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Nobilis 2nd Edition

Nobilis 2nd Edition Capsule Review by Chrysoula Tzavelas on 18/05/02
Style: 5 (Excellent!)
Substance: 5 (Excellent!)
An extrordinary game about modern mythology and magic.
Product: Nobilis 2nd Edition
Author: R. Sean Borgstrom
Category: RPG
Company/Publisher: Hogshead
Line: Nobilis
Cost: $43.00
Page count: 304
Year published: 2002
ISBN: 9 781899 749300
SKU: HOG 600
Comp copy?: no
Capsule Review by Chrysoula Tzavelas on 18/05/02
Genre tags: Fantasy Modern day Horror Diceless
I've been following Nobilis since the Pharos Press edition. I liked the Pharos Press edition very much; I found the author's writing and ideas evocative and magical.

It was also dense and small, as well as poorly distributed. As a game, I was left with many questions on how to solve even the most basic of problems. As reading material, I loved it, however.

I'd never encountered anything as powerful and inspiring, such a catalyst to my own imagination, as Nobilis. I suffered, though, in comparison with the author's own brilliance; I read what the game was capable of, and designed for, and often I floundered at coming up with ways to use the system in ways as effortlessly brilliant as the author's examples.

That was first edition.

A sidestep here, for those approaching Nobilis for the first time. I imagine there will be a lot more of those this time; Nobilis is actually on game store shelves now.

Nobilis is a game about the Powers That Be, and a game about living myths. The players take on the roles of minor gods, each in control of a specific estate of reality. Computers. Strife. Loyalty. Obligation. Rodents. Dreams. Death At Sea. The PCs, called Powers, or Nobilis, serve higher powers: angels, fallen angels, gods, the forces of Light and Darkness, other affiliations. The affiliations, of course, oppose each other, but all of the affiliations are united against the Excrucians, who come from outside Creation, and wish to destroy it, concept by concept. Nobilis are created when the higher powers, collectively called Imperators, sink part of their soul into Earth and put shards of their powers in humans; this would not be necessary save for the invasion of the Excrucians.

Just as the Nobilis serve the Imperators, they in turn are served by Anchors, humans whom they love or hate, who serve them absolutely and can literally manifest the Noble's power and will. The Noble can take over the Anchor's body, and see through their eyes. For all intents and purposes, they are the high priests of the god the Noble is. Additionally, the section of earth that the Imperator sunk his soul into is called a Chancel; it is a world within a world, utterly subject to the control of the Nobilis and the Imperator.

In the game itself, the characters run their chancels, and protect their estates (the concepts of reality they control and guard). More specifically, they fall in love, they attend parties, they fight armies, they soothe nature spirits, they intimidate the dead, they leap from helicopter to helicopter in mid-air firefights, they break laws, they enforce laws, they go on diplomatic missions, they assassinate people. They meddle.

In first edition, there was a notable lack of suggestions towards what to do with these wonderful characters once you created them. One of the major problems I had with first edition is that it presented a world I desperately wanted to be part of-- but too often I was stumped on the details of how to make my visions real. The second edition is filled with pages and pages of suggestions, enough to spark even my slow mind, as hinted at above.

The game presents an earth where things aren't quite the same as the real world. Magic works, even for humans (albeit highly trained humans). Corruption runs rampant. Heaven and Hell exist, along with scores of other worlds, all suspended in the branches of a giant tree. The symbolism of flowers matters. Miracles happen. That's what players do, after all. Almost every action they take in the game is a miracle (a technical term), large or small.

Blurbs for Nobilis talk about stark horror and blazing beauty side by side, and it sounds trite, but it really is true. The author makes it true, with the extensive use of examples and flavor text. Through the flavor text that fills the sidebars of the book, the setting of the game reaches out and embraces you, pulling you into the world of extremes it represents, where the most horrific events you can imagine share a page, or even a paragraph, with an evocative description of transcendent beauty. More than anything, I come away from Nobilis feeling like the author has done a breathtaking job of creating a world just alien enough from my own that it might be true. It's easy for me to suspend disbelief; the flavor text and examples incorporate both the foreign and the deeply resonant to create a new sense of the real. New legends. New myths. New worlds. And the game promises the players a share of that.

Does it deliver? That depends on the GM, and the players; the sheer scope of the game requires more energy and investment from players than your average adventure game. The diceless system details how to build characters from four attributes and a special gift system that can do anything from legend or imagination. Because it's a game where players have an enormous range of options in most situations, conflict resolution can be complicated. There are pools of points related to each attribute (covering, roughly, You (Aspect), Your Estate (Domain), Your Chancel(Realm), and Your Magic(Spirit)) that limit what you can do with that attribute, but the cost of an action (those miracles I mentioned) is related to where your attribute falls on a scale of dramatic effects. Somebody who has only a little control over their estate will have to drain their point pool in order to make a significant example of their estate appear in the world. Somebody who has enormous control over their estate may not have to touch their point pool. Personal costs can be easily memorized, but speaking as a GM, I know that the first few games, at least, will be a pain in the butt as I juggle the capabilities of players and NPCs, as well as try to figure out just what the NPCs do. Of course, this is mostly an issue in combat situations, where seconds matter and the pressure is on.

The wound system is all new, and innovative; it's hard to hurt gods, especially in trivial ways. Nobilis approaches that backwards from the typical manner: you can't get scratched by a cat until you've been worn out by surviving a building falling on top of you. I haven't used it yet, but the concept pleases me; it allows for drama in injury rather than juggling complex systems to determine such things.

Narratively, it is a deep game; few games I've read discuss themes, but Nobilis has a lot to say about both the themes of the overall game (which it was designed to support) and the sort of themes a GM might wish to explore in her campaigns. The laws of the setting can be heavy-handed in supporting the themes prevalent in the game: love, betrayal, duty, isolation, morality, society, identity, sacrifice... but they provide a framework for stories of epic yet personal scope.

At the same time, the author's sense of humor is apparent throughout the book; from the commentator's remarks on the traditions and pleasures of being a GM to a streak of rampant good-humored silliness that pokes its head up the most opportune moments. The author seems aware that the absurd and comedic is just as important to the scope of the game as the tales of pain and sacrifice, and the humor is a nice touch of balance in the dramatic world presented.

I could go on. But the question comes to this, in deciding if you're willing to give the game a try: are you interested in mythology, and working with a game designed to bring life to the most powerful legends, myths, folktales and fairy tales we know, while maintaining the sense of wonder they traditionally invoke? This is really worth taking a look at, if so. If you're not sure... well, I'd like to suggest everybody take a look at it, because there's so much about it that is better seen than described in a brief passage of text. But it's got a lot of text that should be read, and even with the author's humor, it's not really a light game and not everybody is as interested as me in the raw beauty of the prose. A novel is, as they say, cheaper. But a novel isn't Nobilis.

A final note on the production values: it's a big book, white, and square. It won't fit neatly on an ordinary bookshelf; it's in the style of a coffee table book. It has a number of extraordinary illustrations, each listed in a table of contents at the beginning and many drawn by names I recognize. (A suggestion on the illustrations: look at the picture and then the title, not the other way around.) The book /smells/ nice. It feels nice reading it, but it can't be held in one hand, at least not by me. I heartily approve of the high production values despite some inconveniences (although the book does lie flat nicely, and come with a ribbon bookmark) because a.) it fits the content and b.) it seems like an attempt to widen the target audience of RPGs a little, which I support.

So there you go. I hope this gives you an idea of what's in the book, and whether or not you might enjoy it.

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