This recording comes mostly from a laptop mic, and so the audio quality is dubious. I recommend listening on speakers rather than headphones if possible. Many apologies. It's also fairly short (22 mins) because that was just where it made sense to split the episodes.
Here begin the spoilers for the starter scenario The Beale of Boregal, and as always be aware that our podcasts are not entirely family-friendly.
To the spa!
I liked the dream plot hook more than I might have expected. It just seemed to be quite well-articulated, and it was genuinely intriguing as a setup. Plot dreams are a bit of a cliché, but I felt it was a decent example of the idea.
This is where I started to find the setting a little confusing, because spa towns with psychologists felt like something more suited to early modern civilisation than to an age with wandering adventurers. On reflection it's not so bad - the Romans had baths in Bath, after all, but then they were relatively civilised too. I think the idea is perhaps that there are areas of civilisation and other places are wild and unknown. Perhaps when I actually read the rulebook it will solidify a bit in my mind.
At this stage there was a bit of a sense that we were all somewhat useless, but that's quite misleading. I think the issue is that it feels rather like D&D, but you have very few obvious abilities, most of them aren't combat-focused, and all the numbers associated with you are small. The Glaive doesn't have a load of stuff that makes them obviously better at combat than the Nano. Actually, we kind of had it backwards: everyone in Numenera is basically really quite good at Stuff. K worries about how she'll be totally ineffectual, but her character is precisely as good at hitting stuff as anyone else, and can take the same amount of damage. It's only really damage inflicted that varies. The most noticeable thing for me was that my "wizard" is the most resilient one in the party. As we mentioned, having a number of +2 is pretty damn good in this system.