Cypher Play

Cypher Play is a retail-only organized play program—a free and highly effective way to build an MCG community around your store. Whereas demos introduce gamers to MCG worlds and game systems, Cypher Play gives them an immersive, full-length RPG experience. Cypher Play is offered in “seasons,” each of which consists of a standalone mini-campaign of six to eight sessions—and all of the content is designed and written in-house by the famed MCG design team, the same people who write and design all of our books and other products. The adventures are drop-in-drop-out friendly, so players can join in even if they missed the first sessions of a season.

Choose from a range of available Cypher Play seasons—enough to keep your community of MCG gamers engaged for months and months! Each packet includes everything you need to make the most of the program—driving sales as well as engagement.

  • All of the adventure content, plus handy instructions for you, your organized play coordinator, and the game’s GM for running the program and getting great retail results.
  • Character sheets for those who like to roll their own, plus a set of pregenerated characters for those who don’t (or players who drop in).
  • A poster to promote the season.
  • A set of coupons you can use (optionally) to quickly convert play into purchase.

Building Amber Keep

System: Numenera
Sessions: 9 (18 hours of play)

A group calling themselves the Amber Gleaners wants to establish a base for exploring the wonders of prior-world structures deep in the wilderness—and they’ve hired the PCs to help establish it. But for every treasure to be discovered and studied, the Ninth World offers and equally ancient and inscrutable danger. This season consists of a series of linked mini-adventures, making it particularly drop-in/drop-out friendly. It leans into the community-building and crafting elements that are an optional aspect of Numenera.

Coming of the Hex

System: Numenera
Sessions: 7 (14 hours of play)

In the isolated expanses of the Beyond, a biomechanical “disease” is transform people and places into an inhuman threat. The mystery seems to surround a strange prior-world site. Can the PCs navigate dangerous bandits, desperate villagers, and an invasion of the bizarre, virus-like Hex?

Defenders of Ellomyr

System: Numenera
Sessions: 6 (12 hours of play)

Between rolling hills and the Angry Red River, the small human town of Ellomyr is plagued by abhuman creatures, deceiving drifters, and a mysterious prior-world site with a strange effect on time. Can the PCs rise to the challenges of becoming heroes and defend the town? Can they save Ellomyr from a dark fate, or has time already run its course?

The Room with No Door

System: Numenera
Sessions: 6 (12 hours of play)

After attending their Uncle Greythorn’s funeral, the PCs are tasked to unlock the legacy kept in the Room with No Door. Can the PCs successfully pull off a heist? Explore and conquer the strange remnants of a prior-world site, and, perhaps most challenging of all, face their remaining relatives? This season consists of a series of linked tasks, ranging from interpersonal relationships to combat-focused, making it particularly drop-in/drop-out friendly.

Sun, Sand, Sky

System: Numenera
Sessions: 6 (12 hours of play)

The shifting deserts of the Beyond are dotted with inhuman creatures, hardscrabble settlements, and dangerous remnants of the prior worlds. After the PCs’ ship crashes into the desert, they have no choice but to follow a mysterious light in the sky. Along their journey, they encounter a peculiar but alluring oasis and a prior-world site that holds secrets and sounds. Will they be able to find their way home—or are they doomed to forever wander the deserts?

The Secret City

System: Numenera
Sessions: 6 (12 hours of play)

As guards of the city of Neath, the PCs call the Cymer Gate home. But when strange explosions, mystery children, and pounding earthquakes become more and more common, they cannot deny that somewhere in the depths of the Cymer something ancient is beginning to wake. Can the group of guards uncover the mysteries of the Cymer, or are the people of Neath doomed to desolation by the strange beings beginning to come to the surface?

Words of Power

System: Cypher System
Sessions: 6 (12 hours of play)

In a world of wizards and dark magic, it is up to the PCs alone to bargain with a dragon, navigate a dangerous crypt, and try to impress a fey prince so that they can defeat a lich king and his undead army threatening to destroy the world. The PCs have to track down the five Words of Powers, keys to turning the undead back to dust. This season consists of a series of linked quests making it particularly drop-in/drop-out friendly.

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