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Currently on Kickstarter for the next two days!
I got in on the original release of this game and it is very cool. It's like a Choose-Your-Own-Adventure board game. It is loosely scenario based, but there is a fair amount of randomness and replay-ability in each scenario. I have played the first scenario four times and have yet to win, but had an entirely different experience each time. The most interesting thing to me is the action/health/timing mechanic. There is a serious economy of action in the game and if you aren't very careful with your choices, you will definiltey die on the continent.
Sadly, the production costs on the game are astronomical. At over 1,600 cards, they have said that they will likely never make it to full retail, so apart from this KS and potentially further private sale, we may never see it again. This KS is running until Thu, October 19 2017.
Sad to say I have decided not to host Fiasco this year. Instead, I'll have 7th Continent by Serious Poulp. It's a drop in/drop out co-op adventure game that harkens back to the days of Choose Your Own Adventure. I've been kind of addicted lately, and since the games can run several hours, but allow players to join and leave at will, it felt like the perfect game for ReaperCon.
See you there!
Incidentally, part of the reason I am bringing 7th Continent is to hype their current Kickstarter, which may be the last time the game is ever available. But I learned today that the KS ends in two days. So if my description sounded interesting, you might want to check out the KS link (http://forum.reapermini.com/index.php?/topic/77317-7th-continent-co-op-board-game/)
About this project
They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations, reaching heights we cannot even fully imagine now. They spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their barest remnants.
This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. Some call these magic, but the wise know that these are our legacy. They are our future. They are the...
Set a billion years in our future, Numenera is a tabletop roleplaying game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by advanced civilizations now millennia gone. But discovery awaits for those brave enough to seek out the works of the prior worlds. Those who uncover and master the numenera can unlock the powers and abilities of the ancients, and bring new light to a struggling world.
The original Numenera RPG was launched via a 2012 Kickstarter campaign that shattered every record (at the time) for tabletop RPGs. The corebook has seen four printings, and Numenera is enjoyed by tens of thousands of gamers in an active global community. We have published over 60 supplements and accessories, and released a terrific starter set for new players. The Ninth World has spawned a critically-acclaimed hit computer game, board games, an excellent short film, a line of novels, and other licensed items, and Numenera has been translated into many languages including French, Spanish, Italian, Korean, German, and Portuguese.
Numenera is a game in which player characters explore the ruins of aeons past to gather amazing treasures and help build a new future for a world struggling in darkness. Since the launch of Numenera in 2013, we have delivered well on the first part, but we’ve always wanted to do a more thorough job exploring that second part. That desire has led us to Numenera 2 and this Kickstarter campaign.
Through this Kickstarter we’re going to replace the existing corebook with two new corebooks. The first is called Numenera Discovery and the second Numenera Destiny.
Numenera Discovery will be a book that covers familiar territory; it is basically a revision of the original Numenera corebook. Next summer, we will allow the original corebook to go out of print, and Numenera Discovery will take its place. In Numenera Discovery, you’ll get some revisions to make things clearer and more fun, and to increase the options available to players. Nanos, Jacks, and Glaives will get an overhaul. Many foci and some of the descriptors might see some reworking. You’ll have more options, clearer rules, and perhaps a bit of expansion to the regions of the Steadfast and the Beyond that are covered in the existing corebook.
But Numenera Discovery is not a new edition. We will make virtually no changes to the way the game plays mechanically—and none of those changes affect the way NPCs, creatures, or items like cyphers or artifacts work. We also won’t be making changes to the setting. So if you already play Numenera, your bestiaries, adventures, card decks, character portfolios, and books like Into the Night, Technology Compendium, and Jade Colossus will not be affected by these changes. We will not issue any “second editions” of the existing supporting titles—and if you choose not to get Numenera Discovery, future Numenera supplements will work fine with your existing Numenera corebook. Your ongoing campaign will flow smoothly through the change in corebooks. You will even be able to mix existing characters with those from Numenera Discovery into your game. In fact, the game can be played with both the existing corebook and Numenera Discovery in use at the same game table!
(One small exception: Numenera Character Options and Numenera Character Options 2 will remain compatible, but will become substantially less relevant following the improvements to characters in Numenera Discovery. We will retire those titles.)
As excited as we are about Numenera Discovery, we may be even more excited about Numenera Destiny. This title will enable characters to truly become a part of the setting—to help shape the future of the Ninth World. The people of the Ninth World are locked in a medieval-like state, a world of struggle and danger and often suffering in the shadow of the prior worlds’ wonders. Numenera Destiny allows you to build adventures and campaigns in which players don’t just explore the wonders of the past—they utilize them to help lift the Ninth World out of darkness.
You can make the world a better place. Help a community defend itself from abhumans or the iron wind. Create centers of learning or trade. Innovate, build, and protect. Manage an entire community and help it prosper and grow—or simply create a cool base or vehicle for your adventuring group. Numenera Destiny will allow you to take what you discover and make your mark on history as someone who elevated the Ninth World into the future.
Adventuring—exploring the weird and wondrous remnants of the prior worlds—remains, of course, at the core of Numenera play. Numenera Destiny will give you new things to do with your discoveries, along with entirely new and epic ways to structure your campaigns. You’ll discover materials, power sources, and treasures that you can utilize in an entirely new, robust crafting and building system. And perhaps best of all, Numenera Destiny will offer three new character types and a number of new descriptors and foci geared toward this innovative style of play.
Now, MOST of us have a clue where the monsters came from, at least in a rudimentary sense. Tolkien invented the orc as we know it, and the giant spider in fantasy; Robert E. Howard seemed to have a thing for giant snakes. We know that centaurs came from ancient Greece, dwarves and trolls from Scandinavian myth, goblins from Western Europe, dragons from more or less everywhere, and so on. No, don't correct me; I'm bein' general here, and approaching a point.
I'm kinda curious, though: Where'd some of the weirdier critters come from?
It is legend among the Gamers and the Geekosphere about the bulette, the owlbear, and the rust monster.
The legend has it that Gary Gygax, or perhaps Dave Arneson, back when The Game was just getting off the ground, had difficulty finding miniatures to represent various dungeon denizens. Keep in mind that historical miniatures, at the time, were relatively easy to find, (Knights, Archers, Men At Arms, and characters in general) but fantasy gaming as we know it did not yet exist. No mythological monsters! So Gary or Dave, or whoever... cheated.
And several inhabitants of the first edition (and later) Monster Manual had some rather peculiar origins. In the picture, at center front, you see what became the Bulette, whereas to the left, there's a Rust Monster and to the right, an Owlbear in brilliant yellow.
In the seventies, you could get these critters in bags in the dime store or on a spinrack in the drugstore, anywhere that sold cheap toys from no-name manufacturers. They were usually marked as dinosaurs, but this particular mob resembles no known prehistoric creatures; the majority of them seem to be knockoffs of monsters from Japanese TV shows like Ultraman, Spectreman, and other ancestors of the Power Rangers. Gary himself spoke about using plastic dinos in lieu of dragons, and the AD&D Monster Manual has the majority of dinos known to pop culture as of 1975. So Gary noticed them at the dime store, bought a bag, and pitted them against his players. And these three creatures became the dreaded Rust Monster, Bulette, and Owlbear, as well as becoming obscure but treasured collectors items among the lords of geekdom.
Which means that all the owlbear miniatures being made right now are all because of a cheap Taiwanese knockoff toy based on a man in a suit monster who appeared on a Japanese kidshow back in the sixties. Or seventies. Or whatever.
It could be that this thread will be doomed to obscurity. I rather hope not. I'm hoping that others will add to it with critters that started out as obscure toys that later achieved a sort of immortality as modern gaming mythology. Do add to it. I'm still more'n a little curious.
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