TTRPGs I’m Currently Playing: Cypher System + It’s Only Magic

It can’t have escaped notice that I written something like fourteen thousand words on “new kinds of D&D” on the ‘cano so far this year, and all of those pieces ended with a kind of “well, not really what I’m playing these days but seems neat!” Which brings up the obvious follow-up question: what am I playing these days? Well…

Something that I think is really under-theorized in TTRPGs are GM Playstyles. Every decent RPG these days has a list of player archetypes: the actor, the puzzle-solver, the rules lawyer, etc, but very rarely do you see GM style addressed in anything more detailed than a reminder that it’s not a competition and you need to support your players.

I think a big part of the reason for that is that GM Style ends up being closely linked to the design of the particular game itself. Most games—and I realize the word “most” is a load-bearing word in this sentence—support multiple player styles, but generally have a much narrower list of “right” ways to run them.

The result of that is that most people who run games, especially those of us who've run multiple systems, will find one and glom on—“this is the game I’m running from here on out.” We can’t always articulate why, but you’ll settle into a ruleset and realize how much easier and more fun it is to run, and I think that’s because it’s a game where the designer runs games the same way you do.

I’ve said before that 5th edition D&D is the first version of that game that I didn’t feel like was fighting me to run it the way I wanted to. I genuinely loved the whole 3.x family, and that’s probably the ruleset I have the most hours with at this point, but at least once a session I would say both “bleah, I don’t remember how that works,” and “man, I don’t care. Just roll something and we can move on.”

A big part of that is I like to run games in a more “improvisational” style than D&D usually assumes—and just to be crystal clear, I’m using “improv” in the formal, technical sense as a specific technique like with Improv Comedy, not as a synonym for “ad lib” or “just making things up.”

And it’s not that you can’t Improv D&D, it’s just that for any given mechanical encounter you need to know a lot of numbers, and so the game tends to screech to a halt as you flip through the Monster Manual looking for something close enough to run with.

(My go-to guidelines were when in doubt, the DC was 13, and the players could always have a +2 circumstance bonus if they asked.)

So with that as prologue, let me tell you about my favorite tabletop RPG out there: Monte Cook’s Cypher System.

Like a lot of people, Cook was somebody whose name I first learned due to his being one of the three core designers of 3rd Edition D&D, along with Johnathan Tweet and Skip Williams. Tweet, of course, was the big name rockstar developer, having done both Ars Magica and Over the Edge, and was supposedly the guy who came up with most of the d20 system’s core mechanics.

Cook, though, was one of those people I realized I already knew who he was despite not knowing his name—he was one of “the Planescape Guys,” and was the one who wrote the modules that brought Orcus back.

After 3.0 came out, Cook did a bunch of weird projects like the criminally underrated Ghostwalk, and got hit in one of the early waves of layoffs. He started his own indie company, and ended up as one of the first people to explore selling PDFs on their own as a business model. (Which sounds absolutely ancient now.)

I thought his indie stuff was some of, if not the best third party 3e D&D material out there. But even more so, I found his stuff incredibly easy to use and run. This was a guy who clearly ran games the way I did. By contrast, my reaction to Tweet’s stuff, who I respected and admired tremendously, was to stare at it and think “but what do I do, though?”

Cook also had a blog—I think on LiveJournal, to really emphasize the 2004 of it all—which had a huge influence on how I ran games, mostly because I’d get halfway through a post and already be shouting “of course!”

He also did a mostly-forgotten game published variously as Arcana Unearthed and Arcana Evolved that I thought was the best version of 3rd edition; it was the game 3.0 wanted to be without all the D&D historical baggage. One of the many neat things it had—and this is foreshadowing—was a much cleaner & more comprehensive system for crafting magic items, including a very cool way to make single-use items. Want to store a bunch of single-use Fireball spells in marbles and distribute them to your fellow party members? You can do that.

Flash forward a decade. Just before 5e came out, Cook released his big magnum opus game, Numenera. I bounced off the setting pretty hard, but the rules, those I really liked.

Imagine the initial 3.0 version of D&D, and strip it down until all you have left are Feats and the d20. The core mechanic is this: everything has a difficulty from 1 to 10. The target number is the difficulty times 3. Meet or beat on a roll to accomplish the task.

And here’s the thing: that’s the only way tasks work. All you need to do to make something work in game is give it a difficulty score. Going hand in hand with this is that only the PCs roll. So, for example, monsters use the same difficulty score for what the PCs need to roll to hit them, and also what the PCs need to roll to avoid being hit by them. Occasionally, something will have something at a different level than the default, a difficulty 3 monster with stealth as level 6, for example. It’s incredibly easy to improv on this when you really only need one number, and you can focus on the big picture without having to roll the dice and do math yourself on the fly.

It's funny—on 3rd Edition/D20 Jonathan Tweet always got the credit for the clean and simple parts of the game ("Um, how about if Armor Class just went up?") and Cook got the credit for all the really crunchy rules & wizards stuff. Which made sense, since Tweet has just done Over the Edge, and Cook had just spent years working for ICE on Rolemaster. So, building his own system from scratch, Cook ends up with something from the "bare minimum number of rules to make this playable" school, whereas Tweet’s 13th Age went completely the other direction.

Alert mathematicians will have noted that difficulty levels higher than 6 are impossible to hit on a bare roll being above 20. Rather than modifiers to the roll, you use things to increase or decrease the difficulty level. (When the game came out, I cracked that Cook had clearly won a bet by making a game where the only mechanic was THAC0.)

Most of where the PC’s options come from are their Abilities, which are effectively 3e D&D feats. They’re some thing a PC can do, a power, a bonus to some kind of task, a spell, a special attack.

Players can also have skills, in which they are either trained or specialized, which decrease the difficulty by one or two steps respectively. A player can use up to two “Assets” to decrease the difficulty by up to another two steps, and they’re delightfully abstracted. An Asset can be anything: a crowbar, an NPC assisting, a magic gauntlet, a piece of advice you got last session about where the weak point was. They’re as much an improv prompt for the players as they are a mechanic. If you can decrease the difficulty down to zero, it’s an automatic success, and you dont have to roll.

Which brings me to my two favorite features of the mechanics.

First, the PCs have three Stats—Might, Speed, Intellect—but rather than scores, they’re pools. Your skills & abilities & assets represent your character’s baseline normal everyday capabilities. Your Stat Pools represent how much extra “oomph” you can deploy under pressure. So if you’re trying to Bend Bars & Lift Gates, and having a friend help with a crowbar didn’t get the job done, you can spend some Might points and really get that portcullis open.

Your pools also act as your hit points—physical damage drains your Might pool, psionic attacks drains your Intellect. Special powers or spells also spend pool points to activate.

“I have to spend hit points to kick the door open?” is a reaction most everyone has to this at first glance, but that’s the wrong approach. Your pools are basically a representation of how much “spotlight” time your character can have during an encounter, how much cool stuff they can do before they have to sit down and rest.

Because also, getting your points back is incredibly easy; there’s really no reason to ever enter an encounter—combat, social, or otherwise—without a full tank.

This works for all tasks, not just the punchy combat ones. So you get these great moments where someone will be trying to bluff their way past the border patrol and decide they’re going to be charming as hell as they empty out their Intellect pool, or yell that they’re going to bullet time as they dump their speed pool on a dodge check.

Which brings me to my single favorite RPG mechanic of all time: something called “The GM Intrusion.” At any point, the GM has the option to throw a wrinkle in and call for a roll anyway, usually when the party has cleverly knocked a difficulty down to nothing.

The examples in the book are things like a PC trying to climb a cliff with a specialized rockclimbing skill and a rope harness making the climb check zero, and then the GM says “well actually, it was raining earlier, so I’m gonna need a roll.”

But, the kicker is that the GM has to pay the PC for it. The GM offers up an XP for the Intrusion, and the player has the option to accept, or two spend one of their XPs to reject it. Actually, the GM has to offer up 2 XPs, one of which the player being intruded on has to immediately give to another player, which also does a really neat job of democratizing XP rewards.

Cypher is one of those games where “1 XP” is a significant item, players generally get 2–4 a session, upgrades cost 3 or 4 depending on what you want.

The place where this really works is if you use cards to represent those XPs. (They have a bunch of really cool XP decks for sale, but they’re dirt easy to make out of 3x5 cards or use repurposed playing cards.) A player saying “and that makes it difficulty zero!” followed by the GM silently sliding an XP card into the middle of the table is peak. I like to give the card a couple little taps before I say something like “so what really happens is…”

This gets objected to from some quarters, usually in the form of something like “putting your thumb on the scale is what I was already doing as a good GM, why should I have to pay for it?” And, well, that’s the reason, so that you have to pay for it. This makes the extra difficulty both explicit and collaborative. Instead of monsters suddenly growing an extra 30 HP they way they tend to do in D&D, here the GM has to openly offer the extra challenge, and allow the player to turn it down. Sometimes they’re just not in the mood, and would rather pay the XP to get past this to what they really want to do.

Like the stat pools, XPs aren’t just a score to make characters better. In addition to actual character upgrades, you can also spend them on things like retroactively creating an NPC contact, or acquiring a base of operations. They’re the currency the players get to use to wrest control of the game away from the GM.

Rounding out the mechanics are the Cyphers themselves. In simple terms, Cyphers are powerful, single-use magic items. In the original Numenera they were all assumed to be scavenged and barely understood ancient tech. So an item that acts as a single-use Fireball grenade might actually be an ancient power cell that no one knows how to use anymore, but they know if they mash these two metal bits together it blows up real good.

Later settings introduced more “subtle” cyphers, as appropriate for the world. In the game I’m running now, Cyphers have included a marble that if you throw it grows to the size of a bowling ball and does a tremendous amount of damage, a high-powered energy drink that does a bonus to any speed task, and “the advice your aunt gave you when you were young,” which they haven’t tried to use yet. (It’s a -2 to any task difficulty, as long as they yell “oh! That’s what she meant!” before rolling.)

PCs can only have a few Cyphers on them at a time, and are supposed to always be finding new ones, so the game operates on the assumption that the players always have a small set of very powerful one-shot powers they can deploy. It keeps the game fresh, while discouraging hoarding. Like XPs, these also work best on cards.

I saw someone complain that Cypher was just “the players and GM handing metaplot coupons back and forth,” and yeaaaahhhh?, I can see why you might get that impression but also that’s the completely wrong philosophy. There are definitely sessions that feel more like a card game, with XP and Cypher cards slapping onto the table. But this is what I was talking about with GM style; I like having a formalized, easy to deploy way where both the GM and the players can go “well, actually…” at each other.

Character creation is similarly stripped down, and is one of the signature elements of the system: you make your character by filling in the blanks of the sentence “I’m an [adjective] [noun] who [verbs].” The noun is effectively your character class, but they’re more like a starting template. The default nouns are “strong guy”, “fast guy”, “smart guy”, “talky guy”—Fighter, Rogue, Wizard, Bard, basically. The other two let you pick up some specializations. In practice, those three choices just determine which ala carte menu you get to pick your starting powers from.

That all lands somewhere around “rules medium”, in that you can probably fit all the mechanics on a single postcard, but the book is still 400+ pages long to fit all the Abilities and Verbs and all.

Despite the heft of the book, I’ve found it to be a system where the rules just melt away, but still give you enough framework to actually resolve things. When I really need the rules to back me up, there’s something there, otherwise, just say “sure, let’s call that difficulty 3,” and keep moving.

As I said, I bounced off the original Numenera setting pretty hard. Briefly: the setting is a billion years in the future, full of super-science and nanotech and post-plural-apocalypse. "Now", is roughly a medieval setting, where everyone runs around with swords fighting for feudal lords. But, instead of magic we have rediscovered super-science, monsters are the results of ancient genetic experiments, or aliens, or long-abandoned robots. Cook always enjoyed playing with the Arthur C. Clarke line about "Any sufficiently advanced technology is indistinguishable from magic", and here took that all the way up to eleven—the only magic is terribly advanced technology.

The other place he leans into his strengths is that his previous games (Ghostwalk, Ptolus, the setting for Acana Unearthed) had very cool, evocative, exciting setups, and then tended to have a tremendously boring resolution or explanation. Here, mysteries about but are fundamentally unexplainable. “Who knows, it’s weird!!” is the end of every adventure; a setting built around all cool setups that can never be explained or resolved ever. That’s a real “your mileage may vary” flavor if ever there was one.

But the problem is that all ends up just being “turbo D&D” but with different latin stems on the words describing the superpowers. Despite being a world dripping in nanotech, crashed spaceships, power armor, genetically-engineered robots, jetpacks, and all, for some reason the equipment chapter is all swords and polearms. Dude, I didn't buy a book with a robot on the cover to pack a halberd.

I can see why they decided to use this as the setting for the Torment-not-a-sequel. There are ways in which it’s a lot like Planescape, just without all the D&D baggage.

But there is something so deeply joyless about the setting. In the back, he has a list of Inspirations/Recommended Reading, which is both his homage to Gygax's similar appendix in 1E D&D, and also his list of primary sources. Nausicca, which is what I think the setting most resembles, is listed under movies, not books. Which means he only saw the movie, which is 90 minutes of crazy stuff happening, and not the book, where you get to find out what the heck is going on. And then he lists Adventure Time, and I'm all, Monte—where's the sense of fun? Ninjas never steal an old guy's diamond in this game. Maybe he only saw that episode where Bubblegum dies?

As an aside: later releases for Numenera did a better job of embracing the “weird superscience future” side of setting. I know this because despite bouncing off the game I kept picking up supplements for it because I wanted to find a way to make it work and I kept trying to figure out how to shear the rules away from the setting. They did a couple of other games with the same basic mechanics—including the spectacular “RPG for kids” No Thank You Evil which we played the hell out of.

Fortunately, they eventually pulled the combined rules from the other games and broke them out into their own book as just The Cypher System Rulebook. Like I said earlier, it’s a hefty tome, but it has all the “stuff” from the previous stand-alone games, along with a whole bunch of advice on how to lean into or out of various genres with the same rules, especially regarding how to make Cyphers work depending on the vibe and setting you’re going for.

Speaking of advice, the Cypher core book came out at roughly the same time as another book Cook did called Your Best Game Ever, which is a system & setting–agnostic book on “here’s how I think RPGs can and should work”. I cannot think of another example of this, where someone wrote a whole about RPGs, and then separately put out a book of “and here’s the rules I built specifically to support the philosophy of play from the other book.”

So not only does the Cypher core rule book have some of the clearest “here’s how this game is supposed to work and here’s how to make that happen” text I’ve ever read, but then if you have follow-up questions there’s another 230 pages of philosophy and detail you can read if you want.

This should happen more often. I’d love to read a “philosophy of RPG design and play” book from Tweet, or Robin Laws, or Steve Jackson, or the Blades in the Dark guy, or Kevin Siembada, or any of the other people who’ve been around making these games for long time. I don’t know that I’d agree with them, but I’d sure like to read them.

The “generic RPG” is a hill a lot of people have tried to climb, with mixed success. The obvious primary example here is GURPS, but then you have games like Shadowrun which are really four or five different games stacked on each other in the same cyber-trenchcoat.

Cypher is also a swing at the Generic RPG, but a better example of what it’s going for is the post-3.0 D&D d20 era, or the constellation of games “Power by the Apocalypse,” not so much one big game as a core set of bones you can assemble a game on top of. You could mix-and-match stuff from d20 Modern and d20 Future, but you’ll probably have a better time if you don’t.

The Cypher book doesn’t talk about settings but it does talk about genres, and has a long chapter outlining specific advice and tools for making the rules work under the narrative conceits of various genres. The list of genres is longer than I was expecting, there’s the usual Modern/Fantasy/Science-Fiction entries, but also things like Horror, or Romance.

The place where it really started to shine, though, is when then started doing “White Books”, separate genre & settings books to plug into Cypher.

On paper these aren’t that different than the sort of settings books GURPs or d20 would do, but the difference is that with Numenera covering the bases for all the classic science fiction & fantasy tropes, the White Books have the flexibility to get into really narrow and specific sub-genres. The generic stuff is back in the core book, these are all books with a take. They tend to be a mix of advice and guidelines on how to make the genre work as a game, a bunch of genre-specific mechanics, and then an example setting or two.

They did a fantasy setting, but instead of Tolkien/Howard/Burroughs–inspired it’s Alice in Wonderland. They did a Fallout-in-all-but-name setting with the wonderfully evocative name of Rust & Redemption that makes the mechanic of “Cyphers as scavenged technology” work maybe even better than in the original.

And then they did a book called It’s Only Magic, which might be the best RPG supplement I’ve ever read. The strapline is that it’s “cozy witchcore fantasy.” It’ a modern-day urban magic setting, but low-stakes and high-magic. (And look at that cover art!)

The main example setting in the book is centered around the coffee shop in the part of town the kids who go to the local magic college live in. The “ghost mall” is both a dead mall and where the ghosts hang out. It has one of those big fold-out maps where practically every building has an evocative paragraph of description, and you’ve knocked a skeleton of a campaign together halfway through skimming the map.

Less Earthsea and more Gilmore Girls, or rather, it plays like the lower-stakes, funnier episodes of Buffy. Apocalyptic threats from your evil ex-boyfriend? No. Vampire-who-can’t-kill-anymore as your new roommate? Yes. The Craft, but there’s three other magic-using witch clubs at the same school.

The other (smaller) example setting is basically Twin Peaks but the ghosts aren’t evil and the whole town knows about them. Or the funnier monster-of-the-week episodes of the X-Files.

It’s really fun to see what “Urban Fantasy” looks like with both “Cthulhu” and “90s goth vampire angst” washed completely out of its hair.

There’s the usual host of character options, NPCs, equipment, and the like, but there’s also a whole set of extra mechanics to make “casual magic” work. Cyphers as scented candles and smartphone apps! Theres a character focus—the verb in the character sentence—who is a car wizard, a spellcaster whose feeds all their spellcasting into making their muscle car do things. It’s great!

There’s a bunch of really well thought through and actionable stuff on how to run and play an urban fantasy game, how to build out a setting, how to pace and write the story and plot in such a genre. One of my themes in the all the RPG writing I’ve done this year has been how much I enjoy this current trend of just talking to the GM directly about how to do stuff, and this is an all time great example. The sort of work where you start thinking you probably know everything they’re going to say, and then end up nodding along going “of course!” and “great point!” every page.

It’s exactly what I look for out of an RPG supplement: a bunch of ideas, new toys to play with, and a bunch of foundational work that I wouldn’t have thought of and that’s easy to build on.

This is where I loop back around to where I started with GMing styles; whatever the term for the style I like is the style this game is written for, because this is the easiest game to run I’ve ever played.

Like I said, I tend to think of the way I like to run as “Improv”, but in the formal sense, not “just making stuff up.” Rules-wise, that means you need a ruleset that’s there when you need it to resolve something, but otherwise won’t get in your way and keep you from moving forward. You need ways the players can take the wheel and show you what kind of game they want to be running. And you need a bunch of stuff that you can lay hands on quickly to Improv on top of. I used to joke that I’d prepare for running a TTRPG session the same way a D&D Wizard prepares spells—I sketch out and wrap up a bunch of things to keep in my back pocket, not sure if I’m going to need them all, and with just enough detail that I can freestyle on top of them, but don’t feel like I wasted the effort if I don’t.

The example setting here is perfect for that. One of the players will glance at the map and say “you know, there’s that hardware store downtown,” and I can skim the two paragraphs on the store and the guy who runs it and have everything I need to run the next 30 minutes of the game.

Great stuff all around. Gets the full Icecano Seal of Approval.


Edited to add on Dec 16: Regarding the list of people who I suggest should write books about RPGs, it’s been brought to my attention that not only did Robin Laws write such a book, but I both own it and have read it! Icecano regrets the error.

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