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Numenera - System Cheat Sheet

(click for PDF)

A couple months ago I posted a draft version of my system cheat sheet for Numenera. At the time, I predicted that I would be running the game sooner rather than later. That turned out to be really, really true. I’m now running the game regularly for three groups:

  • The original playtest group I organized.
  • A second group which had gathered at my house for random gaming and asked me if I had a roleplaying game ready to roll.
  • A group composed entirely of players new to roleplaying games.

It’s been a rousing success with all three and I’ve now run a total of 12 sessions. At least one of these groups will be winding down once the original adventure is completed (Vortex), but one of the groups has already transitioned to a full campaign using The Devil’s Spine as a foundation and the group of newcomers also appear to be interested in the long haul (although I think they’ll end up going a different direction).

In any case, I’ve used my play experience to both expand and refine the cheat sheet, which I now consider to be in its final version. As before, this cheat sheet is designed to summarize all the rules for the game — from basic action resolution to advanced combat options. I’ve found that it’s a great way to get a grip on a new system and, of course, it’s also a valuable resource at the game table for both the GM and the players. (For more information on the methods I use for prepping these sheets, click here.)

IT’S STILL A GM SCREEN!

The cheat sheet still uses landscape formatting suitable for insertion into a modular, four-panel, landscape-oriented GM screen. (Just like the one backers of the Numenera kickstarter were able to buy as an add-on. And which you can buy here.) I’m not including graphics for the front of the screen, but if you buy the Numenera GM Screen PDF you’ll be totally golden.

You may notice, however, that the final version of the sheet has more than four pages. What I’ve been doing is printing the “Miscellaneous Rules” and “Numenera” pages using inverted duplex printing and then taping that sheet to the “Hazards & Combat Modifiers” page. Insert the “Hazards & Combat Modifiers” page into the screen and you’ll be able to fold the other sheet over so that it displays the “Miscellaneous Rules” page, but can be flipped up to show the other two pages.

(Alternatively, of course, you can just choose two pages not to include.)

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). So you won’t find types, descriptors, or focuses here.

You also won’t find most of the optional rules for the game. I may add those later, but not yet. (The exception are the rules for modifying abilities; I suspect they’re going to be too useful not to have handy.)

HOW I USE THEM

I generally keep a copy of my system cheat sheets behind my GM screen for quick reference and I also place a half dozen copies in the center of the table for the players to grab as needed. The information included is meant to be as comprehensive as possible; although rulebooks are also available, my goal is to minimize the amount of time people spend referencing the rulebook: Finding something in 6 pages of cheat sheet is a much faster process than paging through a 400 page rulebook. And, once you’ve found it, processing the streamlined information on the cheat sheet will (hopefully) also be quicker.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1: For Numenera, the difficulty terrible is the heart of everything. Once you understand that, the special rolls, GM intrusion, and the concept of advantage/disadvantage 90% of the rest of the system actually becomes irrelevant. This page is likely to become superfluous quickly. You’ll note that I included examples of GM intrusion: This is unusual for my cheat sheets, but so much of Numenera is designed to empower strong, flexible rulings by the GM that providing this kind of idea fodder feels right to me and has proven useful during play.

Page 2: The core of the combat mechanics. If you’re teaching new players the game, you really only need to walk them through these first two pages. (I’ve been adding another column or so of additional material at the beginning of each subsequent section, slowly adding more tools to the players’ toolboxes.)

Page 3: The extended combat actions and options. The rules for “Trading Damage for Effect” are technically an optional rule, but I’ve found them too invaluable not to include here. (Compared to the draft version of the sheet, you may also notice that I’ve pulled out the guidelines for simplifying multiple enemies and the boss package you can use to buff NPCs. Very useful stuff for the GM that’s buried deep in the rulebook.)

Page 4: A collection of miscellanea. Optional rules are off on the right, but I haven’t used them yet in my own game. (You’ll also note a couple of house rules tucked down in the corner. These are still being playtested, but I think they’re useful.)

Page 5: Everything that you need to know about the numenera. This stuff is highly situational, but one concept I’ve found needs to be stressed to new players is the idea of scavenging for numenera. This process appears to be non-intuitive so you need to let them know it’s an expected part of the game world.

Page 6: Hazards & Combat modifiers. I expressed bafflement when I posted my draft version of the sheet for why all of these modifiers exist. In actual practice, I’ve found them more useful than I anticipated.

PLAY NUMENERA

As I mentioned before: Y’all should grab a copy of Numenera and start playing ASAP. It had my official “I Had a Ton of Fun Playing That” seal of approval and twelve more sessions has only served to add a “I Had a Ton of Fun Running That” merit badge.

Numenera - Monte Cook Games

FURTHER READING

The Art of GM Intrusions
Numenera: Calibrating Your Expectations
Numenera: Last Precept of the Seventh Mask
Tales from the Table: Last Precept of the Seventh Mask
The Numenera Tavern
Numenera: The Wandering Walk
The Moon of Numenera
Numenera: NPC Allies
Numenera: Grappling
Numenera: Attacking Objects
Numenera: Identifying Numenera
Numenera: Into the Violet Vale – Prep Notes
Review: Weird Discoveries
The Aldeia Approach
Numenera: Welcome to the Ninth World

(Please note that the title page has been altered to remove the copyright logo graphic I originally used in the draft version. All Numenera content on this website is issued under the fair use doctrine and it should be explicitly understood that no content on this website is issued under the MCG fan use policy.)

Numenera: System Cheat Sheet - Collated by Justin Alexander

(click for PDF)

The final version of this sheet has been released! Grab it from over here!

I kickstarted Numenera because I’m fairly certain that Monte Cook’s RPG products have been directly responsible for more hours of high-quality gaming at my table over the past decade and a half than any author. (Or possibly all other authors combined.) But my interest in it was mild: I had a lot of other games I wanted to run and play. I had a lot of other books I needed to read.

But GenCon turned my mild interest in Numenera into a real passion: I saw the book for the first time and it was gorgeous. Then I got lucky and was able to use generic tickets to get into the tiny tournament. In the tournament I got even luckier and my table was both filled with fantastic players and GMed by the talented Shanna Germain (who is also a supporting author for the book). The combination of gorgeous books and amazing gaming experience got me to drop another $120 on the special edition of the game (despite the fact that I had the $60 version of the book that I had kickstarted in the mail). When I got home, I ordered the XP Deck and Cypher Cards. (The former might seem like a gimmick, but it’s so goddamn slick in actual play that they were basically destined to get my money once I saw it in action.)

Long story short, I’m planning to be running Numenera sooner rather than later. And that meant that I needed to prep one of my system cheat sheets for it. Like the other cheat sheets, these are designed to summarize all the rules for the game — from basic action resolution to advanced combat options. I’ve found that it’s a great way to get a grip on a new system and, of course, it’s also a valuable resource at the game table for both the GM and the players. (For more information on the methods I use for prepping these sheets, click here.)

IT’S ALSO A GM SCREEN!

If you’re familiar with my other cheat sheets, you may notice that the Numenera sheets are formatted for landscape printing instead of portrait printing. This is because I’ve designed these sheets to be inserted into a modular, four-panel, landscape-oriented GM screen. (Just like the one backers of the Numenera kickstarter were able to buy as an add-on. And which you can buy here.) I’m not including graphics for the front of the screen, but if you buy the Numenera GM Screen PDF you’ll be totally golden.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). So you won’t find types, descriptors, or focuses here.

You also won’t find most of the optional rules for the game. I may add those later, but not yet. (The exception are the rules for modifying abilities; I suspect they’re going to be too useful not to have handy.)

HOW I USE THEM

I generally keep a copy of my system cheat sheets behind my GM screen for quick reference and I also place a half dozen copies in the center of the table for the players to grab as needed. The information included is meant to be as comprehensive as possible; although rulebooks are also available, my goal is to minimize the amount of time people spend referencing the rulebook: Finding something in 4 pages of cheat sheet is a much faster process than paging through a 400 page rulebook. And, once you’ve found it, processing the streamlined information on the cheat sheet will (hopefully) also be quicker.

THIS IS A FIRST DRAFT. And the sheets have not yet seen the heat of playtest. It’s likely that I’ve forgotten to include something vital, so please let me know if you find yourself constantly wanting a piece of information that the sheets aren’t giving you.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1: For Numenera, the difficulty terrible is the heart of everything. Once you understand that, the special rolls, GM intrusion, and the concept of advantage/disadvantage 90% of the rest of the system actually becomes irrelevant. This page is likely to become irrelevant quickly. You’ll note that I included both types of GM intrusion and examples of GM intrusion: This is unusual for my cheat sheets, but so much of Numenera is designed to empower strong, flexible rulings by the GM that providing this kind of idea fodder feels right to me.

Page 2: The core of the combat mechanics. If you’re teaching new players the game, you really only need to walk them through these first two pages.

Page 3: The rest of the game’s mechanics all fit snugly onto one page. The one thing I wish I’d been able to include here are the optional rules for trading damage to achieve specific special effects.

Page 4: This page is necessary to provide a truly comprehensive cheat sheet of the rules as found in the core rulebook, but I’ll admit I’m somewhat baffled by the combat modifiers. The core of the system boils down to: “If something helps you, apply advantage. If it hinders you, apply disadvantage.” In the rulebook, these modifiers are not presented in the form of a table, but instead chew up pages and pages of material which all boils down basically to, “This thing helps you, so it applies advantage.” repeated over and over again with slight variations.

PLAY NUMENERA

That’s pretty much all there is to it. Y’all should grab a copy of Numenera and start playing ASAP. It has the official “I Had a Ton of Fun Playing That” seal of approval.

Numenera - Monte Cook

Eclipse Phase - System Cheat Sheets - Justin Alexander

(click for PDF)

UPDATE: These cheat sheets have been revised and improved. I recommend checking out Version 2.

As I’ve mentioned in the past, I frequently prep system cheat sheets for the RPGs I run. These summarize all the rules for the game — from basic action resolution to advanced combat options. It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the game table for both the GM and the players. (For more information on the methods I use for prepping these sheets, click here.)

This particular set of cheat sheets was designed for Eclipse Phase. It should be noted that these cheat sheets aren’t designed to serve as a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will almost certainly prove wholly insufficient for teaching you the game. (Although they do serve as a valuable adjunct reference if you’re teaching someone the game.)

WHAT’S NOT INCLUDED

The most notable absence from these cheat sheets are what I refer to as “character option chunks” (for reasons discussed here). So you won’t find psi sleights or the effects of specific nanodrugs listed here.

HOW I USE THEM

I keep a copy of these cheat sheets behind my GM screen for quick reference and also place a half dozen copies in the center of the table for the players to grab as needed. The information included is meant to be as comprehensive as possible; although rulebooks are also available, my goal is to minimize the amount of time people spend referencing the rulebook: Finding something in the 14 pages of the cheat sheet is a much faster process than paging through a 400 page rulebook. And, once you’ve found it, processing the streamlined information on the cheat sheet will (hopefully) also be quicker.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages (combat before hacking, hacking before psi) is mostly arbitrary. The sheets as they currently exist have been tweaked several times based on actual play experience.

Page 1: Basic mechanics. The stuff on this page should become irrelevant fairly quickly because players are going to rapidly memorize it through play. The information in “Your Muse and You” is more verbose and advisory than the sort of material I would normally include in a system cheat sheet, but after a few sessions I found that new players were routinely under-utilizing their muses. Adding this chunk of material significantly improved this and the inclusion of the stat block for a standard muse was significantly useful.

Pages 2-4: The combat reference. If you’re looking for a more simplistic system introduction for new players, temporarily remove pages 3 and 4. The Eclipse Phase combat system really comes alive when both the GM and the players are actively trying to create situations that will create positive modifiers on their combat tests, so I recommend continually refocusing attention on the combat modifiers table through both word and deed.

Page 5: In a future version of the cheat sheets, I might try to find some way to incorporate more info on medichines, nano-bandages, and repair spray. (They’re fairly ubiquitous and commonly used.) But letting health and healing spill onto multiple pages made things significantly less useful and most of the key information is summarized on the Healing table in any case. So, for now, I’m merely including the page references.

Page 6: The streamlined rules for jamming shells and vehicles is one of the major improvements Eclipse Phase makes on the Shadowrun rules. I just recently added the default stat block for a bot/vehicle AI to this page. Including the muse AI on page 1 was so useful I decided I should try to include a few more of these stat blocks. I’ve never done this with a cheat sheet before, but these AIs are so ubiquitous in the Eclipse Phase setting that I think this will prove very valuable.

Page 7-10: The methodology here is a page of general information on the mesh and then two pages of material on hacking… and then another half page on hacking because I couldn’t figure out a way to squeeze it all onto two pages. Fortunately, the key information is all on the two main pages (although this took a few playtesting tweaks to really figure out what was essential and what wasn’t in typical play).

Page 11: Reputation. This page is oft-referenced by new players trying to figure out how the new economies of Eclipse Phase work.

Page 12: I initially didn’t include resleeving rules in the cheat sheets. Big mistake. First, there are many scenarios in which the PCs are going to seek frequent resleevings in the middle of the action. Second, for new players this sheet helps to acclimate them to some of the unusual features of the setting.

Page 13: This is a recent addition to the cheat sheet because I specifically avoided including psi in the first half dozen sessions of Eclipse Phase that I ran. That’ s not because I don’t like the psi system (or its inclusion in the setting). Rather, I decided there was already so much stuff to grapple with in the setting that simply avoiding psi would be a convenient way to simplify things.

Page 14: And, finally, a page of miscellanea. Which is exactly what it sounds like. Some people might consider leaving this sort out of stuff off the cheat sheet entirely, but over the years I’ve found that this is actually the stuff you’ll find most useful in the long-term. As the other core mechanics slowly ingrain themselves into your memory, it’s going to be the random miscellanea that you’ll need to keep referencing every time it comes up.

A SIMPLER SET

If you’re looking for a quick introduction to the system for new players, here’s what I recommend:

  • Page 1: Basic Mechanics (tell them to report test results to as “# out of #”, for example “I rolled 32 out of 65”)
  • Page 2: Basic Combat (emphasize how valuable combat modifiers are)
  • Page 5: Health and Healing (make sure they understand wound/trauma thresholds; you can’t trust players with their own bookkeeping until they do)
  • Page 7: Basic Mesh Use (emphasize how valuable Research tests are)
  • Page 11: Reputation / Social Networks

For this approach to work, you’ll want to avoid PCs that are focused on jamming, hacking, or psi. That’ll be very limiting in a long-term campaign, unfortunately, so you might want to start with a couple of one-shots to build up system familiarity. Or, alternatively, set aside time with the specific players interested in those areas to review those rules.

There is also, of course, setting information that you’ll want to pass on. I recommend 10 Things You Should Know About Eclipse Phase as a good way for accomplishing that.

The Eclipse Phase: System Cheat Sheet is licensed under the Creative Commons Attribution-Noncommercial-ShareAlike 3.0 Unported License.

In a comment on my very old review of Fading Suns, Potato asked me to provide a rundown of how I put together my system cheat sheets for RPGs: “It sounds like a good way to get a grasp of the rules when learning/trying out a new system.”

He’s absolutely right about that. And the cheat sheets themselves, of course, also make great references at the table for both you and the players.

BULLET POINTS

My goal is to make the system cheat sheet comprehensive. That means including all the rules. Often I see cheat sheets that just cover the basic stuff that’s used all the time. But that’s actually the stuff I’m least likely to need cheat sheets for because it’s quickly memorized through repetition.

Heavy Gear - Second EditionObviously, this requires that I both cut down the amount of space the rules take up and the amount of time it takes to read and understand those rules. The quickest way to accomplish this, in my experience, is through the use of concise bullet points.

For example, here’s a chunk of rules text from the second edition of Heavy Gear:

The Silhouette system uses everyday six-sided dice to add a random element to the game. These are sometimes referred to as “1d6” in the rules, “2d6” for two dice, 3d6 for three, and so on. The same die rolling convention is used for both the roleplaying and wargaming aspects of the rules, so this is not repeated in the respective rule sections.

When two or more dice are rolled simultaneously, their results are not added together. Instead, the highest result is considered to be the outcome of the die roll. If more than one “6” is rolled, each extra “6” adds one (1) to the total. If every die rolled turns up “1”, the die roll is a Fumble and counts as an overall result of zero and no modifiers may change this value. Unless specifically mentioned otherwise, all die rolls work this way.

The totals of die rolls are often influenced by modifiers. Modifiers are added to the total of a die roll. If negative modifiers lower the total below zero, the final result is always zero and cannot go any lower. Modifiers are not applied to Fumbles.

A Fumble is a mistake or mishap that cause the failure of the action attempted. It is not necessarily caused by an error or the incompetence of the character, and may well be the result of environmental factors. No matter what caused the Fumble, however, the total die roll is always zero.

In the tactical game, Fumbles produce clear results. This is hardly the case in the roleplaying rules due to the mind-boggling number of possible actions and outcomes. The effects of each separate roleplaying Fumble must thus be described by the Gamemaster. In general, the harder the task attempted, the greater the effect of the Fumble.

This is then followed by an equally lengthy section listing various examples. Using bullet points, all of this is simplified on my cheat sheet down to the major points:

  • Roll Xd6: Result = highest die +/- modifiers. (Cannot be < 0.)
    • Additional Sixes: Each additional 6 = +1 to total.
    • Fumble: If all dice = 1, result = 0 (no modifiers).

Short and sweet. Using the same technique, I’m able to squeeze the next three pages of rules into a quarter page of my cheat sheet.

DON’T INCLUDE OPTION CHUNKS

The exception to my “include everything” methodology are what I used to refer to as the “character option chunks” in the system: Feats. Disadvantages. Spells. Powers. Weapons. That sort of thing. Any small packets of specialized mechanics that are only invoked if the character has selected that packet.

These days I think of it as invoking the “power card principle”. It’s not that having a quick reference for these rule chunks isn’t useful. It’s just that it’s more useful for those chunks to be included on individual character sheets, character-specific cheat sheets, or reference cards.

To boil that down: If everybody (or nearly everybody) uses a rule, it goes on the system cheat sheet. If not, put it on the character’s sheet or in the NPC’s stat block.

REMOVE CLARIFICATION AND ADVICE

Well-written rulebooks include a lot of clarification and advice. This is good: It helps you to both learn and implement the rules effectively.

Technoir - Jeremy KellerBut when you’re prepping your cheat sheets, you want to jettison all of that. For example, here’s a chunk of text from Technoir:

Adjectives are open to interpretation. They are part of a language we use in the game to collaboratively tell stories. Adjectives have  a couple of designations to help us agree on how they affect our characters.

Adjectives can be applied to a character directly — representing her physical or psychological state — or to an object belonging to a character — representing its physical condition or the state of its electronics and software.

Adjectives can be positive or negative. These determine how the adjective affects the dice you roll. This process is explained in the “Rolling Dice” section starting on page 92.

A positive adjective can help the character who has it. They allow you to add Push dice to your roll. They are written in the positive column of adjectives on the protagonist sheet or stat block.

A negative adjective usually hinders the character who has it. They force you to add Hurt dice to you roll. They are written in the negative column of adjectives on the protagonist sheet or stat block. Sometimes they may only apply to a part of the body — like a broken arm or a shattered kneecap. In these cases, write the body part in parenthesis next to the adjective. Sometimes they apply to an object the character has. In these cases, draw a line from the adjective to the object.

This is all good stuff. But on my cheat sheet, it boils down to:

  • Hurt Dice = negative adjectives
  • Push Dice = can be discharged for each adjective, object, or tag

Where to draw the line of inclusion/exclusion can occasionally get a little blurry. For example, in my Heavy Gear cheat sheets I didn’t include the table of Typical Thresholds (3 = Easy, 6 = Difficult, etc.) because I felt like it was a useful guideline that I didn’t necessarily need to reference during play. You might feel differently.

REORGANIZING

The last thing I do when putting together a system cheat sheet is to avail myself of the opportunity to reorganize the rules.

The truth is most RPG manuals suck when it comes to organization. Related rules will end up smeared across a half dozen different chapters, forcing you to flip madly back and forth while trying to adjudicate situations at the game table. This sucks, so take this opportunity to group material together in a way that makes sense when running the game. (And, as much as possible, try to keep all the relevant rules on a single page or two so that you can look at the totality of them simultaneously.)

Unfortunately, there are no hard-and-fast rules for this sort of thing. It’s more an art than a science, and it’s mostly a matter of common sense.

REVISE

After playing a session or two, revisit your cheat sheet: Was there stuff you missed? Stuff that could be phrased better? Stuff that should be cut? Stuff that should be moved around?

Do it. Print a new copy. Repeat until you’ve refined your cheat sheet into a lean, mean running machine.

EXAMPLES

As a couple of examples, click through for the RTF cheat sheets I put together for the first edition of Fading Suns (more than a decade ago) and Technoir (a couple weeks ago). For the latter, however, you might want to also grab the official (free) Player’s Guide, which I discovered actually does a really fantastic job of cheat sheeting the system.

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