The World of Synnibarr
The World of Synnibarr, 2nd edition | |
Designer(s) |
Raven C.S. McCracken Bryce Thelin |
---|---|
Publisher(s) | Wonderworld Press |
Publication date |
1991 (first edition) 1993 (second edition) |
Genre(s) | Multi-genre |
Website |
ascensionnw |
The World of Synnibarr (sometimes referred to simply as Synnibarr) was a multi-genre role-playing game published by Wonderworld Press and written by Raven c.s. McCracken.[1][2] A second edition of the game, co-written by Bryce Thelin, was published in 1993. It is noted largely for its exceptionally poor design.[3] However, the game has since developed a "cult following" and is considered one of the earliest "complete science fantasy/fiction RPG in one book, where every possible situation is covered."[4]
The game features an unusual amount of variety in play. It combines elements of fantasy, science-fiction, super-hero and other genres and does occasionally lend itself to power gaming.[5]
A third edition of the game (tentatively known as Synnibarr Invicta) was funded by a Kickstarter in 2013, which was expected to be released in 2014-2015. [6]
Setting
Synnibarr is actually Mars 50,000 years in the future, hollowed out and turned into a spaceship to take humanity to a safe place after the Earth had been destroyed. Civilization is beginning to be rebuilt after a series of disasters and technology is practiced as a religion. Synnibarr is also noted for bizarre monsters, including the Giant Mutant Fire Clam and the Flying Grizzly (capable of shooting laser beams from its eyes). Guilds and organizations play a major role in the Synnibarr 'Worldship'. Mortals are often able to interact with immortals, demi-gods and even the gods themselves.
System
Most rolls are of percentile dice (d100) though some are additive while others use a roll-under mechanic. The third edition game mechanic replaces the previous percentile system with a streamlined skill-based system, where resolve and experience create cogency levels that are pitted against opposing cogency levels for determining results.
McCracken and a group of other people have been playing and developing Synnibarr since the mid 90s. In December 2012 a Kickstarter was launched to publish a new edition.[7] Three core rule books were announced to fulfill the Kickstarter, with a targeted release dates in 2015.
Reception
Some consider it a bad example of a role playing game.[8]
References
- ↑ "Raven c.s. McCracken Official Website". Ravencsmccracken.com. Retrieved 2011-12-22.
- ↑ McCracken, Raven c. s. (February 2011). Eat Butterflies: Tales of Vampire, Mages and Mutants. Swooping Grizzly Publications. ISBN 0-615-45124-1.
- ↑ "RPGnet review of ''The World of Synnibarr'' by Darren MacLennan". Rpg.net. Retrieved 2011-12-22.
- ↑ "The World of Synnibarr | RPG". RPGGeek. 2010-04-01. Retrieved 2011-12-22.
- ↑ "RPGnet review of ''The World of Synnibarr'' by Roger Mier". Rpg.net. 2004-08-20. Retrieved 2011-12-22.
- ↑ https://www.kickstarter.com/projects/917876657/republishing-the-world-of-synnibarr. Retrieved 2016-10-02. Missing or empty
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(help) - ↑ "Republishing: The World of Synnibarr". Kickstarter. Retrieved 21 June 2015.
- ↑ Hale-Evans, Ron (2011). Mindhacker: 60 Tips, Tricks, and Games to Take Your Mind to the Next Level. Wiley Publishing. p. 147. ISBN 978-1-118-16641-3.