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Saturday, 13 March 2021

Numenera: Edge of the Sun

 An interesting book at 160 pages.

Makes for an interesting part of Numenera as a whole, as well as gives the GM a broad canvas to use in conjunction with his/her existing Numenera Campaign,

Definitely built for a more experienced party of players whom have explored enough of the Ninth World to know what's going on, the adventures provided can be something stewing until a later date. HOWEVER, GM's having knowledge of what's in this book will be able to lay out a whole host of hook-lines and sinkers, dropping crumbs of knowledge and potential motivations for the more powerful NPC's the players may face during their lower to mid levels. 

The information given in this book provide key motivations to certain NPC's that players could encounter within their primary years of adventures. As I'm going to do my best not to spoil things for player-readers, the GM can expect a lot of reference material on this new location, along with the types of lifeforms that could be encountered. There is also a lot of "Jade Colossus" influence as well. Random tables galore for the exploring, and a lot of cyphers geared towards the exploration to be had.

What lays on the edge of the Sun does have an important purpose. It's not something the players may have to worry about... now... but there will be a need to have the players eventually face the unknown, buckle up, and become prepared to decide the fate of the Ninth World in this one.



Is it worth getting?

A clever GM will find this book motivating. It will give the GM some aid in giving the ENTIRE Numenera campaign a significant finale. 

As it stands alone as a book, it would seem a little "too much" to just plop players into it. The GM's best bet with this book is to read it over, understand what is at stake for the Ninth world. Then use this knowledge to build adventure arcs with the current array of powers that interact currently with, or eventually with, the Players. Mold ideas of what the Enemies of the Players might know of this plot, and have these Enemies work to their own ends to achieve their goals in the Edge of the Sun. 

Depending on how much you may use Varjellen, Visitants, or even the Octipoids... each one of these, the GM could devote some motivations towards the plot of this book... creating some clever and twisted arcs... and space battles... skies the limit.

But it will take some considerable note-taking for the GM and thought... but it's a good exercise for the brain, and this book will give you some fuel to work with. 

The book is worth it for the potential it unlocks for having an really cool ending of a great campaign.

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