The World of Synnibarr

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The World of Synnibarr
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

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. It is noted largely for its exceptionally poor design.[2] However, the game has since developed a "cult following" and is considered[not in citation given] one of the earliest "complete science fantasy/fiction RPG in one book, where every possible situation is covered."[3][unreliable source?]

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.[4]

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. [5]


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.


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]


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


  1. ^ McCracken, Raven c. s. (February 2011). Eat Butterflies: Tales of Vampire, Mages and Mutants. Swooping Grizzly Publications. ISBN 0-615-45124-1. 
  2. ^ "RPGnet review of ''The World of Synnibarr'' by Darren MacLennan". Retrieved 2011-12-22. 
  3. ^ "The World of Synnibarr | RPG". RPGGeek. 2010-04-01. Retrieved 2011-12-22. 
  4. ^ "RPGnet review of ''The World of Synnibarr'' by Roger Mier". 2004-08-20. Retrieved 2011-12-22. 
  5. ^ Retrieved 2016-10-02.  Missing or empty |title= (help)
  6. ^ "Republishing: The World of Synnibarr". Kickstarter. Retrieved 21 June 2015. 
  7. ^ Hale-Evans, Ron (2011). Mindhacker: 60 Tips, Tricks, and Games to Take Your Mind to the Next Level. Wiley Publishing. p. 147. ISBN 978-1-118-16641-3.