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Days AndNights and Numenera
Days AndNights and Numenera
Mar 7 '17
Feb 23 '18 at 9:19pm
What is Numenera?
There have been eight previous worlds. You may refer to them as ages, aeons, epochs, or eras, but it’s not wrong to think of each as its own individual world. Each former world stretched across vast millennia of time. Each played host to a race whose civilizations rose to supremacy but eventually died or scattered, disappeared or transcended. During the time that each world flourished, those that ruled it spoke to the stars, re-engineered their physical bodies, and mastered form and essence, all in their own unique ways.
Each left behind remnants.
The Ninth World is built on the bones of the previous eight, and in particular the last four. Reach into the dust, and you’ll find that each particle has been worked, manufactured, or grown, and then ground back into drit—a fine, artificial soil—by the relentless power of time. Look to the horizon—is that a mountain, or part of an impossible monument to the forgotten emperor of a lost people? Feel that subtle vibration beneath your feet and know that ancient engines—vast machines the size of kingdoms—still operate in the bowels of the earth.
The Ninth World is about discovering the wonders of the worlds that came before it, not for their own sake, but as the means to improve the present and build a future.
Each of the prior eight worlds, in its own way, is too distant, too different, too incomprehensible. Life today is too dangerous to dwell on a past that cannot be understood. The people excavate and study the marvels of the prior epochs just enough to help them survive in the world they have been given. They know that energies and knowledge are suspended invisibly in the air, that reshaped continents of iron and glass—below, upon, and above the earth—hold vast treasures, and that secret doorways to stars and other dimensions and realms provide power and secrets and death. They sometimes call it magic, and who are we to say that they’re wrong?
We will all discuss Character Creation once everyone signs on.
I have been playing and running RPGs since 1979, when my brother came home with the red box Basic D&D game. Since then, I have played and run games from several genres, including D&D (Basic, 1E, 2E, 3.5E, 5E), Pathfinder, Top Secret, Star Frontiers, Twilight 2000, Traveller, Star Wars, Star Trek, Babylon 5. Shadowrun, Cyberpunk, RIFTS, Vampire, Werewolf, Blue Planet, Call of Cthulhu, and many flavors of Savage Worlds and FATE.
I like to focus on character interaction and roleplaying. When designing a campaign, I like to build in intrigue, puzzles, roleplaying, exploration, footwork and investigation. There is, of course, always room for combat.
I have been playing and running Play-by-Posts for over 5 years. I understand that PBP games are a long term commitment, and that setting out to run a long campaign by post, usually ends. I tend to try to set up a series of short interconnected plot-point scenarios into a campaign, where the comings and goings of characters has low impact. I very much enjoy co-creating worlds and games. I want players to have input into the game they play.
My most successful PBP game as a GM was a Savage Worlds: Hellfrost game that I started as a player in. Within a week of starting to play, the GM disappeared. I offered to run the game, moved it to here, and played from Jan 2011 - Sept 2013.
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