The World of Synnibarr

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The World of Synnibarr
File:WorldOfSynnibarrRPGCover.gif
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.com

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 complex 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.

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.[6] Three core rule books were announced to fulfill the Kickstarter, with a targeted release dates in 2015.[citation needed]

Reception

Some consider it a bad example of a role playing game.[7]

References

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