tabletopgaming.co.uk 79
something should work they turned
the dial until it broke, leaning into the
concept so fully that it straddles a line
between enthralling and o-putting.
One of the most striking examples of
this is the way it approaches language.
Despite that fact that every player
character casts magic, the rulebooks
note that describing them as ‘wizards’
is rather gauche and old-fashioned.
Instead, they are known as Vislae,
though some prefer to be known as
‘esoterics’, ‘canny ones’ or any one of a
half-dozen other rather owery terms.
Almost every page adds a fresh
word to the glossary, so rather than
applying bonuses to rolls you build
them into a ‘venture’ that you subtract
from the diculty of the task, creating
a target number that you want to
hit on a d10 – or possibly several of
them, depending on how things are
shaking down. Instead of levelling
up you combine ‘joy’ and ‘despair’ to
create ‘crux’, which you can spend to
advance your abilities and position.
is, perhaps, is what best sums up
Invisible Sun. It’s a game that straddles
the line between indulgence and
inspiration. While sessions are certainly
enjoyable, now and then I have to shake
the nagging doubt that assails me at
galleries and experimental exhibitions
- the question of how much of my
enjoyment comes from the actual quality,
and how much it owes more to the grand
presentation and price of admission.
ere’s no doubt that Invisible Sun
is something unique. If you want to
sip on liquid creativity and can spare
the cash, you should start tracking
down the few remaining pre-orders
right this second. But if you’re a fan
of stark simplicity and have little time
for grandiose airs, there are probably
better ways to spend your cash.
RICHARD JANSENPARKES
TRY THIS IF YOU LIKED...
NUMENERA
Monte Cook has always been a
whizz at the surreal; if you loved
the weird world of Numenera you’ll
probably dig Invisible Sun too.
O
ne of the cardinal rules of
clear writing is that you
should almost never describe
something as ‘unique’, because most
of the time it simply isn’t true. So,
bear that in mind when I tell you that
Invisible Sun is a truly, genuinely,
maddeningly unique RPG.
Coming from Numenera creator
Monte Cook, Invisible Sun bills itself as
a game of surreal magic and adventure,
one where our waking world is revealed
to be a vast illusion and dreamscapes
form the true reality. It’s an intriguing
premise, for sure, but even that only
scratches the surface of what makes it
stand out from the crowd.
To begin with, it’s probably best
to address the elephant lurking in
the room and admit that a small
but signicant part of Invisible Sun’s
unique nature comes from its rather
impressive price tag. Picking up the
core game’s box set, portentously
known as e Black Cube, is going to
set you back well over £200. Even a set
of PDFs comes in at around £75.
at would be an eye-watering price
tag for even the most committed of board
game buyers, and for most RPG fans
it’s almost impossible to comprehend.
However, there’s never been an RPG quite
so packed with stu as Invisible Sun.
e Black Cube’s heart may lie in the
four hard-backed, beautifully designed
rulebooks, but its esh and blood
comes in the form of countless cards,
maps, markers, boards and notes. It
even comes with a life-sized six-ngered
hand for holding and displaying cards.
It’s a truly stunning display of
physical grandeur, but there’s more to
the game than props and gimmicks.
e rules themselves are stued with
interesting ideas about the structure
of RPG storytelling, such as guidelines
for running inter-session side-scenes
by text or email – the most interesting
of these is the way it approaches
narrative arcs.
In most games the GM is the one
who plots out the broad strokes of the
campaign. When you play Invisible
Sun, however, it’s the players who
determine their own story arcs, long
before any dice are rolled.
If a player’s arc points towards
uncovering an arcane library, it’s up
to the GM to build the story towards
that point. If their goal is to avenge
their father, sooner or later they’ll
have the chance to meet the killer.
Plenty of games like to cast the GM as
the story’s facilitator rather than its
master, but few commit to the idea
quite so wholeheartedly.
In fact, it’s hard to think of anything
that Invisible Sun doesn’t embrace
body and soul. It feels like every time
the designers made a choice about how
Treading the line ‘twixt genius and madness
Invisible Sun
(^) PLAY IT? MAYBE
If you can ignore the price tag
this is a truly incredible display of
creativity and, even if you never play
the game, it’s a fascinating read.
However, that’s a pretty big ‘if’.
500+ 13+ £234