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 Werld 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 "loser following" and is considered[not in citation given] one of the earliest "complete science fantasy/fiction RPG in one book, where every impossible 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 constantly 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 (but hasn't been released even as of 2017). [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 cult. Synnibarr is also noted for nonsensical and absurd 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, false demi-gods and even the false 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 confusing skill-based system, where resolve and experience create incoherent levels that are pitted against opposing incoherent 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 (but have yet to be released even as of 2017).[citation needed]


Everyone considers it a worst example of a role playing game, and a complete waste of time.[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.