suggestions and commentaries on Numenera. Looking forward to videos tackling rules specifics like Skills and Proficiencies handled in the Cypher System. Please keep'em coming!
Great fan for your content, keep up the good work. Really liked Numenera when it came out a few years ago. I'm starting a new campaign and your videos were a great way for me to ease my way back into the mindset of GMing this great game.
I started playing a Journaling game called colostle, holy shit guys. I injected numenera and this method for encounters into the game to sort of make a solo adventure and it has been amazing. The setting lent itself to a character I had from a numenera game and just made a new character to sort of experience my own characters horrible ultra terrestrial labyrinth of my old numener character? It's wild.
Token Tool is a must have! I picked up Foundry a few weeks ago and, I gotta say, I'm pretty sold on it! Nice clean interface with a lot of customizable options AND I can run it on my own server. I may do some videos on setting up Foundry VTT for Numenera as I get a better handle on it!
@@THEINFINITECONSTRUCT I'll be using Foundry VTT too for my game. If you do make those videos it would be pretty useful to a lot of people I'm sure. ^^
With respect to the GM intrusion, would that be you offering an intrusion to all players? How does it work narratively if one or more players refuse the intrusion? Would it work to have the driftworm's action just happen, and the GM intrusion(s) being the various ways in which the players were ill-positioned for the motion?
So the drift worm moving about violently would more than likely count as a group GM Intrusion just given the scale of what's going on. I approach GM Intrusions in two ways regarding players refusing them: either things happen in the world (i.e. the drift worm makes a sudden movement) and a player refusing the intrusion just means they don't have to directly deal with the consequences, or the player refusal stops the whole thing from happening. I play it by ear depending on what feels right for the narrative. I once used a GM Intrusion to allow an NPC to sneak up on a PC and hold a blade to their throat in what I felt would be a very gripping and intense situation; had said player refused it, I just would've ruled it as they "spotted" the NPC before they were able to sneak up on them. The NPC still attempted to do this, but the refusal just reflects their failure by the player taking narrative control of the scene. A refusal of an Intrusion that makes the drift worm thrash around could either be A: the thrashing occurs and the player refuses the Intrusion and doesn't have to make any Speed Rolls or suffer the consequences of the train car flipping around. B: a player who's telepathic refuses the Intrusion and states that they telepathically connect with the worm and calm its movements so it doesn't thrash around. TBH, I tend to consider "Refusals" just Player Intrusions that respond to a GM Intrusion. I feel like the refusal is a bit of an older mechanic and now that we have codified Player Intrusions, I just allow a player to refuse the GM Intrusion that way. It costs the same amount of XP and provides some narrative intrusion on the players' side to explain how/why they're not affected by a sudden turn of events. I might do a video on this in the near future!
@@THEINFINITECONSTRUCT I haven't seen group intrusions discussed before in my reading. Mechanically, do you offer 2XP to each player? I've run very few sessions, and so my feeling for intrusions is still pretty shaky.
@@SavanniDGerinel group intrusions are usually 1XP to every player involved. Or at least that's how I've been doing it the past bunch of years lol Intrusions are a little tricky to really wrap your mind around and I've found the best way is to just experiment and have fun with them!
First of all, awesome videos! I agree completely with what you said regarding homebrewing (33:06), but not with your ultimate solution for tactical combat. The Cypher System rules are meant to give a sense of free-flowing action, so trying to implement any square-based movements hinder the flow. I recommend you check Dungeoncraft's Ultimate Dungeon Terrain. Its three-zone concept is perfect for the Cypher System, and can be done in a physical table or a VTT. I use Foundry, isometric-mode, and the combat grid in my case looks like the area of effect of a fireball, with three distinct zones. At the center is the immediate/melee zone, and the two range zones are farther apart. You can adapt it as needed. Anyways, food for thought. Awesome videos, again! This the video for the zoned UDT. Review it for the concept, not necessarily for its construction: ruclips.net/video/XfAKW5mNrTI/видео.html
So, maybe I'm confused. I was told that Cypher allows you to drop in a enemy you (the GM) just conjure in your mind right into the adventure and attach a level to it. Is that not the case?
Just found this channel and I positively love it. These will be my podcasts for the next while.
Currently reskinning cypher system for homebrew world and this kind of video is invaluable. Great stuff
Thanks again for the gift of this channel.
Great job. Monte really ought be paying you for this kind of work. :)
Woah! This video alone is worth subscription. I'm really enjoying your enlightening lectures, suggestions and commentaries on Numenera. Looking forward to videos tackling rules specifics like Skills and Proficiencies handled in the Cypher System. Please keep'em coming!
Thank you so much! I'm working on a draft of Skills in Numenera right now! Hopefully should be done for next week!
Some fantastic conceptualizing there, great sample encounter, and a great way to show how it's constituent parts can be put together!
Great fan for your content, keep up the good work. Really liked Numenera when it came out a few years ago. I'm starting a new campaign and your videos were a great way for me to ease my way back into the mindset of GMing this great game.
So, did I mention I love your content?
Honestly, the driftworm is such a nice concept! I'm thinking of working it into my next campaign :)
I started playing a Journaling game called colostle, holy shit guys. I injected numenera and this method for encounters into the game to sort of make a solo adventure and it has been amazing. The setting lent itself to a character I had from a numenera game and just made a new character to sort of experience my own characters horrible ultra terrestrial labyrinth of my old numener character? It's wild.
I spy Token Tool and Foundry VTT. I knew you were a person of great taste ;)
Token Tool is a must have! I picked up Foundry a few weeks ago and, I gotta say, I'm pretty sold on it! Nice clean interface with a lot of customizable options AND I can run it on my own server. I may do some videos on setting up Foundry VTT for Numenera as I get a better handle on it!
@@THEINFINITECONSTRUCT I'll be using Foundry VTT too for my game. If you do make those videos it would be pretty useful to a lot of people I'm sure. ^^
I'm already a huge fan and look forward to your content. Really exciting and inspirational ideas. Great work-thank you and keep it coming!
It's been a while. First! Also, another fantastic video. Keep em coming, I like to reference these a lot.
What did you use to roll the specs for the clear fleshy chamber? I’m always lost when you do that- what book do you consult?
With respect to the GM intrusion, would that be you offering an intrusion to all players? How does it work narratively if one or more players refuse the intrusion?
Would it work to have the driftworm's action just happen, and the GM intrusion(s) being the various ways in which the players were ill-positioned for the motion?
So the drift worm moving about violently would more than likely count as a group GM Intrusion just given the scale of what's going on. I approach GM Intrusions in two ways regarding players refusing them: either things happen in the world (i.e. the drift worm makes a sudden movement) and a player refusing the intrusion just means they don't have to directly deal with the consequences, or the player refusal stops the whole thing from happening. I play it by ear depending on what feels right for the narrative. I once used a GM Intrusion to allow an NPC to sneak up on a PC and hold a blade to their throat in what I felt would be a very gripping and intense situation; had said player refused it, I just would've ruled it as they "spotted" the NPC before they were able to sneak up on them. The NPC still attempted to do this, but the refusal just reflects their failure by the player taking narrative control of the scene.
A refusal of an Intrusion that makes the drift worm thrash around could either be A: the thrashing occurs and the player refuses the Intrusion and doesn't have to make any Speed Rolls or suffer the consequences of the train car flipping around. B: a player who's telepathic refuses the Intrusion and states that they telepathically connect with the worm and calm its movements so it doesn't thrash around.
TBH, I tend to consider "Refusals" just Player Intrusions that respond to a GM Intrusion. I feel like the refusal is a bit of an older mechanic and now that we have codified Player Intrusions, I just allow a player to refuse the GM Intrusion that way. It costs the same amount of XP and provides some narrative intrusion on the players' side to explain how/why they're not affected by a sudden turn of events.
I might do a video on this in the near future!
@@THEINFINITECONSTRUCT I haven't seen group intrusions discussed before in my reading. Mechanically, do you offer 2XP to each player? I've run very few sessions, and so my feeling for intrusions is still pretty shaky.
@@SavanniDGerinel group intrusions are usually 1XP to every player involved. Or at least that's how I've been doing it the past bunch of years lol
Intrusions are a little tricky to really wrap your mind around and I've found the best way is to just experiment and have fun with them!
First of all, awesome videos! I agree completely with what you said regarding homebrewing (33:06), but not with your ultimate solution for tactical combat. The Cypher System rules are meant to give a sense of free-flowing action, so trying to implement any square-based movements hinder the flow. I recommend you check Dungeoncraft's Ultimate Dungeon Terrain. Its three-zone concept is perfect for the Cypher System, and can be done in a physical table or a VTT. I use Foundry, isometric-mode, and the combat grid in my case looks like the area of effect of a fireball, with three distinct zones. At the center is the immediate/melee zone, and the two range zones are farther apart. You can adapt it as needed. Anyways, food for thought. Awesome videos, again!
This the video for the zoned UDT. Review it for the concept, not necessarily for its construction: ruclips.net/video/XfAKW5mNrTI/видео.html
So, maybe I'm confused. I was told that Cypher allows you to drop in a enemy you (the GM) just conjure in your mind right into the adventure and attach a level to it. Is that not the case?