Virtual Front Porch Pages

Sunday, April 19, 2026

Cypher Musings

With a new edition of the Cypher System on the way this summer, I thought it would be interesting to reflect on how it's worked out in Front Porch campaigns over the past year. The first thing to note, however, is the small sample size. To date, we've done one in-person Cypher campaign (Vanguard Saga, with three players) and two email-based campaigns (another Vanguard Saga storyline and the revamped Torchlight, each with one player); compare those numbers to decades of D&D -- Druid CycleShattered Realm, and so much more. That said, I think I have enough experience with Cypher to make some general observations about the rules and how we're using them.

The most important point is that I'm very satisfied with Cypher as the default game system for the Front Porch multiverse. It's fast and easy, very flexible across genres, and well suited for narrative games. Long-running campaigns like the Druid Cycle setting will always be D&D, but at this moment I can't really imagine starting a new campaign that didn't use Cypher.

So what else have I learned about Cypher from a year's worth of gaming? Below are some observations about how the experience at our table differs from the rules as written. 
  • Back when I was just getting started with Cypher, Matt suggested a minor house rule to help ensure that ranged attacks at close range were not unequivocally superior to melee attacks. This house rule has worked out very well.
  • In our family Vanguard campaign, Nathaniel created an android speedster whose many ways to ease Speed defense rolls has made him virtually untouchable by conventional attacks. Not everyone is out there trying to break the system, of course, but Nathaniel showed that even with a system designed by the best of the best in the gaming industry, it's quite possible to build unbalanced characters. 
  • To help address the aforementioned problem, I created a house rule that enables certain low-level characters (such as troops who are part of a unit) to "gang up" on a single target more effectively. Nathaniel's android still runs circles around everyone, but at least now he has to be wary of large groups of foes taking aim at him all at once.
  • No one remembers cyphers. I know it's supposed to be a big deal in the Cypher System, and it's right there in the name of the game, but cyphers still feel like a clunky add-on and not a core part of the game mechanics. 
  • I love coming up with nasty GM Intrusions when players roll a 1 on their d20 checks, but all other GM Intrusions feel forced. When should something be an Intrusion rather than just a regular challenge for the PCs to overcome? Maybe I should think about Intrusions as "optional" encounters that players can either undetake for the XP, or pay XP to avoid? Well, I guess, but that leads me to the final point...
  • Players only use XP for advancement. In Cypher, players can spend XP for rerolls, for Player Intrusions, to avoid GM Intrusions, etc., but in practice, I've found that players don't use XP for any of these things. Only once -- and quite memorably -- did a player spend XP on a Player Intrusion, and that was when an NPC's life was at stake. Similarly, I think we've only had one or two instances when a player spent XP on a reroll. I guess it's nice to have these options in your pocket, but our experience is that players hoard XP for advancement. That realization, of course, has changed how I hand out XP -- when players don't use it for all these other purposes, I have to slow down the XP rate or the characters will advance too quickly.
What changes will the new edition bring? I'm eager to find out. Here's to another year of Cypher gaming!

Tuesday, April 14, 2026

Another Torment Ended

I finished up Torment: Tides of Numenera, and found it to be...pretty fun! I'm still not a huge fan of the Numenera setting, and the game's voluminous text was a lot to get through (even just skimming it!), but I greatly enjoyed Torment as an example of the Cypher System translated into video game format. Spending points from your pools, applying levels of Effort, getting a "discount" from your Edge -- all that stuff felt very true to the paper-and-pencil game. I would love to see another video game make use of the Cypher System at some point.

Sunday, April 5, 2026

Season 13 at the Halfway Point

I'm playing through the thirteenth season of my old-timey Strat-O-Matic hockey league, and we have some interesting storylines developing at the midway mark. The reigning Creighton Cup champions, the Millionaires, are comfortably in first place, although not quite as dominant as they were a year ago. They're followed by the Bearcats, who have continued their strong run from the second half of last season; the Cats are the league's best five-on-five team, but they're held back by a power play and penalty kill that are both dead last -- by a lot! -- in the league. The Thistles have climbed into the playoff picture on the strength of all-around improved play, just slightly ahead of the fourth-place Bulldogs, whose offensive woes in last year's playoffs have continued, especially after an injury to Jack Adams temporarily robbed them off their best playmaker. The Victorias and Comets, at fifth and sixth, respectively, are currently outside the playoff picture. Fortunately for the non-playoff teams, there's some amazing talent available in the Season 14 entry draft. The Victorias got started early with their rebuild, shipping five-time Creighton Cup winner Billy McGimsie to the Cats for a talented but penalty-prone young center named Frankie Fredrickson. 

Looking ahead to the end-of-season awards for individual players, the Scoring Championship is shaping up to be a two-way race between Bearcats superstar Joe Malone (5 goals, 9 assists) and last year's titlist, Mickey MacKay (5 goals, 7 assists) of the Millionaires. These two stars are also vying for the Forward MVP trophy, although I'd say the frontrunner is Malone's teammate Didier Pitre, whose 7 goals lead the league. The race for Defenseman MVP is wide open, as no blueliner has yet to distinguish himself from the pack. The Millies' Harry Cameron might pick up a second straight trophy, but Frank Patrick of the Bearcats is tops in the league in plus-minus at +9. A rejuvanted Hod Stuart of the Thistles, the winner way back in Season 3, might also make some noise. In a lackluster year for freshmen, Thistles blueliner Sprague Cleghorn will likely win Rookie of the Year by default. Saving the most striking stats for last, can I just declare that all six starting netminders should share the Goaltender MVP award? Goalies are dominating even more than last season; in fact, the average save percentage for all goaltenders has risen from .908 in Season 11 to .917 in Season 12 to an astounding and utterly unsustainable .931 this season! Hap Holmes of the Bulldogs leads at .942, followed by Riley Hern of the Cats at .936; both men are two-time winners of the Goaltender MVP. 

Monday, March 30, 2026

A Novel Approach to Video Games

Torment: Tides of Numenera is great at world-building and presenting unique, complex NPC characters. It does, however, share a drawback of its spiritual predecessor, Planescape: Torment, in that there's a lot of text to read. As with the prior game, I find myself skimming the dialogue until something triggers an update to the Journal, where I can get a more concise version of what's going on. It's still fun, but man, it's like reading a novel.

Thursday, March 26, 2026

A New Torment

Once upon a time, I played through the highly regarded Planescape: Torment, although I have little recolleciton of having done so. (It's referenced on this blog, however, so it must be true!) Since it's a kind of spiritual successor to Planescape: Torment, and since I'm a big fan of the Cypher System, I've had my eye on Torment: Tides of Numera for a while. The game was massively discounted on Steam, so I decided to pick it up. It's pretty cool to see Cypher represented in a computer game! I'm only about an hour into the campaign, but I'm enjoying it so far. 

Saturday, March 21, 2026

Sanctuary

In our family Vanguard Saga campaign, the heroes have undertaken a new mission to the barren but mineral-rich world of Elysion. After being separated from their transport ship, the companions make their way on foot to the nearest settlement, a ramshackle mining community known as Sanctuary. Here's a shot of the group and their Sanctuary Militia escorts approaching the town...


And now a zoomed-in view of the community. Note the cute little outhouse! Aside from that a few other items, the rest of the stuff was 3D printed and painted by yours truly. Inside, the buildings are all stocked with beds, tables, chairs, etc., and plenty of NPCs for the heroes to interact with.


Here's a shot of Sanctuary from the front...


And a side view...


I wonder if any wasteland-dwelling raiders will attack this place while the heroes are here...?

Tuesday, March 17, 2026