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    10 
       
    11 
       
    12       Wind in the Flowers: Re-inventing a Game
       
    13 
       
    14 
       
    15     How to be a Hollyhock God
       
    16 
       
    17 *R. Sean Borgstrom*
       
    18 March 13, 2002
       
    19 	
       
    20 
       
    21 As mentioned in passing a few columns ago, *Nobilis* has its own unique
       
    22 term for the person running the game, to wit, the Hollyhock God.
       
    23 Historically, there have been endless variations on the language of
       
    24 flowers; in the game's dictionary of floral symbolism, the Hollyhock
       
    25 stands for ambition, glory, imagination, and perhaps a little touch of
       
    26 vanity. A Hollyhock God, then, has decided that to build a new Creation
       
    27 from their own imagination and share it with their players. I approve.
       
    28 
       
    29 Since James wanted a significant amount of advice on how to run the
       
    30 game, I set out to provide it. As in the Pharos Press edition, it's
       
    31 narrated in character. Some of this is just me: I don't feel comfortable
       
    32 telling people, as me, how to run their games. However, there's a more
       
    33 important reason.
       
    34 
       
    35 This is the section of the book most directly aimed at the reader. It is
       
    36 not just presenting information; it's talking to the prospective
       
    37 Hollyhock God, presenting directed advice on how they---the
       
    38 reader---should proceed. In my head, this leads to a large section of
       
    39 the book that breaks suspension of disbelief. Not that I expect people
       
    40 to /believe/ *Nobilis*, but I do expect them to see the world as they read.
       
    41 
       
    42 The character creation rules are written carefully to promote this, to
       
    43 show the players how the subject matter plays out in the setting. The
       
    44 setting material, of course, presents something to visualize directly.
       
    45 Spending too much time talking about how to run the game, however,
       
    46 breaks the vision and makes the reader think about /gaming/, not
       
    47 *Nobilis'* Creation. Narrating it in character helps avoid this. It's a
       
    48 character from the game world talking, and that reminder of how the game
       
    49 world works is always there.
       
    50 
       
    51 The advice in this book is much more detailed than in the previous
       
    52 edition. Accordingly, I chose a narrator, Ianthe, with a relatively
       
    53 unintrusive voice. Readers can concentrate on absorbing the material,
       
    54 with Ianthe's presence as a grace note---but an important grace note.
       
    55 
       
    56 Ianthe's advice comes in nine parts. Six cover a basic introduction,
       
    57 genre, play contracts, rules interpretation, characters, and stories.
       
    58 All of these are heavily optimized for games of *Nobilis*. Some of these
       
    59 are interesting from the design perspective.
       
    60 
       
    61 I've never actually been in a game that had a formal play contract,
       
    62 covering how the game handles sensitive topics, describing the level of
       
    63 control players have over their characters, and laying out rules for
       
    64 player conduct. However, like any sane person would, I want *Nobilis* to
       
    65 reach a large market that includes huge numbers of gamers and a
       
    66 substantial number of previous non-gamers. I also know that its subject
       
    67 matter can be fairly extreme. There is no sexual violence in the book,
       
    68 because of /my/ personal hot buttons, and perhaps two uses of foul
       
    69 language.
       
    70 
       
    71 But there's some torture, some murder and maiming, a lot of moral
       
    72 corruption, some horrible curses and massively ugly images, plus a huge
       
    73 amount of blasphemy. This is a game of wonder and horror, and the horror
       
    74 includes just about every kind that /isn't/ one of my personal hot
       
    75 buttons. Resolving the conflict between "a game for everyone" and "a
       
    76 game of intense wonder and horror" isn't easy; the best solution I can
       
    77 find is to recommend that the players and HG (Hollyhock God) sit down
       
    78 before the game and figure out what's in bounds and what's out of bounds.
       
    79 
       
    80 Besides, think how many RPG horror stories this kind of thing avoids.
       
    81 
       
    82 Playtesters rightly pointed out that most of the rules interpretations
       
    83 in the section on rules interpretation could have gone into the rules
       
    84 themselves. I'm still not sure whether I was right to leave things as
       
    85 they were. My concern was fairly straightforward: first, I integrate
       
    86 these into the rules, and then I write a new section of rules
       
    87 interpretations; and then I integrate /those/ into the rules, and so
       
    88 forth, until I find myself with a set of rules optimized for /my/
       
    89 running the game instead of the average HG. Opinions on this are
       
    90 welcome, although I'm not able to change it now.
       
    91 
       
    92 The section on characters represents a detailed guide to the entities of
       
    93 the *Nobilis* world, a discussion of typical social relationships
       
    94 therewith, and advice to the HG on building and exploiting those
       
    95 relationships. This was not so much design choice as organic evolution;
       
    96 as I wrote about each of those three things, I found myself wanting to
       
    97 define the other two more.
       
    98 
       
    99 To finish up this column, I'll discuss the three remaining sections of
       
   100 Ianthe's advice, all wholly *Nobilis*-specific. They cover, in order,
       
   101 what Nobilis do all day, how they solve their problems, and what makes
       
   102 their lives difficult. In my head, these are probably the most important
       
   103 sections of the book, since they spell out so precisely how Noble lives
       
   104 work.
       
   105 
       
   106 The Pharos edition represents early work of mine, when my tendencies
       
   107 towards vagary, imprecision, and hinting rather than defining were
       
   108 operating at full force. I've learned better since then, and a great
       
   109 deal of the new material represents me nailing down things that might
       
   110 otherwise have rattled in the wind.
       
   111 
       
   112 The first of these sections, on typical Noble activities, had one
       
   113 primary purpose: free the players to act, rather than restricting them.
       
   114 Working from this principle, I included a large subsection on the
       
   115 personal projects of the Nobilis---their extracurricular activities, as
       
   116 it were---and made an effort to make these as extreme and varied as
       
   117 possible. Examples of this sort of project include freeing the souls in
       
   118 Hell or sleeping with every man, woman, or adult human in general before
       
   119 they die.
       
   120 
       
   121 I stretched this idea a little bit with subsections on more dutiful
       
   122 projects that nevertheless had a unique and personal character. One of
       
   123 these subsections, for example, included a depiction of the Power of
       
   124 Chaos' typical activities in service to the Chaos in his soul, which
       
   125 include sowing disaster and trouble throughout the world, gambling, and
       
   126 studying mathematics and quantum theory. There were discussions of
       
   127 relatively standard activities as well.
       
   128 
       
   129 The second of these sections discussed how Nobles solve their problems.
       
   130 This represents, in essence, a guide to playing either a PC or an NPC in
       
   131 the *Nobilis* world. This sought to preserve two game conventions:
       
   132 first, the notion that characters don't arbitrarily fail, and second,
       
   133 the idea that violence is fairly rare.
       
   134 
       
   135 To protect the first, I highlighted the ease with which the characters
       
   136 can use casually excessive force---not just violence, but also extreme
       
   137 mental, social, and miraculous solutions---against problems in the
       
   138 mortal world.
       
   139 
       
   140 To preserve the second idea, I then spent time building mechanisms by
       
   141 which the Nobilis could manipulate or oppose one another without
       
   142 engaging in all-out miraculous combat. (It honestly is supposed to be
       
   143 rare, despite the Example of Play---it's just something that I had to
       
   144 cover there.)
       
   145 
       
   146 Finally, the third of these sections discusses the opposition---the ways
       
   147 the Hollyhock God can deal with the high power level and flexible
       
   148 abilities of the player characters. This section was fairly
       
   149 straightforward; my only purpose was to create obstacles that would
       
   150 remain fun for the players rather than frustrate them.
       
   151 
       
   152 R. Sean
       
   153 
       
   154 
       
   155       What do you think? <http://www.rpg.net/pf/list.php?f=88>
       
   156 
       
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   162 
       
   163  Topics 	Author  	Date 	Latest Reply
       
   164  James and the Small Caps
       
   165 <http://www.rpg.net/pf/read.php?f=88&i=81&t=81> (2) new 	Kibo 
       
   166 08-20-2002 16:29  	02-10-2003 01:23 new
       
   167  Art <http://www.rpg.net/pf/read.php?f=88&i=77&t=77> (1) new 	Lxndr 
       
   168 04-26-2002 07:36  	04-26-2002 07:36 new
       
   169  The Original Nobilis Club
       
   170 <http://www.rpg.net/pf/read.php?f=88&i=76&t=76> (3) new 	Bret Gillan 
       
   171 04-17-2002 11:28  	03-17-2003 17:48 new
       
   172  Questions & Thoughts
       
   173 <http://www.rpg.net/pf/read.php?f=88&i=64&t=64> (3) new 	Pyske 
       
   174 03-20-2002 18:31  	05-01-2003 13:03 new
       
   175  Noble Buddhism?
       
   176 <http://www.rpg.net/pf/read.php?f=88&i=61&t=61> (9) new 	Tlaloc 
       
   177 03-20-2002 12:17  	12-10-2004 01:20 new
       
   178  Noble Suicide <http://www.rpg.net/pf/read.php?f=88&i=58&t=58> (9) new
       
   179 Eric Christian Berg  	03-20-2002 07:43  	01-18-2005 16:27 new
       
   180  Art Notes <http://www.rpg.net/pf/read.php?f=88&i=54&t=54> (4) new 	R.
       
   181 Sean Borgstrom  	03-14-2002 16:31  	03-21-2002 03:44 new
       
   182  Ack...you just lost my sale
       
   183 <http://www.rpg.net/pf/read.php?f=88&i=45&t=45> (10) new 	SteveD 
       
   184 03-14-2002 04:06  	03-15-2002 06:29 new
       
   185  Onomastikon working URL
       
   186 <http://www.rpg.net/pf/read.php?f=88&i=36&t=36> (4) new 	Jorge
       
   187 Hernández  	03-06-2002 12:51  	08-20-2002 16:10 new
       
   188  Why do angels change names ?
       
   189 <http://www.rpg.net/pf/read.php?f=88&i=33&t=33> (10) new 	philippe
       
   190 tromeur  	03-06-2002 10:13  	12-10-2004 01:34 new
       
   191  R. Sean, some examples?
       
   192 <http://www.rpg.net/pf/read.php?f=88&i=32&t=32> (3) new 	Arref 
       
   193 03-05-2002 08:17  	03-13-2002 20:28 new
       
   194  Sounds great, BUT...
       
   195 <http://www.rpg.net/pf/read.php?f=88&i=28&t=28> (2) new 	Kane 
       
   196 02-27-2002 16:43  	02-27-2002 17:30 new
       
   197  Sort of backwards?
       
   198 <http://www.rpg.net/pf/read.php?f=88&i=21&t=21> (8) new 	Eric Finley 
       
   199 02-20-2002 14:25  	02-28-2002 09:35 new
       
   200  Programmer nature slips out!
       
   201 <http://www.rpg.net/pf/read.php?f=88&i=20&t=20> (2) new 	Sean
       
   202 McCarthy  	02-20-2002 13:18  	02-21-2002 10:30 new
       
   203  Object Lesson Damage
       
   204 <http://www.rpg.net/pf/read.php?f=88&i=15&t=15> (1) new 	Darren
       
   205 Miguez  	02-13-2002 12:45  	02-13-2002 12:45 new
       
   206  How about this?
       
   207 <http://www.rpg.net/pf/read.php?f=88&i=12&t=12> (2) new 	Kristian
       
   208 Lund  	02-13-2002 11:30  	02-14-2002 01:17 new
       
   209  Now, this was strange!
       
   210 <http://www.rpg.net/pf/read.php?f=88&i=9&t=9> (7) new 	access.denied 
       
   211 02-13-2002 07:44  	02-16-2002 21:44 new
       
   212  Briefs on the other two?
       
   213 <http://www.rpg.net/pf/read.php?f=88&i=5&t=5> (5) new 	Eric Finley 
       
   214 01-31-2002 18:39  	02-13-2002 10:36 new
       
   215  Forum now works <http://www.rpg.net/pf/read.php?f=88&i=4&t=4> (1) new
       
   216 Sandy Antunes  	01-31-2002 17:36  	01-31-2002 17:36 new
       
   217  limited series <http://www.rpg.net/pf/read.php?f=88&i=1&t=1> (2) new
       
   218 Sandy Antunes  	01-21-2002 17:41  	01-31-2002 17:36 new
       
   219 
       
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   224 	
       
   225  Newer Messages
       
   226 <http://www.rpg.net/pf/list.php?f=88&t=81&a=1&>  |  Older Messages
       
   227 <http://www.rpg.net/pf/list.php?f=88&t=1&a=2&> 
       
   228 
       
   229 ------------------------------------------------------------------------
       
   230 
       
   231     * Editing, Development, and Production
       
   232       </news+reviews/columns/wind27mar02.html>
       
   233       March 27, 2002
       
   234     * Affiliations </news+reviews/columns/wind20mar02.html>
       
   235       March 20, 2002
       
   236     * How to be a Hollyhock God </news+reviews/columns/wind13mar02.html>
       
   237       March 13, 2002
       
   238     * Naming Conventions </news+reviews/columns/wind06mar02.html>
       
   239       March 6, 2002
       
   240     * Art Notes </news+reviews/columns/wind27feb02.html>
       
   241       February 27, 2002
       
   242     * Dynamic Nobilis </news+reviews/columns/wind20feb02.html>
       
   243       February 20, 2002
       
   244     * Systems Change </news+reviews/columns/wind13feb02.html>
       
   245       February 13, 2002
       
   246     * Treachery </news+reviews/columns/wind06feb02.html>
       
   247       February 6, 2002
       
   248     * The Emperor to Come </news+reviews/columns/wind31jan02.html>
       
   249       January 31, 2002
       
   250     * The Changing of the Guard </news+reviews/columns/wind21jan02.html>
       
   251       January 21, 2002 
       
   252 
       
   253 
       
   254       Other columns </news+reviews/columns.html> at RPGnet
       
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