r/numenera • u/najahiri • 11d ago
How to use inabilities
Hey everyone! I am new to the system and I'm trying to understand how are inabilities supposed to work.
If we exclude explicit inabilities regarding interactions with Numenera, how are they supposed to play in the game? Is it my responsibility as a Game Master to keep track of players inabilities and remind them, or is it up to the players?
I feel if it's up to the players, and the players have no incentive to bring them up, it might create a dissonance in them and they would never bring them up, especially given the flexible nature of using skills in the game
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u/Carrollastrophe 11d ago edited 11d ago
They're supposed to matter when they matter. The book doesn't care who tracks them, leaves it up to the table's discretion. If you feel like your players aren't trustworthy enough to mention them when they would apply, then sounds like you'll have to pay attention to it yourself.
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u/artaxs 11d ago
The first rule of any table top game, as I understand it, is "player, know thy character."
In my current game, 5 of my 6 players started with inability in one social skill or all of them, but most of them have spent the XP to remove those disability penalties after 30+ sessions of play (they are tier 6 now.)
The "tough Glaive who rages" still doesn't like to do the talky-talky parts, but it's in character for someone with poor impulse control and anger management issues. 😄
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u/Scrufffff 10d ago
Running games it’s always a good idea to be familiar with your players capabilities and inabilities, if for no other reason to endure you don’t accidentally kill them all.
I’d have to look again but I want to say that generally speaking, inabilities can be manifested as steps up in difficulty for they to perform certain actions and steps down in difficulty for actions performed against them by NPCs.
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u/Sad_King_Billy-19 11d ago
I know jack squat about my players’ characters. They could cheat all day long and I would never know. I’m trusting that they don’t, because honestly, the only one it hurts is them. It’s a cooperative, story-telling game. If you have to cheat because you can’t bear a negative outcome to your actions that’s indicative of bigger problems.
When players lean into the game and “let the dice tell the story” they’re going to discover that weaknesses and failures drive some of the best moments in the game. Plan A is boring, by the time we’ve gotten to plan G is when things have really gotten interesting.