The Strange: New Game from Cordell and Cook.
Well, thanks to backing this I got my PDF.
The Strange uses the Numenera system, with a few slight changes. Terms like artifacts and cyphers stay in there but aren't exactly weird unknowable items, just one use technologies.
The Strange assumes that our earth is connected to an old network of Dark Energy that has recursions in it--recursions are other smaller planes of existence mostly created from imaginations of those that have the spark. They are populated by their own beings--many of whom don't have the spark. (Think of it as a sort of "soul").
The game assumes the users are special and can tap into these unseen forces. Vectors, Paradoxes, and Spinners are akin to the Glave, Nano, Jack system (aka Fighter, Mage, Thief). The Noun, Adjective, Verb system still exists, though with a slight twist--the Verbs Foci may be setting specific--not all Foci work on all of the recursions, so you may have to swap them for something else.
The other settings include Aerdyn, which came from an unpublished MMO on earth and is a sort of fantasy realm taking inspiration from Sumerian Myth (so it's not D&D like), and Ruk, a biomechanical place that was actually formed from the imagination of aliens and crashed in Earth's "Shoals". The strange itself is sort of an astral sea containing other recursions. These three other settings get the most attention, but minor settings are hinted at--one a place of psionic superpowers, one a world of classic gothic horror, and a few other settings. There's also a few taken from public domain worlds, so Oz, Wonderland, "Old Mars" (Barsoom), Innsmouth, and Sherlock Holmes exist as recurssions--stats in the book exists for Green Martians, Winged Monkeys, Shoggoths, Jabberwocks, and Moriaty is stated as an NPC, for instance. Settings have Foci and don't allow things outside those foci.
On Earth, there are secret societies that the players might belong to. The biggest is the Estate, but there are others allied to the other two main places, and some more sinster ones. There's a black ops one for the United States named the "OSR" (Office of Strategic Recursion), though I hope nobody thinks its any sort of meta commentary on the gaming movement (it's not, but I suspect somebody will say something).
Moving between recursions can either be down as a translation method (where you slowly move between the worlds and change to fit the setting), or you can physically travel--but the limit to the latter is if certain abilities or equipment can't exist in the new world they will slowly fade. There's even some rules for creating your own pocket universes, but those take time.
All in all, seems interesting enough.
Love the PDF--I just with Monte Cook Games would embrace the new reality and also create eBook formats along with the PDF. Responsive design!
Well, thanks to backing this I got my PDF.
The Strange uses the Numenera system, with a few slight changes. Terms like artifacts and cyphers stay in there but aren't exactly weird unknowable items, just one use technologies.
The Strange assumes that our earth is connected to an old network of Dark Energy that has recursions in it--recursions are other smaller planes of existence mostly created from imaginations of those that have the spark. They are populated by their own beings--many of whom don't have the spark. (Think of it as a sort of "soul").
The game assumes the users are special and can tap into these unseen forces. Vectors, Paradoxes, and Spinners are akin to the Glave, Nano, Jack system (aka Fighter, Mage, Thief). The Noun, Adjective, Verb system still exists, though with a slight twist--the Verbs Foci may be setting specific--not all Foci work on all of the recursions, so you may have to swap them for something else.
The other settings include Aerdyn, which came from an unpublished MMO on earth and is a sort of fantasy realm taking inspiration from Sumerian Myth (so it's not D&D like), and Ruk, a biomechanical place that was actually formed from the imagination of aliens and crashed in Earth's "Shoals". The strange itself is sort of an astral sea containing other recursions. These three other settings get the most attention, but minor settings are hinted at--one a place of psionic superpowers, one a world of classic gothic horror, and a few other settings. There's also a few taken from public domain worlds, so Oz, Wonderland, "Old Mars" (Barsoom), Innsmouth, and Sherlock Holmes exist as recurssions--stats in the book exists for Green Martians, Winged Monkeys, Shoggoths, Jabberwocks, and Moriaty is stated as an NPC, for instance. Settings have Foci and don't allow things outside those foci.
On Earth, there are secret societies that the players might belong to. The biggest is the Estate, but there are others allied to the other two main places, and some more sinster ones. There's a black ops one for the United States named the "OSR" (Office of Strategic Recursion), though I hope nobody thinks its any sort of meta commentary on the gaming movement (it's not, but I suspect somebody will say something).
Moving between recursions can either be down as a translation method (where you slowly move between the worlds and change to fit the setting), or you can physically travel--but the limit to the latter is if certain abilities or equipment can't exist in the new world they will slowly fade. There's even some rules for creating your own pocket universes, but those take time.
All in all, seems interesting enough.
Love the PDF--I just with Monte Cook Games would embrace the new reality and also create eBook formats along with the PDF. Responsive design!
The Strange: New Game from Cordell and Cook.
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