Ring Side Report- RPG review of Cypher Preview FREE!

Product– Cypher Preview FREE!

System- Cypher System

Producer– Monte Cook Games

Price– FREE here  https://www.drivethrurpg.com/en/product/534071/cypher-preview-free?affiliate_id=658618 

TL; DR-A solid product introduction.  100%

Basics– Don’t call it a comeback!  The Cypher System is getting a kind of second edition!  Not really, but kind of!  Monte Cook games has released a preview of their second edition of the game, so let’s dive into the preview of what’s the same and what’s changing.

Base mechanics– This isn’t changing.  Your Game master says a thing is level x.  You multiply that x by 3 and need to roll over that on a d20.  You have abilities that knock down that level by an amount and you still attempt to roll over that on a d20.  Still slick and easy to learn.

Effort –  This isn’t changing.  You have three pools to draw resources from.  You have Effort that reduces the amount you need to spend on a power.  You can spend from your pool to use a power or to reduce the difficulty level of a skill challenge.  You spend 3 points for the first level, reduced by effort, and 2 points per level after that.  Still slick as always.

Damage and armor– Here’s comes the big changes.  Armor now acts like an ability, reducing the level you need to go against when you dodge or block.  Also, damage now comes in three flavors as you have minor, moderate, and major.  You have three minor to a moderate, and three moderate to a major.  Once you have three major, you are knocked out.  Previously, damage went against your pools.

Cyphers- Cyphers are another big change.  Cyphers used to be more object based.  Now they are more like spells you can use each day.  Furthermore, they will also will focus on more subtle cyphers that are constant powers that provide a change to your character.

And that’s it.    

Mechanics or Crunch– I honestly welcome these changes.  The cypher system was fun before, but I felt the loss of points from my pools really hampered my character.  By changing the damage to go against something else, hit points if you will, it lets those points be used for waht they were meant for.  Also, armor reducing the level feels a bit more cypher system than it reducing damage.  This also lets heavy armored foes be possibly damaged by lighter weapons as previously heavy armor meant light weapons were useless. I look forward to its full implementation.  5/5

Theme or Fluff– So, you can’t really judge this product based on its theme because it really doesn’t have any.  You can’t judge it on a document updating the math of the world.  -/5

Execution– This document is pretty slick.  I feel like I could honestly start using this stuff in my current cypher games just based on this.  It’s easy to read and understand.  It’s also pretty, using art from across all the different properties that Monte Cook Games makes.  5/5

Summary– Monte Cook always gets about 100 bucks from me every year.  They put out a kickstarter for something, I throw money, and then stuff shows up later.  This year will be no exception.  I like the update to the system and it shows growth of his original idea in positive ways.  This is something you need to check out.  It’s free, so why not!  100%

Ring Side Report- RPG review of Old Gods of Appalachia Player’s Guide

Product– Old Gods of Appalachia Player’s Guide

System- Cypher System

Producer– Monte Cook Games

Price– $7.99 here  https://www.drivethrurpg.com/en/product/448863/old-gods-of-appalachia-player-s-guide?affiliate_id=658618 

TL; DR-Missing pieces and price hurt the product.  83% 

Basics-What’s that in the woods?  Old Gods of Appalachia is a horror podcast made into an RPG using the Cypher System by Monte Cook Games.  Let’s see what is in that hollar down yonder!  

System et al- This is the Cypher System you know and love.  You lose points from each pool instead of being dealt damage on a condition track.  Besides that, this is the cypher system that you either hate or love.

Cyphers-  So what’s a cypher?  I don’t think this book even explains it.  That’s a major problem…

Mechanics or Crunch– This gives a decent intro to the cypher system, but it has a major flaw not explaining what a cypher is.  You will learn fast, but the fact the book doesn’t explain this is a problem.  The system is explained decently and you get enough background to play.  The book comes with four complete characters so you can get playing fast. 4/5

Theme or Fluff– Here is the high point of the book.  This book spends lots of time explaining the world of the American coal country during the period of 1900 to a little past WW2.  It’s deep but leaves more room for you to explore. This is honestly most of the book.  5/5

Execution– This is good, but WAY TOO expensive!  This is a 32-page book that costs eight bucks.  AND IT DOESN’T EXPLAIN HOW A CYPHER WORKS!  This should be a free product and there is a free intro version that is 17 pages.  This is a lot of exposition and four characters.  It’s done well, but the art is recycled in the main book, so it’s just too expensive.  3.5/5

Summary– This is a decent product hurt by a few key issues.  If you have this, you have four characters that you can instantly run in someone else’s game.  That’s good. You will understand the rules EXCEPT for what a cypher is.  You will find out quick, but it’s the system name!  Also, the price is WAY too high for an intro product.  This feels more like a free product a company throws out to get interest.  Honestly, maybe just buy the core book which is 3 times as much but over 10 times as long.  83%

Ring Side Report- RPG review of The Magnus Archives Roleplaying Game

Product– The Magnus Archives Roleplaying Game

System- Cypher System

Producer– Monte Cook Games

Price– $24.99 here https://www.drivethrurpg.com/en/product/498597/the-magnus-archives-roleplaying-game?affiliate_id=658618  

TL; DR-Run for your lives cypher system horror!  100% 

Basics– Begin your statement….  This is the full RPG for the Magnus Archives.  This has rules for the cypher system, how to make characters, character options, monsters, two adventures, and a full introduction to the Magnus Archives.

System et al- Cypher system is VERY agnostic for where you put it in.  It’s always only the player rolling,  and how hard a thing is, is its rating.  Players have abilities and can spend points to reduce the ratings of any challenge.  Players then roll a d20 and need to hit the rating times 3.  Failure isn’t instant death, but does have consequences.  Doesn’t matter if it’s Numenera, fantasy, or horror like the Magnus Archives.

Cyphers-  Cyphers are one time things that give you awesome powers.  In the original system, they were items from a long time ago that might be one time cool tricks, like a cell phone that will let you call five minutes into the future to give yourself a heads up on what problems you’re going to face.  Here, cyphers are one time abilities.  You rest up and you get these back.  I don’t hate the change, but it was surprising the first time I saw it.

Mechanics or Crunch– This is what I wanted!  This book has rules for the whole system. One shocking thing is how powered the monsters are!  Most monsters start at a challenge of 5.  That means a character must roll a 15 if they want to hurt them.  This goes with the theme, but the game says that you need to RUN when bad things happen. You’re just a dude and that zombie will eat you.  But, that ties the theme well into the story.  Also, most characters are not crazy psychic monsters like the X-men. You might get some psychic powers later, but for the most part, it’s hitting that zombie with a baseball bat or shooting horrors with a .45 to make them go away.  And I enjoy it!  5/5

Theme or Fluff– Theme is strong here as well.  Like I mentioned in mechanics, you don’t want too many straight up fights.  This isn’t pulp stories or superhero comics.  You’re gonna die!  And that’s horror.  The feeling that that thing in the dark is not just Generic Monster 4 for you to mop up for XP before the pizza arrives is very strong in this book.  The mechanics and the theme drive you to feel the dread your character experiences.  5/5

Execution– Monte Cook Games does solid work in production.  The book reads easily, has solid art, and is well laid out.  Overall it’s just a well done book.  I said this last time and I’ll say all the same things again.  The one minor issue is this book has two adventures but no premade characters.  But I will give it a pass as the free player book has four premade characters in it.  5/5

Summary–  This is a good book, but you have to decide what you want.  If you want more modern horror, then this is a solid book with great mechanics and a whole podcast behind it.  If you want to punch Cthulhu in his tentically face, then this is not the game for you.  Also, the podcast is well done but technically over.  That’s not bad, as you get a complete story, but might drive some players away. If you like the cypher system and want horror, then this is your game.  100%

Ring Side Report- RPG review of The Magnus Archives Player’s Guide

Product– The Magnus Archives Player’s Guide

System- Cypher System

Producer– Monte Cook Games

Price– Free here https://www.drivethrurpg.com/en/product/498598/the-magnus-archives-player-s-guide?affiliate_id=658618  

TL; DR– Good, but this doesn’t cover most of the basics. 80% 

Basics– What’s your statement?  The Magnus Archives is a podcast that was adapted to the cypher system.  Players take the roles of investigators looking into paranormal events.  WIll you find what’s causing all these strange events?

Base Mechanics- This is the cypher system. Players state an action, and the GM states a difficulty.  The difficulty times 3 is what the player needs to roll on a d20.  If the player wants to lower the DC, players can spend points from a pool for mind, body, and dexterity to reduce the level.  The GM doesn’t roll dice!

And that’s it.  It’s built on the basic cypher system.

Mechanics or Crunch– This book gives the very basics of the cypher system, but dont expect to play the game with this alone.  You can’t build characters with this.  Nor can you really run a game with this alone.  You get the base mechanics of this game with a good explanation, but you get no options.  It has pregenerated characters, which I love, but it’s very bare bones.  3.5/5

Theme or Fluff– There is more here, but it’s very basic.  I don’t know what the Magnus Archives are and why there are statements.  I know there are podcasts about it, and I’m interested in them now.  But I don’t really know why or who is doing the investigating.  What’s here will draw you in, but you will need the full book to get those answers. 3.5/5

Execution– Monte Cook Games does solid work in production.  The book reads easily, has solid art, and is well laid out.  Overall it’s just a well done book.  5/5

Summary–  For the price of free, this is a good intro to the Magnus Archives.  If I had paid for this, I would be upset.  In a player’s guide, I expect a bit more character options and explanations to the game.  This has a decent explanation, but no options.  I also expect a bit more in terms of world building.  I’m intrigued, but I have no answers to what is going on.  As a product, this is a good book for production.  I want a lot more, and all of that is found in the main game book.  Worth a look at free if you want to see the basics of the system and world.  80%

Ring Side Report- RPG Review of The Strange

RPG-The Strange

Producer-Monte Cook Games

Price-$41 here http://www.amazon.com/The-Strange-RPG/dp/1939979161/ref=sr_1_1?ie=UTF8&qid=1407796403&sr=8-1&keywords=The+Strange

System– Cypher

TL;FR-It’s the next RPG from Monte Cook Games, so It’s going to be good.  100%

 

Basics– Ready for some Strange?  The Strange is a semi-sequel RPG to the previous hit Numenera.  In this RPG, the concept of the Strange is first and foremost.  The Strange itself is a chaotic mix of ideas where different versions of reality can be generated.  In these different pocket “dimensions”, steampunk, video game, popular fiction, fantasy, literature worlds/universes can be created and existed in .  However, monsters that eat whole worlds prowl out in the chaos.  In this game, your job is to keep that from happening.

 

Mechanics or Crunch-There is a lot here, so let’s go topic by topic.

 

Mechanics Basics- Remember Numenera?  This is pretty much the same.  GM never rolls the dice.  Players say a task or activity, the GM sets a level, multiply that level by three, and player rolls a d20.  Hit the number-succeed. Don’t-fail.  Your differnt powers and skills may make the number on the d20 lower.  The system is quick, easy, and keeps the focus on the story.

 

I’m a blanking blank who blanks– Character generation is select one of  descriptor that give you a general power, a class from one of three options, and an additional power that grows as you gain “levels” or tiers.  Character generation is again quick, easy, and keeps the focus on the story instead of min/maxing.

 

Worlds of “who blanks”-In my day job (thing that keeps me in the RPG books), I am a research scientist.  That’s great in a place where “science” works, but what about a place with magic?  Well, since a major part of this game is about changing worlds, the last part of each characters blanking blank who blanks changes depending on the world!  So, when Ed the crazy paradox who researches leave Earth and moves to a world of magic, I get a chance to choose what kind of character I change into based on the new world.  Now Ed is a crazy paradox who practices soul sorcery and looks like Anubis as I enter the magic world of Ardeyn.  This is the BIGGEST change in The Strange.  Your character is a near infinite number of characters as you can go to a near infinite number of worlds.  And that is awesome!  The book comes with a bunch of different descriptors that give all kinds of different options based on the different types of worlds presented.

 

Infinite Worlds-The Strange is infinite (as far as we know…).  The base book comes with some basic worlds to play in, but the game comes with rules to make any type of world you want.  The book even gives rules for the players to create their own worlds.  You can tell the Bruce Cordell was a major writer as the Lovecraft world is presented, and that makes me happy.  Want to play some Oz?  Done.  Wonderland?  Done.  Again, awesome!

 

Translation-the newest mechanic that is presented is translation.  This is the process of moving from one world/universe/reality to another.  It’s fairly simple, but the rules give a good introduction on how to do it as well as different way to move between worlds/universes/realities (portals, cyphers etc).

 

Mechanics Summary-This game is basically a bigger version of Numenera.  Heck, since The Strange is all inclusive, Numenera CAN exist within this game!  That’s not a bad thing!  This game feels like Monte Cook Games learned from Numenera, and Numenera was an excellent system to start with!  Small new additions make this an even better systems in terms of mechanics.  This game isn’t for the min/maxers out there, as it’s set up to be a super easy to use system that focuses on the story.  The mechanics of this one really do focus on the story first, giving just enough math to make things happen, but enough options to keep anyone happy. 5/5

 

Theme or Fluff- The theme is strange (pun intended) and fun.  You play a combination of MIB/RIPD/Delta Green/Stargate/Warehouse 13 Agents.  It’s a fun theme with an infinite number of places to play.  Heck, the book introduces fiction leakage-ideas leaking from one place to another and creating worlds/universes in the Strange.  So, you if you want to start a game where every single work of fiction comes from a different place in the Strange and cultists from Lovecraft are summoning Kaiju/Transformer monsters from beyond reality and the ritual must take place in a world based on 50 Shades of Gray with the end goal of destroying Earth, the game give you the tools to make that happen.  The theme covers all the themes you could want while adding its own touch to everything.  And again, that is awesome. 5/5

 

Execution-This book has a lot of ground to cover.  From introducing the cypher system to the multiple different descriptors needed to play this game in different realities to describing the setting, this book does a good job explaining how the game works.  Things are as close to perfect as you can with this size book.  The book does have the occasional sections where things get a bit textbook dense, but the number of pictures keeps that to a minimum.  The font, layout, pictures, and breaks make this fun to read and will keep you digging deeper and reading.  And this book is over 400 pages!  That number of pages for the price when considering the quality of the RPG is insane! 5/5

 

Summary-Monte Cook Games knows how to make an RPG for their target audience.  You CAN’T min/max in this system.  If you want to power game, look elsewhere!  This game is designed to tell a story, move it along quickly, and draw you in as quickly as possible.  The mechanics are amazing.  If you like the cypher system, you will like this.  Heck, the best part of this game is EVERYTHING from Numenera has a place in The Strange.  Each power, descriptor, and idea can be SOMEWHERE in the strange.  I suspect that within a few weeks a handy list giving which types of worlds/universes the Numenera powers/descriptors would work in will be out there (or I will make one!).  The idea that you change, but don’t, as you enter different worlds is a phenomenal addition to the system and RPGs as a whole.  I love what I see, and if you get a chance, you will too.  However, here is a word to the wise.  Since your characters change settings and powers fairly quickly, the player’s handbook is a good addition as it will really help you know how your powers work in each world, and the game won’t stall as the players have to pass the book around to understand each world they enter and how their characters fit in.  Give this one a look as soon as you can! 100%