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Noblis. Why should I play?

 
 
Digital Hermes
01:21 / 14.07.05
I was going to put this in the Pen and Paper RPG subject, but I guess I wanted to focus it a bit.

I bought the book, and yes, it's beautiful. The nanofiction examples of the setting are interesting, for a while.

But the rules? The setting as a whole? I was a hundred pages in, and still in the dark, not sure how to play or even what the basic idea was. I personally found that format of the book got lost in it's own universe, and didn't just come out and say; here's the universe, here are the rules. Heck, 'Domain' and 'Realm' ar synonyms, aren't they? I found it really confusing, but all the followers seem to imply that there's more. Any help out there?
 
 
Quantum
09:36 / 14.07.05
Don't look at me, I thought exactly the same thing. Crib some d10 rules from WW and call it nobless
 
 
sine
17:43 / 14.07.05
I've only run this game in short bursts, so I can't say whether I have either the ingenuity or the stamina to run it as an ongoing campaign. That said, I have three suggestions:

A) Don't look at it like other RPG's. Nobilis just doesn't facilitate the same kinds of experiences as old-school dungeoneering. The characters can do things backwards through time after all. Instead, take the game as a philosophical exploration of Themes. Take the contrast between the Prosaic and Mythic worlds. If you can hold it, this two level apprehension of game events is not unakin to something like a Glass Bead Game fugue - on one level, there is the visible action, but on the other invisible but pointed-to level is the allegorical meaning. This experience can be very intense, especially in a group format, with the characters representing universals.

B) I have problems with the setting too - my issue focuses on the outside of creation being too smiliar to the inside. But the setting is just meant to suggest possibilities. If you're foundering on the game text, return to the source materials. Specifically, read Sandman again. I always find that if I'm lost, hitting some Gaiman will reorient me and remind me what I'm getting at. It also helps to know that this a game capable of telling stories other games simply can't. Taking full advantage of that allows you to haul out all those experimental ideas that would never fly elsewhere, all those weird non-linear one-shots and characters and notions that never quite fit. Before a game, I pick a theme and daydream, free associate, meander. I last ran an Easter weekend one shot, and chose Easter as my central idea - I ended up with Spring Goddesses returning from Hell's ransom as converts, mulitple Jesii from parallel worlds, some who sacrificed themselves and some who turned their powers on the oppressors, Oestre's cosmic eggs and breads transforming random mundanes, the Passover Angel of Death who destroys those with unmarked doors, and so on...

C) If the mechanics aren't for you, tweak. I don't think dice are wise; but if you don't like the attribute names, change 'em. As for diceless, I think it adds to the experience - the System Matters. I like it, though it took some getting used to and I wouldn't use it for other games. Play around with it, see if you get the hang of how the bidding works. It's a game of chicken for narration rights.

I would say: don't give up. This game is a gem.
 
 
Digital Hermes
19:56 / 14.07.05
I guess part of me want to dismiss most of the setting out of hand; the whole defenition of what an Execruician is doesn't have too much distance to what members of the Nobilis are.

It strikes me as a good game for LARPing, which I don't usually enjoy. (As a proffessional in the theatre, I get kind of snooty with people who aren't good improvisers or actors, a personal elitism I cannot surpress) That said, this idea of doing anything you want to, so long as you can explain it well enough, seems really neat.

Could you, or does the game designer, provide any kind of coles-notes digest of exactly what is what?
 
 
Laughing
20:27 / 14.07.05
This is a good rules walkthrough.

Nobilis isn't as complicated as it looks, rules-wise. I agree the book hides the crunchy bits in the setting material though. It gets irritating when you have to sift through the politics of Wildlords just to find out how Wounds work.
 
 
Digital Hermes
21:01 / 14.07.05
That's awesome. This'll give me something to hang all the fiction around. I would have enjoyed it more if I had understood it, and that lack of understanding made the nanofiction seem pretentious
 
  
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