![]() Maybe you're a Weird Psychic Who Consorts With the Dead. So, you might want to play a Sharp-Eyed Cowboy Who is Wanted by the Law. To begin, you're encouraged to think of your character concept in terms of a very general description in the form of "an adjective noun who verbs". Anything I discuss in this review of the second edition that relates to mechanics also applies to first edition. So the second edition provides more goodies in a more user-friendly fashion, but the core rules are the exact same for both editions. The second edition also incorporates some new material, such as a "character arc" mechanic that grants experience points for reaching milestones of your PC's background story, solid genre-related material to design your own campaign with, and a crafting system. I have both editions, and there's no change to the basic mechanics the differences involve streamlining and reorganizing the way the material is presented in the book itself, making it easier to reference and use. Quick note on editions: This review is for the second edition, but it makes little difference, honestly. ![]() The Cypher System Rulebook presents the core mechanics and rules used in these rpgs, in a generic format, removed from any specific game. It was first developed for Monte Cook's Numenera rpg, and has since been used for several other games. The Cypher System is a slick, simple, generic game engine.
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