Numenera The Devil's Spine

    • star
    • star
    • star
    • star
    • star_border
    (3)
  • wydanie angielskie
The three adventures in The Devil’s Spine will be linked, but easily played alone. They take PCs all over the Ninth World (and beyond…but that would be telling), and get them involved in all kinds of strange, cool, and hopefully mind-bending experiences. While the corebook adventures set the stage for what a Numenera scenario might involve, The Devil’s Spine will stretch the boundaries in different ways. Because I know that beginning GMs have the adventures in the corebook, particularly the first, highly detailed, introductory one, I know I don’t have to hold their hands too much, so to speak, with The Devil’s Spine adventures. I know that the GMs running these adventures will likely have some experience under their belts. Thus, these adventures will be provided with a sort of “mid-range” setting on our “microscope.” They will, however, also include seeds and other ideas for GMs who want to expand and create their own material. The idea is to make them useful to all different kinds of GMs. While we’ll be doing all kinds of different products in our line, I’m proud that the first one out of the gate will be an adventure. It will likely be one of the most important products of all of them. Hopefully, we’ll get the chance to do even more down the line, but that’s really up to you. The Devil’s Spine wraps three distinct adventures in a thrilling, hard-driving frame story—run them (in any order) as a mini-campaign, or ignore the frame story and use them as standalone adventures. They give gaming groups a taste of the fantastic Numenera setting and showcase the narrative structure of the game and its evocative world. The terrifying Devil’s Spine graft will claim a life, and the clock is ticking. Removing it will send the characters to the depths of the Mechanized Tomb, into a web of Viral Transmissions, and ultimately off the corebook map and into uncharted territory when they go Beyond the Maelstrom. In addition to introducing new territories not covered in the Numenera corebook, The Devil’s Spine also offers new creatures, characters, and items to add to any campaign.
Wydawca:
Monte Cook Games
Liczba stron:
95
Rodzaj oprawy:
miękka
9995

store

Dostępnych 0 sztuk w magazynie wysyłkowym

w CH Metropolia

Wyślemy w ciągu miesiąca


Dostawa (Paczkomaty 24/7) już od 10 zł.
Sprawdź opcje dostawy


The three adventures in The Devil’s Spine will be linked, but easily played alone. They take PCs all over the Ninth World (and beyond…but that would be telling), and get them involved in all kinds of strange, cool, and hopefully mind-bending experiences. While the corebook adventures set the stage for what a Numenera scenario might involve, The Devil’s Spine will stretch the boundaries in different ways.
Because I know that beginning GMs have the adventures in the corebook, particularly the first, highly detailed, introductory one, I know I don’t have to hold their hands too much, so to speak, with The Devil’s Spine adventures. I know that the GMs running these adventures will likely have some experience under their belts. Thus, these adventures will be provided with a sort of “mid-range” setting on our “microscope.” They will, however, also include seeds and other ideas for GMs who want to expand and create their own material. The idea is to make them useful to all different kinds of GMs.
While we’ll be doing all kinds of different products in our line, I’m proud that the first one out of the gate will be an adventure. It will likely be one of the most important products of all of them. Hopefully, we’ll get the chance to do even more down the line, but that’s really up to you.
The Devil’s Spine wraps three distinct adventures in a thrilling, hard-driving frame story—run them (in any order) as a mini-campaign, or ignore the frame story and use them as standalone adventures. They give gaming groups a taste of the fantastic Numenera setting and showcase the narrative structure of the game and its evocative world.
The terrifying Devil’s Spine graft will claim a life, and the clock is ticking. Removing it will send the characters to the depths of the Mechanized Tomb, into a web of Viral Transmissions, and ultimately off the corebook map and into uncharted territory when they go Beyond the Maelstrom.
In addition to introducing new territories not covered in the Numenera corebook, The Devil’s Spine also offers new creatures, characters, and items to add to any campaign.


4.33
na podstawie 3 ocen

Masz? Grałeś? Używałeś? Oceń Numenera The Devil's Spine




Pytania i odpowiedzi

Masz wątpliwości lub pytanie co do gry?

Zapytaj naszej społeczności.

Zadaj pytanie