Smoothing Out the Rules
One of the things we wanted to do while updating the Numenera corebook to Numenera Discovery and Numenera Destiny was to […]
One of the things we wanted to do while updating the Numenera corebook to Numenera Discovery and Numenera Destiny was to […]
Which came first, the Wright—a type begging for an interlocking crafting subsystem to support their play—or a salvaging and crafting
Numenera Salvaging and Crafting
When we first starting talking about creating Numenera Destiny and Numenera Discovery, we agreed that we wouldn’t make these new
Numenera Callouts and Compatibility
Numenera Discovery was an opportunity for the designers to take a hard look at Numenera player characters with a more
From the earliest days of Numenera, people asked, “Why are there GM intrusions and not player intrusions?” I felt, at
Numenera Destiny introduces three new types: Arkus, Wright, and Delve. As you can imagine, a lot of design time, iteration,
Arkus, Delve, and Wright — Designing New Numenera Types
Numenera is two books: Numenera Discovery and Numenera Destiny. Numenera Discovery is a revision of the original Numenera corebook. While it’s still the
The Core of Numenera Discovery and Destiny
When the Directed Campaign launches on June 1st, those GMs who have opted in will gain access to an exclusive
How the Invisible Sun Directed Campaign Works
In the classic Disney cartoon, The Sorcerer’s Apprentice, when Mickey gets the magic hat and uses its power, it’s represented
Design Diary 13: The Expressions of Magic
Note: We’re making notebooks for ANY game you might play with Your Best Game Ever! Get a cool notebook designed
Invisible Sun Design Diary 12: The Guiding Hand
A week or so ago, I put the finishing touches on the Invisible Sun Rules Primer. This is something that
Invisible Sun Design Diary 11: The Rule That Almost Was
The MCG team is hard at work revising the original Numenera corebook as well as writing an equally large brand-new
Trail of the Dream Titans: Internal Playtesting for Numenera 2