NOBILIS 101 Written by Ry Herman I've Trying to Make This an Easy-To
http://www.cs.utah.edu/~cms/gaming/ry_synopsis.html NOBILIS 101 Written by Ry Herman I've trying to make this an easy-to-understand boiling down of Nobilis concepts and rules, so that people can get a handle on the world and a start on making their characters. I'll start with the world and its concepts, and then do a section on rules, at least those which are significant to making a character, which is most of them, quite frankly. The section on the world duplicates a lot of the information that was in Nathaniel's post explaning the game, but I'd recommend at least skimming it anyway, as I tried to make it less confusing. Questions are welcome. And I apologize for any typos, it's late. So, to begin: THE WORLD 1) Player Characters The PCs in this game are Nobles, beings which are responsible for / represent / embody / are one aspect of the nature of existence. This might be an object and class of objects, quality, idea, philosophy, theoretical construct, social movement . pretty much anything that could be used as the subject clause of a sentence. So, this aspect can be juist about anything in the conceptual lexicon : Fire, Salinity, Calendar Days, Weirdness, Punk, Missing Socks, BDSM, Phlogiston, Straight Lines, Objects Moving At High Speeds, or Telecommunications would all be valid ideas for Nobles : and of course there are thousands and thousands of others. Opening a dictionary to a random page usually results in a few good ideas. Nobles who represent concepts which do not actually exist in the real world, or which are more abstract, are by no means less powerful than those who represent more "present" concepts.
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