Today I’m reviewing the Cypher System Rulebook from Monte Cook Games.
It’s a generic RPG system, designed to make storytelling both faster, easier on the GM, and flexible enough to do anything.
1.) Size and Production Quality
So, Cypher System Rulebook is large. 400+ pages, with full-color illustrations, layout and more. The sidebars contain call-outs, page references and more, that make using the game exceptionally easy. Big win, and a beautiful book.
The art is pretty good throughout the book for the most part, but there are a few pieces that just aren’t very good. It’s a little disappointing, but, in the end, the majority is pretty good, and evokes the feeling each particular section is going for.
The cover is fantastic, and I really like how it shows the main 4 types of campaigns the CSR is pointed towards.
3.) Content and Rules
The “Cypher” system is based on the same ruleset that powers Numenera, The Strange and in a diluted way, No Thank You, Evil!. It’s a system that has been discussed extensively in other places, so I won’t get into details, but I find the character creation to be a joy compared to other games.
The idea of “I’m a [adjective] [noun] who [verbs]” is easily accessible to a majority of players, and makes the character creation fly by. It’s easy to explain and understand, and helps to guide players through the system.
The dice system is probably my least favorite component of the game. It’s a little too unwieldy and hard to explain to new players when they’re playing. The idea of “the difficulty times 3 is what you need to exceed on a d20, but effort/edge can lower the difficulty, so you have to roll X” leads to the GM constantly re-explaining that portion of the rules to new players. For the simplicity the rest of the game follows admirably, this particular mechanic bothers me. It’s not a bad mechanic, but I think it is a little too difficult to use.
The items and flexiblity of the system in running/playing other games is apparently, and the several chapters dedicated to emulating particular genres are very well done.
4.) Game Master Section
Each particular genre section contains information about running the Cypher system inside that genre, and custom rules for that genre. The Game Master section also includes a “bestiary” that covers all the genres, rules for setting tone, theme, and guidance on how to deliver the expectations of each genre. It’s fairly complete but lacks in a few sections.
5.) Pre-made Adventure
There is no pre-made adventure in this game, so instead, we’ll look at the “Campaign Worksheet” add-on. It’s an excellent page, devoted to helping you determine exactly what the game is you’re running, what’s allowed, and what particular rules you’re using, then giving them to players to allow them to have the full campaign in mind. It’s very well done, and necessary to the game.
Total Score: 43/50
Hey, that’s a pretty solid score. It’s beat out all the FFG games, and only falls behind Pendragon and Keltia (theme is my winner there). It’s a good book, and a good generic system, and one I’d recommend to newer RPGers or players who are wanting a fast paced, cinematic, and storytelling focused system. The rules rarely get in the way of the game, and it’s a pretty fun ride on the read through.
I’d purchase this game again, and the fact that I keep trying to come up with campaigns to use this game for is an indicator of how it’s caught my attention.