STRONG, FIERCE GLAIVES. REALITY-BENDING NANOS. JACKS OF ALL TRADES.
The characters of the NumeneraTM RPG are varied and intriguing—and there are so many options! Even after you choose to be a glaive, will you be a Charming glaive who Leads, a Learned glaive who Wields Two Weapons at Once, or a Graceful glaive who Rides the Lightning?
Create characters, explore the setting, and learn the basic rules in this inexpensive player’s alternative to the Numenera corebook. It’s perfect for getting a taste of the game, having an extra rules and setting reference on hand at the gaming table, or for game masters to hand to new players. The Player’s Guide is a fantastic, ready resource for anyone playing Numenera, and a wonderful introduction and teaching tool for the game.
The Numenera Player’s Guide packs a lot into a 64-page package:
An overview of the exciting Ninth World setting The basic rules to play Numenera Everything needed to create characters in a step-by-step process A variety of options that allow players to create the characters they desire
The game designer Monte Cook started working professionally in the game industry in 1988. In the employ of Iron Crown Enterprises, he worked with the Rolemaster and Champions games as an editor, developer, and designer. In 1994, Monte came to TSR, Inc., as a game designer and wrote for the Planescape and core D&D lines. When that company was purchased by Wizards of the Coast, he moved to the Seattle area and eventually became a senior game designer. At Wizards, he wrote the 3rd Edition Dungeon Master's Guide and served as codesigner of the new edition of the Dungeons & Dragons game. In 2001, he left Wizards to start his own design studio, Malhavoc Press, with his wife Sue. Although in his career he has worked on over 100 game titles, some of his other credits include Return to the Temple of Elemental Evil, The Book of Eldritch Might series, the d20 Call of Cthulhu Roleplaying Game, The Book of Vile Darkness, Monte Cook’s Arcana Evolved, Ptolus, Monte Cook's World of Darkness, and Dungeonaday.com. He was a longtime author of the Dungeoncraft column in Dungeon Magazine. In recent years, Monte has been recognized many times by game fans in the ENnies Awards, the Pen & Paper fan awards, the Nigel D. Findley Memorial Award, the Origins Awards, and more.
The author A graduate of the 1999 Clarion West writer's workshop, Monte has published two novels, The Glass Prison and Of Aged Angels. Also, he has published the short stories "Born in Secrets" (in the magazine Amazing Stories), "The Rose Window" (in the anthology Realms of Mystery), and "A Narrowed Gaze" (in the anthology Realms of the Arcane). His stories have appeared in the Malhavoc Press anthologies Children of the Rune and The Dragons' Return, and his comic book writing can be found in the Ptolus: City by the Spire series from DBPro/Marvel. His fantasy fiction series, "Saga of the Blade," appeared in Game Trade Magazine from 2005–2006.
The geek In his spare time, Monte runs games, plays with his dog, watches DVDs, builds vast dioramas out of LEGO building bricks, paints miniatures, and reads a lot of comics.
As an old RPGer, I am constantly pleasantly surprised by the systems that are coming out. Monte Cook and his crew are all old veterans culled from the ranks of the now heavily corporate Wizards of the Coast brand, Dungeons and Dragons. Numenera is one of those things that makes one think it was so obvious, why hadn't anyone ever done it before? In this game, one enjoys a simple system (the norm for today's RPG games) couched in an incredibly rich and vibrant far future; we're talking a billion years in the future, when the ninth age (the age the PCs enter) is literally picking up the pieces (the eponymous Numenera) of the prior eight ages. The conceit is so simple and yet so incredibly complex; the paradox of beautiful art. I will be playing my first game next weekend and cannot wait to explore the desiderata AKA Numenera of the far future.
So I read the 2nd edition of this book, which includes three new character classes (Wrights, Delves and Arkai) as well as additional Focus options that were all introduced in the 2nd edition. This book contains a decent amount of information found in the core rulebook with an emphasis on its usefulness from a player's perspective. There is some basic setting information, a quick breakdown of the game mechanics, how to create a character and the various class/focus options available for a starting character. This is a great resource for players who just want to play the game and want a cheaper option for use than purchasing the core rulebook. Note that is not a comprehensive character guide though, as higher tier abilities are not included.
Es suplemento libro útil para jugadores de Numenera, pero no tiene información adicional a la que sale en el manual principal. Contiene las reglas de creación de personajes y lo que los jagadores necesitan saber sobre las reglas. Mi recomendación sería tenerlo solo en PDF para referencia.
Not a stand alone book, and it is essentially a chunk of the Main book, but as a resource to have available to players while playing gives it great value.
Excellent idea, publishing a slimmer player's guide, a cheaper companion for your Numenera players.
Then NPG contains the most basic mechanics, being those Pool, Effort and Edge, the basic stats, Might, Intelect and Speed, the Task Difficulty Table, and the most important; the three clases, Glaive, Nano, Jack, who are shown in one compact format, helping you create the character you desire, with 12 Character Descriptors and 29 Character Focus, letting you explore the concept and rules of playing a Charming Glaive who Bears a Halo of Fire, to A Rugged Jack who talks to Machines, to a Mystical Nano who Controls Beasts. Enough to create a very good number of variant characters, Character Focus giving the reasons/motivation/interaction with the othe PCs. From Tier level one up to Tier level six, tier being the benchmark for power level, covers enough to play a good extended game.
The NPG is a good deal for the information it has, with full color art, and a clean, clear design.
Maybe a bit too short (only 64 pages), it is yet a good thing to have in your gaming table if you are running a long campaing on the Ninth World.
A concise reference book for player options, great for the table and for players to pick up something with a much smaller and less intimidating form-factor than the core book.
The only downside with this book, for me, is the fact that the Ninth World introduction just doesn't contain enough for someone to go off of. Information on a few of the common starting locales and descriptions of adventurers that would hail from those locales would help dramatically for general purpose Ninth World characters. As it stands, GMs should supply setting material that should be relevant--like in other games--but this feels like a missed opportunity given the fact that this is a "world-specific" game even though it is loosely-designed for personal tinkering.
For those looking for a pure reference though, it definitely deserves five-stars next to the Character Option books.
The world sounds fascinating and the game sounds like a ton of fun. However, the player's guide feels to be a bit lacking. As a minor issue there after many editing errors throughout. As a much larger issue this book only gives the barest basics on how to get a character together. Even then there are many concepts that are not explained in depth. It would be hard to select skills when you don't quite understand what the effect will be. I feel like this could get you at the table with a character sheet, but you'd still have to rely entirely on the GM to teach you the game. Also at $20 for just over 60 pages the book feels a bit light. I'm still excited about the system, but I think new players would be better off looking into the core book.
An excellent guide to the Numenera system. It makes joining a game economical for a new player, who might not want to invest in the rule book quite yet.