
The fate of La Gorge hangs in the balance. An army is approaching, the ancient defenses are broken, and the only thing standing between civilization and total destruction is a guy who can't roll above a five, a robot obsessed with harvesting brains, and Ash hitting things until they stop moving. What could possibly go wrong?
In the explosive finale of our Numenera actual play, we discover that saving the world requires teamwork, ancient technology, and occasionally remembering that you have abilities other than hitting things with a stick.
Numenera 2-Book Set (affiliate link)
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Show Notes
Our Numenera actual play reaches its chaotic conclusion as Randall James guides Tyler Kamstra and Ash Ely through the final defense of La Gorge. With an enemy force closing in, Dob and Marty must stop a biocircuitry-harvesting robot, salvage ancient technology, and repair massive defensive turrets before their home becomes another forgotten ruin of the Ninth World.
Between terrible dice rolls, clever cypher use, player intrusions, and some spectacularly questionable engineering, our heroes discover that the Cypher System rewards creative problem-solving just as much as combat. Assuming Tyler's dice cooperate.
We wrap up our Numenera How to Play series with a discussion of the game's mechanics, crafting and salvage systems, community building, and GM intrusions. Is Numenera worth playing? We have thoughts, a few complaints, and a newfound appreciation for giant gravity cannons.
Key Takeaways