Adventures! (Numenera Product Line-Up, Part 2)
There’s a well-accepted “truism” in the tabletop industry nowadays: Adventures don’t sell. There’s only one problem with this bit of […]
Adventures! (Numenera Product Line-Up, Part 2)
There’s a well-accepted “truism” in the tabletop industry nowadays: Adventures don’t sell. There’s only one problem with this bit of […]
Adventures! (Numenera Product Line-Up, Part 2)
The Numenera corebook’s design and development are complete. There’s still a lot of editing to do, a few illustrations and
This weekend, I finished making the last few adjustments to the Numenera rules based on playtester feedback. Sean Reynolds, the
Numenera Product Line-Up (Part 1)
When originally thinking about technology in the Ninth World, I mostly thought in terms of how it was used, and
I keep bringing up Arthur C. Clarke’s third law, that “any sufficiently advanced technology is indistinguishable from magic,” when I
Need to catch up on what happened before? The last installment can be found here. After their negotiations with Devola, Caracol
If you’ve drooled over the early concept art for Numenera, then you already know something about the brilliant artist that
An Interview with Numenera Lead Artist, Kieran Yanner
As mentioned in the previous installment, the four companions, Caedmyn the graceful nano, Grayden the glaive who commanded mental powers, Caracol
So, early on in the Kickstarter for Numenera we added a bestiary as a stretch goal. This bestiary will be filled with
The Ninth World is the setting for my new Numenera roleplaying game. I’ve described it as a far future post-apocalyptic
As I have written in the past, I struggled with the right dice to use in the game. I was tempted
Here’s how you play Numenera. The player tells the GM what she wants to do. The GM determines if that