The World of Synnibarr explained

The World of Synnibarr
Designer:Raven C.S. McCracken
Bryce Thelin
Publisher:Wonderworld Press
Date:1991 (first edition)
1993 (second edition)
Genre:Multi-genre

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] A second edition of the game, co-written by Bryce Thelin, was published in 1993. Historically, the 1st edition was noted largely for its complex design. However, the 3rd edition revamped the mechanics and has evolved into an "amazing" game.[2]

The game is referred to as a "gonzo" game and features an unusual amount of variety in play. It combines many elements of fantasy, science fiction, superhero and other genres and does occasionally lend itself to power gaming.[3]

A third edition of Synnibarr was funded by a Kickstarter in 2013, which was expected to be released in 2015. The Kickstarter project was completed and satisfied in 2021/2022. [4] In 2022, it was announced that there was an "easter egg" hunt in the new edition. To date, it had not been solved.

Setting

Synnibarr is set on Mars 50,000 years in the future, hollowed out and turned into a spaceship to take humanity to a safe place after Earth was 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, the latter being 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 (aiming to roll below a target number on the d100). 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. The project was expected to span three books: an "Ultimate Adventurer's Guide", a "Worldship Atlas", and a "Book of Fate". The "Ultimate Adventurer's Guide" was published in August 2018, and as of March 2022 rewards have been fulfilled.[5] [6]

References

  1. Book: McCracken, Raven c. s.. 978-0-615-45124-4. Eat Butterflies: Tales of Vampire, Mages and Mutants. Swooping Grizzly Publications. February 2011.
  2. Web site: Review of The World of Synnibarr by Darren MacLennan. MacLennan. Darren. Rpg.net. 2001-08-03. 2020-06-25.
  3. Web site: Review of The World of Synnibarr by Roger Mier. Mier. Roger. Rpg.net. 2004-08-20. 2011-12-22.
  4. Web site: Republishing: The World of Synnibarr. Kickstarter. 2020-06-25.
  5. Book: The Ultimate Adventurers' Guide: The World of Synnibarr. McCracken. Raven c.s.. 22 August 2018. 978-0996417303. Ascensionnw.
  6. Web site: Republishing: The World of Synnibarr (Comments). 2020-06-25.