Friday, September 25, 2026

Type Used to Be a Seat at the Table

Both editions of the Cypher System still build a character from the same sentence: I am a [descriptor] [type] who [focus]. That line is doing the same job it always did, and a new reader could be forgiven for thinking character creation barely moved. Sit down with the Revised rulebook and the Character Rulebook side by side, though, and the first real choice is not the same kind of choice. In Revised, type is a seat at the table — Warrior, Adept, Explorer, Speaker — a way of saying which problem you are here to lean on. In the newer book, everyone begins as the same core character, and type arrives later as a job the setting recognizes. Same three words. Different idea of what the noun is for.

What I love about Revised is that those four types describe the players at the table, and how they like to play. I love combat. I love social. I love poking the environment — the ranger-and-rogue instinct, the person who wants the next room, the lock, the map, the weird machine. I love special powers. The play style is built into the “character class,” if we can even call it that. The game just says Type. It is a character type and a player type at the same time. It hands you a seat you are built to occupy, a place where the rules already want you to win in the way you like to play, and then it lets you customize from there.

That is the promise I still hear in Warrior, Adept, Explorer, and Speaker. Type defines the character’s role in the party and elevates a favored play style to the forefront.

The Character Rulebook keeps the same three-part sentence, and it is still a good sentence. What changes is who you become. Before descriptor, type, or focus, every character is a core character: the same Pools, the same Edge, the same Effort, two skills from the genre list, a shared wound track. The book even calls that starting point playable if slightly uninteresting. Type comes after, and it comes as a job the setting already has a name for — Starpilot, Paladin, Medic, Witch, Operative, Tech. You still customize. You start with four copies of the same body, and the noun you add is more a vocation than a seat at the table.

Type becomes a setting-specific choice. In the older game, Explorer (Tech) was enough. In the Character Rulebook, I pick a genre first, open that chapter, and take a Type the chapter has already named. That is easier for a new player who wants to be a Starpilot and does not want the extra step of noticing that Explorer (Tech) was already that character. I do not blame the book for making that door obvious. I only notice what gets smaller. Explorer (Tech) can be a Starpilot. It can also be a steampunk blimp captain, a submarine skipper, a mech scout, a ruin technician, a cyberpunk netrunner. Starpilot is very good at being one of those things. Explorer (Tech) was a method for all of them.

Try the same person in both books. Clever Explorer (Tech) who Commands Mental Powers. Clever Starpilot who Commands Mental Powers. Both sentences say quick-witted space pilot with a dangerous mind. Revised builds that character on the Explorer chassis, borrows a couple of Technology flavor abilities so the cockpit makes sense, and lets the focus handle the telepathy. The Character Rulebook starts with the core character, then Starpilot, then the same focus. One of those people is a generalist who learned to fly and to listen. The other is a pilot who also happens to listen. If the ship is in the adventure, both sheets work. If the ship is gone by session three, only one of them is still the character you made.

The blimp test is the same point with the serial numbers filed off. I want a steampunk captain: wrench, leaking envelope, city of chimneys under the keel. In Revised, I still write Explorer (Tech) who talks to Machines. I change the fiction. I do not open another chapter. In the Character Rulebook, the nearest printed Type is Starpilot or Tech. One assumes a starcraft. The other assumes you build the gadget. Both can be reskinned. The book even tells you how to adapt a Type from a different genre if your GM allows it. That sidebar is doing work Revised never needed. Flexibility moved from the page to a conversation about which chapter we are allowed to leave.

Revised felt like generic templates you could carry into any setting. My Explorer (Tech) could be a cave person tinkering with fire and bows, or a space-opera star pilot. The new book gives us defined chapters for settings and lists the Types allowed inside them. I feel steered into a setting first, and what is narrowly listed there is what I get. We always picked a setting anyway. It just never limited the choices.

I am not making a play-experience argument. Underneath the character sentence, both books are still Cypher: difficulty, ease and hinder, Effort, cyphers, the same three Pools. What changed is the front door. Revised hands you a seat at the table and lets the setting be costume. The Character Rulebook hands you a shared body, then a job from the chapter you are in. I like the first door. I like a Type that is a player role and a party role before it is a vocation. The newer book makes the vocation easy to find, and that is a real kindness. I still want the method that could be a Starpilot on Tuesday and a blimp captain on Thursday without asking another chapter for permission.

Thursday, September 24, 2026

We're Back

I did some soul-searching about Cypher System. I love the original game, but I am a little cooler on the revised second edition. For me, my heart will always be with the first edition and its strongly typed characters. It does not sing to me, and my original collection will be decades of gaming.

I may give the new version a chance, but not right now. I bounced off the new version like I did Cypher when I started, and I am comfortable with the revised first edition and not looking to upgrade.

I don't want wound tracks either; I know the difference between 4 points lost from a pool due to injury versus 4 points lost from effort, and I don't need that spelled out for me. The character who exhausted themselves by dodging blows won't die when they reach zero, whereas the character who "ignored it all and took the hits" will likely die from wounds.

That difference makes the original a stronger narrative game for me. I can pull GM Intrusions off those wounds, where exertion is something different entirely.

I can see the need for wound tracks, but the system I fell in love with doesn't have them or need them, and the power is in my hands as the referee. Again, I may try them to see, but I am not hot on them. Just as we are supposed to know how a difficulty number works, we are supposed to know how pool losses work.

I know the difference between spending 2 points to dodge a dagger blow and standing there getting stabbed. Those aren't the same thing. The discussion around it has been muddled and confused, and sometimes thrown out as a bad-faith critique. If you know narrative systems, you know how this works. In FATE, that is like getting a "stabbed in the stomach" aspect, and then we move on.

But my books are coming out of storage, and I will have more to say soon.

Revised? I will need more time with the books, but it will be a challenge.

Tuesday, September 16, 2025

Still the Best Narrative Game

Cypher is still the best narrative game out there. Many newer narrative games become overly "cute" with their mechanics, introducing unnecessary complexity. Daggerheart's "hope and fear" dice are far too granular, happening on every action, which makes the system tiring and overdone. I am not interested in coming up with a "dramatic flourish" for every dagger strike! It is too much. I don't care, nor do I wish to spend the mental energy coming up with hundreds of little good and bad things that happen - especially when they really won't matter in a larger narrative sweep.

The Genesys RPG had the same problem. This was an excellent system that utilized a variety of special dice, producing cool results. Still, it completely fell apart in blow-to-blow combat because the dice had to be reinterpreted with every blow. This worked great for "macro actions" like one roll of the dice to "sneak across town without the guards noticing you," but was terrible in turn-to-turn combat. We wished combat could be handled in one roll, and we could move on with the narrative, as this constant, turn-to-turn reinterpretation got tiring.

Game designers get far too clever for their own good.

Daggerheart remains a good game, boasting beautiful production values and a solid card-based system. It is a highlight of 2025, but it makes a few of the mistakes Genesys did, so I feel a future version will roll back the "narrative granularity" issue and smooth out the system's tight tuning. I like story mechanics in games, but not on every roll.

Game designers will design a "gee whiz" system and then overextend the design to include everything, which will inevitably break at either a very low level or a very high one.

Cypher strikes a good balance, keeping the low-level "blow-by-blow" combat free from narrative hangups, while still allowing for the possibility of narrative intrusions at key, critical moments. The narrative sweep in Cypher has meaning, as they are part of the "narrative currency flow" and are only triggered at significant moments. The XP system is directly tied into GM & Player Intrusions, and those are the tools that the narrative shifts and flows.

You don't have to do this every time you roll the dice. You are not deciphering symbols or comparing the numbers on the dice, and "wondering what happens?" It happens on the macro level, not with every individual die roll. When does the story change? Only at significant milestone moments.

And the system in Cypher is integrated with the XP system, so you can trade off progression for success or buy off complications. Alternatively, you can accept new complications to make the story harder on you, earning net XP as a future resource.

Cypher System makes designing a wide range of character types easy, and it handles these broad, narrative sweeping plots that you see in streaming shows far better than a highly granular game.

Tuesday, August 26, 2025

Cypher: Faster. Easier. And Even Better!

https://www.backerkit.com/c/projects/monte-cook-games/cypher-system-faster-easier-and-even-better

The new Cypher System Revised BackerKit is up!

I had a few reservations, but I trust the team, so I am in with the Player's Guide and GM Book slipcase. Keeping backward compatibility is smart. Spread the word, this is a great system, and the best one for narrative mechanics and play, far outshining the alternatives. 

Sunday, August 10, 2025

I am Not Feeling the Need

I know, I know, I know...

For a game I bounced off of so hard, that it was impossible for me to learn of several tries, now I am having reservations about a revision to Cypher System?

I love this system for its elegance. I don't want too many extra systems tacked on. Maybe adding a wounding system and a bunch of other "we need this to make a part of the game make sense" will begin to make Cypher like any other game, with armor hit points, wounding tracks, stress tracks, action economies, treed talent branches, and all sorts of other structure and scaffolding that take a game that can be anything and turn it into another 5E-like system.

The ability pools are an elegant resource. I don't need a "wound track" since the difference between losing 2 points from a light weapon attack and spending 2 points to use effort is a huge difference I can track in my head. With the attack, I know that character took damage, and that "assumed wounded condition" exists on that character and I can use GM Intrusions against it.

GM Intrusion, you are leading a blood trail that is easy to track. Here is your XP, and another to hand out.

Spent pool points and lost the same amount of points? The GM Intrusion makes no sense. The character never took damage. Maybe they missed something by being distracted, or are taking deep breaths.

Even losing all a character's pool points with damage means death, while if they spent them all on effort, got to all zeros, and dropped unconscious from exhaustion - I have the freedom to rule that without a wounding pool. I don't need wounds. I know this stuff.

I have more freedom to make rulings without all these extra unneeded pools.

We lose that with a wounding system that "tells players explicitly what wounding is" and the game feels dumbed-down. It creates more to track and manage. With pools, XP, rests, and everything else - we do not need another resource to track! The ones we have will mean less.

I also worry about the narrative economy, please don't add a hope and fear pool system like Daggerheart, what we have with XP is perfect. Don't make "doom points" for monsters to activate abilities, GM Intrusions are the way. I don't want another 5E clone.

I just have a lot of reservations about the direction we are going in.

I want this to be good. 

Wednesday, August 6, 2025

Cypher Changes

https://montecook.substack.com/p/its-right-there-in-the-name

Monte Cook posted a worthwhile article on Substack about the changes to the cyphers in the game. This is a good read. For my modern games, I had no trouble with manifest or subtle cyphers. I would invent drones, special hacking tools, and all sorts of other things to invent to hand out characters in a modern environment.

OG Cypher is easy enough if you apply yourself and use your imagination. I do fear trying to make the game easier for the 5E crowd, to simplify and dumb it down, to reduce the need for imagination and creativity, will make the game lose its elegance and expressiveness.

I have faith though they can do a good job. 

Wednesday, July 30, 2025

Cypher Evolved Edition Announced

 

https://www.montecookgames.com/announcing-cyphers-new-evolved-edition/

In 2026, we are getting the next edition of Cypher! This is a nice announcement, as they are keeping backward compatibility while making tweaks to the core system. While I like the version we have today, they are making changes to clarify systems like wounding and other areas to make them easier to understand.

I bounced off this game a few times trying to understand it, so I get the frustration people have with learning the game. When I started, I just did not "get it," and the concepts of "why this is easier" felt alien to me. It seemed like a mess of pools, spending pool points to avoid taking damage to those pool points, and thus taking damage anyway, and a bunch of other unintuitive mechanics.

I want a better new player experience. The current books drop you into the whole system, and it's sink or swim. I sank four times trying to grasp this game.

I am looking forward to this. Cypher remains the best narrative game on the market, and I particularly enjoy the narrative economy and infinite possibilities within its system.