The setting of the Ninth World book is presented with extensive GM advice. Rather than nail down every single detail, I instead provide you with tips from my 35 years of GMing experience to help you create the details and run the game. This allows you complete creative control while ensuring you have all the guidance you need to create fantastic experiences for your players.
With the science fantasy setting, things are intentionally set up so that science fiction fans will enjoy the technology, and fantasy fans will enjoy the flavor of how it is handled, because as Arthur C. Clarke stated, “Any sufficiently advanced technology is indistinguishable from magic.” As I have written previously, science fantasy allows for all sorts of wild, imaginative ideas. Making things vaguely post-apocalyptic ensures that the GM maintains as much control as he or she needs over the amount of crazy technology the PCs get their hands on. In other words, there’s a lot of wonderful stuff for characters to use, but they need to go on adventures to acquire it–they can’t buy it in the corner shop.
I will provide many, many more previews of setting (and system) in coming weeks and months, but for now let it suffice to say that the setting is extremely usable while allowing really imaginative, creative material, the combination of which allows for fun, challenging adventures.
Right now, you can learn more about the name “Numenera,” the Ninth World, and the four types of numenera, and you can read about making setting elements distinguishable from magic. Find out more about cyphers, oddities, artifacts, and discoveries, too. Additionally, why choose a billion years in Earth’s future? Find out.