draft/wind20feb02.txt
branchecjdr
changeset 92 bdef1afd1170
equal deleted inserted replaced
91:3164c82ac16e 92:bdef1afd1170
       
     1 RPGnet <http://www.rpg.net> 	
       
     2 <http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.polymancerstudios.com&imageURL=http://www.rpg.net/images/ads/polymancer2.jpg>
       
     3 
       
     4 
       
     5 	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
       
     6 News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
       
     7 Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
       
     8 <http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
       
     9 <http://www.rpg.net/members/>
       
    10 
       
    11 
       
    12       Wind in the Flowers: Re-inventing a Game
       
    13 
       
    14 
       
    15     Dynamic Nobilis
       
    16 
       
    17 *R. Sean Borgstrom*
       
    18 February 20, 2002
       
    19 	
       
    20 James Wallis requested that I help kick off the new *Nobilis* line by
       
    21 creating live-action rules. These should appear in the first 2002
       
    22 supplement. Right now, we call these rules *Dynamic Nobilis*. They may
       
    23 see print as *Nobilis LARP* or *Live-Action Nobilis*. This decision
       
    24 boils down to "pretentious and different" or "boring, awkward, and
       
    25 clear". I am a pretentious person. I adore clarity. I admit to indecision.
       
    26 
       
    27 To translate *Nobilis* into a live-action context, I had to remove the
       
    28 system's dependence on the Hollyhock God -- the person running the game.
       
    29 Running *Nobilis* involves a fair number of judgment calls. To allow
       
    30 players to resolve disputes and use their abilities without an HG on
       
    31 hand required removing most of these judgment calls from the game.
       
    32 
       
    33 One of the major judgment calls comes when one player uses a low-level
       
    34 effect to indirectly block a high-level effect. One character strikes
       
    35 another with lightning. Rather than dodge, that character transforms
       
    36 themselves to rubber -- a substance lightning spirits find too
       
    37 distasteful to maul. The first player argues that divinely cast
       
    38 lightning should damage other characters regardless of their material
       
    39 composition. The second player argues that rubber is not conductive, and
       
    40 would at most suffer a minor wound. The HG can't arbitrate this if
       
    41 they're not there.
       
    42 
       
    43 Replacing the notion of arbitration, therefore, Dynamic Nobilis uses the
       
    44 concept of degrees of success and failure. Turning to rubber does not
       
    45 negate the attack, nor is it useless; rather, because of the
       
    46 transformation, the attack succeeds to a smaller degree. Instead of the
       
    47 damage associated with a major success, the lightning induces the damage
       
    48 associated with a minor success. Conflict resolution then passes this
       
    49 result normally to the damage system.
       
    50 
       
    51 The effect of a miracle ranges from /misery/ -- the character cannot
       
    52 even begin to accomplish their desire -- to /triumph/, a total and
       
    53 absolute success. Environmental factors, Gifts, and miscellaneous
       
    54 miracles affect this result in a straightforward and standardized
       
    55 manner. Since this is a deterministic system, players that think about
       
    56 the rules hardly ever suffer /misery/. They can calculate before
       
    57 attempting an action whether they would fail. This works out in the end.
       
    58 The characters are half divine and generally certain of their abilities
       
    59 in the tabletop system as well.
       
    60 
       
    61 Having defined the basic system, I moved on to converting individual
       
    62 abilities into this system. This is harder than it sounds, because
       
    63 *Nobilis* miracles are not single-purpose abilities. Each type of
       
    64 miracle has thousands of distinct applications. The main rules define,
       
    65 for example, two forms of "creation miracle"; these suffice to create
       
    66 cars, mountains, fire, storms, heat, cities, people, new species, and
       
    67 radio signals. A rigorous system for creation miracles that does not
       
    68 require arbitration was in itself a challenge -- and this was only one
       
    69 miracle type.
       
    70 
       
    71 Providing a solid conversion of miraculous abilities quickly became the
       
    72 core of the Dynamic Nobilis project. I felt that this component of the
       
    73 system deserved great effort, as it offered an alluring possibility. A
       
    74 high-quality system for exactly defining miraculous effects would help
       
    75 /tabletop/ Hollyhock Gods arbitrate the use of miracles. (Incidentally,
       
    76 this is the first time the phrase "tabletop Hollyhock Gods" has appeared
       
    77 in the English language.) I wanted Dynamic Nobilis to provide value to
       
    78 readers, whether or not they ever stood up to play a live-action
       
    79 *Nobilis* game.
       
    80 
       
    81 I'm not sure I have anything to say about the individual miracle
       
    82 conversions. Rather, they represent a methodical exploration of the
       
    83 principles underlying the examples in the original rules. For example,
       
    84 splashing someone with created water and burning them with created fire
       
    85 both use the same miracle -- a lesser creation miracle. One miracle is
       
    86 harmful; the other makes one wet. To distinguish these, one must
       
    87 recognize that /creating/ fire and /burning someone/ with that fire are
       
    88 conceptually separate actions, even if they occur in the same instant.
       
    89 
       
    90 Thus, players resolve this use of fire or water as two miracles in a
       
    91 row. First, they verify that the creation of fire or water succeeds. If
       
    92 it succeeds, they then determine the effect of the attack. Here, in this
       
    93 second phase, using a deadly weapon like fire increases the attacker's
       
    94 level of success -- making it more likely they will do meaningful
       
    95 damage. If not intended as a weapon, the water does no damage at all. If
       
    96 the watermaker tries to spray their victim hard and leave bruises, it's
       
    97 still less effective than fire.
       
    98 
       
    99 In addition to this general project, designed to make life easier for
       
   100 both tabletop and live-action groups, certain live-action issues
       
   101 required specific attention. In particular, *Nobilis* effects have a
       
   102 high communication overhead. If someone fills a region with white mice
       
   103 and leaves, other characters should not walk in a few minutes later and
       
   104 have a picnic. If someone shoots down the sun, other characters should
       
   105 not lie around elsewhere sunbathing. Making a live-action game with
       
   106 *Nobilis'* power level work meant finding ways to spread information
       
   107 about the uses of characters' powers.
       
   108 
       
   109 Dynamic Nobilis makes heavy use of /region clipboards/. I expect other
       
   110 people have come up with this idea before. Region clipboards sit on a
       
   111 table in the various areas of the LARP. People write important things on
       
   112 these clipboards, such as "A miracle filled this region with weasels" or
       
   113 "the mortals in this museum have turned into statues." This allows
       
   114 literate players to quickly identify the prevailing conditions.
       
   115 
       
   116 /Lazy notification/ is a more unusual device. The concept is simple.
       
   117 Since time in the setting runs on mythic rather than causal lines, we
       
   118 make no great sacrifices to ensure that events happen in the proper
       
   119 order. Suppose that someone does something that affects the whole game
       
   120 -- turns day into night or floods the setting with seawater. This
       
   121 happens "instantly" in the setting, but this sense of instantaneity is
       
   122 not scientific.
       
   123 
       
   124 Basically, the event reaches each region of the game just before the
       
   125 first player character or NPC that knows about the event enters the
       
   126 region. The player comes into the room, notifies other players, writes
       
   127 the information on the region clipboard, and then permits their
       
   128 character to arrive.
       
   129 
       
   130 This temporal structure can yield some odd events -- miraculous night
       
   131 might last for hours for one character and minutes for another -- but
       
   132 that's what you'd expect in a mythic universe. True paradoxes hardly
       
   133 ever happen, and one never has to suspend game play to go tell people
       
   134 about an event. Lazy notification makes a lot of sense in the setting,
       
   135 but I'll save the details of the in-character justification for another
       
   136 forum.
       
   137 
       
   138 It is my hope that, through these devices and rules, Dynamic Nobilis
       
   139 allows fun live-action play at the power level and power flexibility
       
   140 found in *Nobilis*. R. Sean
       
   141 
       
   142 
       
   143       What do you think? <http://www.rpg.net/pf/list.php?f=88>
       
   144 
       
   145 Go to forum! <http://www.rpg.net/pf/list.php?f=88>
       
   146  Go to Top <http://www.rpg.net/pf/list.php?f=88>  |  New Topic
       
   147 <http://www.rpg.net/pf/post.php?f=88>  |  View Threads
       
   148 <http://www.rpg.net/pf/list.php?f=88&collapse=0>  |  Search
       
   149 <http://www.rpg.net/pf/search.php?f=88> 
       
   150 
       
   151  Topics 	Author  	Date 	Latest Reply
       
   152  James and the Small Caps
       
   153 <http://www.rpg.net/pf/read.php?f=88&i=81&t=81> (2) new 	Kibo 
       
   154 08-20-2002 16:29  	02-10-2003 01:23 new
       
   155  Art <http://www.rpg.net/pf/read.php?f=88&i=77&t=77> (1) new 	Lxndr 
       
   156 04-26-2002 07:36  	04-26-2002 07:36 new
       
   157  The Original Nobilis Club
       
   158 <http://www.rpg.net/pf/read.php?f=88&i=76&t=76> (3) new 	Bret Gillan 
       
   159 04-17-2002 11:28  	03-17-2003 17:48 new
       
   160  Questions & Thoughts
       
   161 <http://www.rpg.net/pf/read.php?f=88&i=64&t=64> (3) new 	Pyske 
       
   162 03-20-2002 18:31  	05-01-2003 13:03 new
       
   163  Noble Buddhism?
       
   164 <http://www.rpg.net/pf/read.php?f=88&i=61&t=61> (9) new 	Tlaloc 
       
   165 03-20-2002 12:17  	12-10-2004 01:20 new
       
   166  Noble Suicide <http://www.rpg.net/pf/read.php?f=88&i=58&t=58> (9) new
       
   167 Eric Christian Berg  	03-20-2002 07:43  	01-18-2005 16:27 new
       
   168  Art Notes <http://www.rpg.net/pf/read.php?f=88&i=54&t=54> (4) new 	R.
       
   169 Sean Borgstrom  	03-14-2002 16:31  	03-21-2002 03:44 new
       
   170  Ack...you just lost my sale
       
   171 <http://www.rpg.net/pf/read.php?f=88&i=45&t=45> (10) new 	SteveD 
       
   172 03-14-2002 04:06  	03-15-2002 06:29 new
       
   173  Onomastikon working URL
       
   174 <http://www.rpg.net/pf/read.php?f=88&i=36&t=36> (4) new 	Jorge
       
   175 Hernández  	03-06-2002 12:51  	08-20-2002 16:10 new
       
   176  Why do angels change names ?
       
   177 <http://www.rpg.net/pf/read.php?f=88&i=33&t=33> (10) new 	philippe
       
   178 tromeur  	03-06-2002 10:13  	12-10-2004 01:34 new
       
   179  R. Sean, some examples?
       
   180 <http://www.rpg.net/pf/read.php?f=88&i=32&t=32> (3) new 	Arref 
       
   181 03-05-2002 08:17  	03-13-2002 20:28 new
       
   182  Sounds great, BUT...
       
   183 <http://www.rpg.net/pf/read.php?f=88&i=28&t=28> (2) new 	Kane 
       
   184 02-27-2002 16:43  	02-27-2002 17:30 new
       
   185  Sort of backwards?
       
   186 <http://www.rpg.net/pf/read.php?f=88&i=21&t=21> (8) new 	Eric Finley 
       
   187 02-20-2002 14:25  	02-28-2002 09:35 new
       
   188  Programmer nature slips out!
       
   189 <http://www.rpg.net/pf/read.php?f=88&i=20&t=20> (2) new 	Sean
       
   190 McCarthy  	02-20-2002 13:18  	02-21-2002 10:30 new
       
   191  Object Lesson Damage
       
   192 <http://www.rpg.net/pf/read.php?f=88&i=15&t=15> (1) new 	Darren
       
   193 Miguez  	02-13-2002 12:45  	02-13-2002 12:45 new
       
   194  How about this?
       
   195 <http://www.rpg.net/pf/read.php?f=88&i=12&t=12> (2) new 	Kristian
       
   196 Lund  	02-13-2002 11:30  	02-14-2002 01:17 new
       
   197  Now, this was strange!
       
   198 <http://www.rpg.net/pf/read.php?f=88&i=9&t=9> (7) new 	access.denied 
       
   199 02-13-2002 07:44  	02-16-2002 21:44 new
       
   200  Briefs on the other two?
       
   201 <http://www.rpg.net/pf/read.php?f=88&i=5&t=5> (5) new 	Eric Finley 
       
   202 01-31-2002 18:39  	02-13-2002 10:36 new
       
   203  Forum now works <http://www.rpg.net/pf/read.php?f=88&i=4&t=4> (1) new
       
   204 Sandy Antunes  	01-31-2002 17:36  	01-31-2002 17:36 new
       
   205  limited series <http://www.rpg.net/pf/read.php?f=88&i=1&t=1> (2) new
       
   206 Sandy Antunes  	01-21-2002 17:41  	01-31-2002 17:36 new
       
   207 
       
   208  Go to Top <http://www.rpg.net/pf/list.php?f=88>  |  New Topic
       
   209 <http://www.rpg.net/pf/post.php?f=88>  |  View Threads
       
   210 <http://www.rpg.net/pf/list.php?f=88&collapse=0>  |  Search
       
   211 <http://www.rpg.net/pf/search.php?f=88> 
       
   212 	
       
   213  Newer Messages
       
   214 <http://www.rpg.net/pf/list.php?f=88&t=81&a=1&>  |  Older Messages
       
   215 <http://www.rpg.net/pf/list.php?f=88&t=1&a=2&> 
       
   216 
       
   217 ------------------------------------------------------------------------
       
   218 
       
   219     * Editing, Development, and Production
       
   220       </news+reviews/columns/wind27mar02.html>
       
   221       March 27, 2002
       
   222     * Affiliations </news+reviews/columns/wind20mar02.html>
       
   223       March 20, 2002
       
   224     * How to be a Hollyhock God </news+reviews/columns/wind13mar02.html>
       
   225       March 13, 2002
       
   226     * Naming Conventions </news+reviews/columns/wind06mar02.html>
       
   227       March 6, 2002
       
   228     * Art Notes </news+reviews/columns/wind27feb02.html>
       
   229       February 27, 2002
       
   230     * Dynamic Nobilis </news+reviews/columns/wind20feb02.html>
       
   231       February 20, 2002
       
   232     * Systems Change </news+reviews/columns/wind13feb02.html>
       
   233       February 13, 2002
       
   234     * Treachery </news+reviews/columns/wind06feb02.html>
       
   235       February 6, 2002
       
   236     * The Emperor to Come </news+reviews/columns/wind31jan02.html>
       
   237       January 31, 2002
       
   238     * The Changing of the Guard </news+reviews/columns/wind21jan02.html>
       
   239       January 21, 2002 
       
   240 
       
   241 
       
   242       Other columns </news+reviews/columns.html> at RPGnet
       
   243 
       
   244 [ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
       
   245 <http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
       
   246 Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
       
   247 
       
   248 Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
       
   249 RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
       
   250