For those of you interested we just posted an article on Player Facing Mechanics over at RPG Alchemy. I discuss Numenera, Through the Breach and of course Dungeon World!
http://www.rpgalchemy.com/top-5-reasons-for-player-facing-mechanics/
For those of you interested we just posted an article on Player Facing Mechanics over at RPG Alchemy.
For those of you interested we just posted an article on Player Facing Mechanics over at RPG Alchemy. I discuss Numenera, Through the Breach and of course Dungeon World!
http://www.rpgalchemy.com/top-5-reasons-for-player-facing-mechanics/
Comments are closed.
Thanks for writing this. I share your sentiments about the development and enjoyment of player-facing mechanics.
I’m a clearly-biased Monte Cooke fanboy (been playing dungeons and dragons since A-D&D days) and love his early articles in Dragon Magazine. So, take what I’m about to say with a grain of salt 😛
IMO, Numenera has THE best system that’s been contrived. The GM can sit and instead of rolling die and can focus on thematically describing the action, and encouraging players to do “off-the-wall” stunts to try and weasel assets against foes. It also works against them, which is fun. I love when someone tries to get a little too “out there” with some of their descriptions of the action they’re about to do…only to slowly slide two 1-exp cards across the table (oh, GM intrusions, how I love thee)
tl;dr Numenera is amazing
Helios Alatza could not agree with you more. I love Numenera for that reason (and several more).