Tuesday, June 23, 2015

The Cypher System Rulebook From Monte Cook Games


The Cypher System Rulebook is coming from Monte Cook Games (or conversely it might have already arrived by the time that you are reading this). With the Cypher System Rulebook, Monte Cook and company have taken the rules that debuted in their highly successful Numenera RPG, and were further refined in the collaboration between Cook and fellow designer Bruce Cordell in The Strange RPG.

Featuring a streamlined "class" based system for character creation, and simple rules that allow for quick and easy play, the Cypher System rules hit a lot of sweet spots for me. Where Numenera was one of my Must Have games last year at Gen Con, the Cypher System Rulebook will be one of the top games of 2015. Hyperbole? Maybe, but I can count on one hand anymore the number of new games out there that make me want to play them just by reading the rules and the Cypher System Rulebook is one of those games. Is it going to revolutionize gaming? No, probably not, but if it motivates others to want to play it in the way that it does me it is going to build one hell of a following.

Character creation is relatively quick and class-based. The quickness comes in that you get a lot of the basics from the class (called character type in the rules), which you then customize to make the character that you want. Special abilities are given to a character at each tier of progression (think character level) which allow you to fine tune the concept of your character and customize them as their story progresses. Unlike a lot of class and level-based RPGs, however, progressing through the tiers isn't going to mean that your character is going to change a great deal during play, but instead moves along the path of their story, allowing it to change them. Cypher System characters are not zero to hero types, starting as fairly proficient characters and becoming moreso as they go.


There is some of the DNA of the third edition of Dungeons & Dragons to be found in the Cypher System, which makes sense since Cook was one of the main architects of that game. I see these rules as a progression of those, changing as the designer's tastes and interests in gaming change over time. Knowing that Cook had been one of the designers of the fifth edition of D&D, along with The Strange RPG co-creator Cordell, it makes me wonder who much of this system could have been the game that we could have gotten if Cook and Wizards of the Coast had not parted ways? I will say this, if some version of these rules had powered D&D 5e, I would probably still be playing that game now.

Old school players and game masters will find this game an interesting one. Like with the D&D 5e rules, there is a current of influence of the older D&D editions that run through the Cypher System Rulebook. The simplified approach to play, and the ease of character creation, show this influence and the underlying rules for Cyphers in the game hark back to a lot of the handling of magic items and treasure in older editions of D&D. Like in older editions, the stats of characters are relatively unchanging, and not directly linked to play, which leaves transient Cyphers to influence and inspire your character to great heights beyond what the character sheet might tell you during play. Like the potions or belts of power of old, Cyphers help to describe the world that you are playing in and also give edges to the characters during play.

Stats are interesting because, while they can show how strong or quick that a character may be, they don't directly impact play. Unlike the more recent editions of D&D, the stats do not directly modify your rolls they instead provide a pool of points that can be spent to give your character situational benefits, or sometimes help to power special abilities. This abstraction is definitely a feature for me, but I can see where it might bother others. In this approach to stats, the abstraction helps to enforce the cinematic nature of characters and play in a way that makes better sense to me than with some other systems out there.

While character types are fairly generic, which is the point since this is a generic game, you can customize characters for genre or setting through Flavors and Descriptors. Flavors are optional rules, they are basically a separate set of tier-based special abilities that can be swapped for abilities in your character's type that makes them more unique and flavorful. For instance you can apply the Combat Flavor to your Speaker (the charisma-based character type) to make a character that is like a battle-oriented bard. You can add the Magic Flavor to your Explorer to make a street-savvy occult investigator for your game. The idea behind flavors is that they open up the possibilities for your characters, making them more of a part of the world which they are exploring and less a generic "cipher." Flavors are also where GM customization comes in. You can create Flavors that are specific to the game's world.

Descriptors are character traits, terms that help describe your character and can give them some additional special abilities. Think of them almost like a feat in the recent D&D editions, but you only take this once, during character creation.


Other than the special ability choices that come with progressing to each tier, there really aren't a lot of choices to make for a Cypher System character. While you pick a couple of new ones from the list of tier abilities each time your character "levels up," that is it. There are no exploding lists of feats or combat options to bog down character creation, or advancement, or to give players a fatigue of choices. Many of these options, like Flavors, don't have to be used...cutting down on the number of choices that are made at each level. Regardless, you still end up with robust and unique characters at each tier of play, and it is still easy enough to customize characters that a group can have two warriors and they look different from each other in substantive ways.

One thing that might trip up some groups is the fact that players make all of the rolls in a Cypher System game. Players make attack rolls when attacking some monster and players make defense rolls when they are in turn attacked. Yes, you probably could change this, but the way that the system is set up makes doing all of this simple enough that it really shouldn't slow down play.

The lack of GM-oriented rolls are made up for by what the Cypher System calls "GM Intrusions." GM intrusions are where the GM can inject excitement into a game. A character accidentally drops their weapon. A monster is where they aren't supposed to be. Something goes wrong and now the characters have to do something about it. Some might see this as making a rule out of the GM "being a dick," but at its heart it is an abstraction of things like wandering monster tables from the older editions of D&D that could bring sudden action, that the players or characters might not really like, into the game. It can be a pacing mechanism to speed up or slow down play, to punctuation quiet with a bit of excitement or terror for the characters.

The GM intrusion is also one of the methods for giving XP in the game. When the GM makes an intrusion on a character, they are offered 2 XP for that. That player must then turn around and give one of those XP to another player at the table. You can give that XP as a reward for being particularly entertaining during the session, or because their character helped yours out when they needed it.

What differentiates a GM intrusion from something like a wandering monster table is that the player can choose to opt out of an intrusion by paying the GM one of their XP instead. This is a compelling sounding mechanic that might be familiar to some gamers.

The Cypher System Rulebook is rounded out with a selection of creatures for various genres. GMs could also fairly easily adapt creatures from Numenera or The Strange to their games as well. There are also explanations of various popular role-playing genres, and how a GM can customize the rules to be used in those genres. At over 400 pages, this isn't a small book by any stretch of the imagination, but it gives you everything that you need for play. This is not a basic game, or the expert rules. This is a self-contained game.

These rules are built upon a solid foundation of the great rules found in Numenera, and then expanded through The Strange and countless hours of play by the designers and fans. The Cypher System Rulebook does not invalidate those earlier games, but builds upon them. There are options, like Flavors, that can be folded back into the rules of the earlier games as well, expanding your options for those games. The Cypher System Rulebook is a great game and if you haven't already tried one of the other versions of the game, you should definitely check this one out. This game will be good for those who may already have a setting in mind, and just want a set of rules that allow them to play in that world. The Cypher System Rulebook is that set of rules. Check it out and see for yourself.