draft/wind27feb02.txt
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    12 
       
    13       Wind in the Flowers: Re-inventing a Game
       
    14 
       
    15 
       
    16     Art Notes
       
    17 
       
    18 *R. Sean Borgstrom*
       
    19 February 27, 2002
       
    20 	
       
    21 James Wallis had promised a significant amount of cool art for the new
       
    22 edition, with well-respected artists from both inside and outside the
       
    23 gaming world. This meant working out what I actually wanted everything
       
    24 in the world to look like. I'm not a very visual person, and my
       
    25 imagination is mostly full of abstractions and words, so this was an
       
    26 interesting challenge.
       
    27 
       
    28 I'm not going to discuss the art itself, because, hm. Because it is
       
    29 wonderful and amazing and it makes me huddle over the pictures and say,
       
    30 "/This/ was drawn for /my/ book." But it's not /my/ work, and I don't
       
    31 think I can get 10-20 artists together to write a column for me. I just
       
    32 contributed the stuff below, so that's what I'll write about.
       
    33 
       
    34 Not all of my art notes actually reached the artists. James ultimately
       
    35 decided that 9,000 words of art suggestions might daze, restrict, or
       
    36 even offend some of the artists we had on board. So he trimmed them down
       
    37 somewhat. I'm going to discuss the original document, however, since it
       
    38 wound up establishing some subtle things about the setting that either
       
    39 worked back into the text of the book or influenced the canon for future
       
    40 supplements. I think that's a very interesting process, even when it
       
    41 didn't affect the art.
       
    42 
       
    43 One of the key design principles for *Nobilis* is empowerment. I do not
       
    44 mean that it's a high-powered setting. It is, but that's not the point.
       
    45 I mean that it's very much a game about allowing the player's picture of
       
    46 their character to drive that character's destiny.
       
    47 
       
    48 When applying this to the art notes, one of my primary concerns was a
       
    49 tendency in gaming art to depict females in submissive and exaggeratedly
       
    50 sexualized poses. Such images of women, when common in a book or game
       
    51 line, implicitly categorize female characters as weak or sexual, which
       
    52 is bloody rare in the *Nobilis* setting. This led to an immediate
       
    53 secondary concern: I didn't want men depicted in submissive or
       
    54 exaggeratedly sexualized poses, either. Any such image, basically,
       
    55 detracts from the overall thematic point of empowering both players and
       
    56 characters. This led to frequent comments of the sort "no breasts bigger
       
    57 than the woman's head", "no underdressed nymphlets if you can help it",
       
    58 "all nudity should be artistic and justifiable", and, most importantly,
       
    59 "The Nobilis, the main characters of the game, almost invariably give an
       
    60 impression of power and competence." I don't know just how many of these
       
    61 James relayed, but the art turned out well in this respect. Go us.
       
    62 
       
    63 Another fundamental idea in *Nobilis*---probably the most
       
    64 fundamental---is that of an animistic world. My personal motto for the
       
    65 game, not currently appearing in any ad copy, is "every concept has a
       
    66 human face." Cars have spirits. Storms have spirits. Even massive ideals
       
    67 like Time have spirits. You can interact with almost everything as a
       
    68 person.
       
    69 
       
    70 The principal characters of *Nobilis*, though born mortal, have a piece
       
    71 of the divine embedded in their soul. This is an elemental piece of
       
    72 reality---Fire, Maps, Automobiles, Trees, Waves, or somesuch thing. This
       
    73 is what makes them "Noble" or "of the Nobilis". As the centerpiece of
       
    74 the game, they needed both their animistic nature and their empowerment
       
    75 front and center in the art as well.
       
    76 
       
    77 Defining their basic appearance from here was pretty straightforward. As
       
    78 humans touched by the divine, they should never look ordinary. They
       
    79 could be rugged, handsome, or pretty. Some would be interestingly ugly.
       
    80 The rest, though plain, should be fascinating in some way unrelated to
       
    81 attractiveness, perhaps possessing a profoundly honest face, an
       
    82 inscrutably bland demeanor, or phenomenal grace in motion. Simply
       
    83 ordinary Nobles would undermine the idea that they represent natural
       
    84 forces, and it also suggests a more mundane environment than I wanted
       
    85 for the game.
       
    86 
       
    87 Most Nobles have an appearance reflecting their Estate---that elemental
       
    88 piece of reality I mentioned earlier. The Noble governing Shadows (the
       
    89 Power of Shadows) might have obscured features and elongated fingers.
       
    90 Static might crackle in the Power of Television's eyes. The Power of
       
    91 Mazes might lounge on an Escherian throne. A few pictures used
       
    92 distinctly supernatural elements for this. Most of the artists instead
       
    93 captured the elemental nature of the Nobilis through clothing, setting,
       
    94 and pose. Both worked awfully well.
       
    95 
       
    96 The art notes are the first place I established what the Nobilis
       
    97 actually wear. I'll be covering the topic in more depth in *A Society of
       
    98 Flowers*, an early supplement, but it boils down to three styles. Two
       
    99 reflect opposite ends of empowerment.
       
   100 
       
   101 First, the most important part of a Noble's duties is defending reality
       
   102 from a pretty vicious enemy. This leads to workmanlike, casual,
       
   103 loose-fitting, tough, and respectable clothes. They don't have to look
       
   104 hot, and they don't have to look professional, because they /don't have
       
   105 to care/ what people who look at them think.
       
   106 
       
   107 Second, there are occasions for regalia, a classic sign of power:
       
   108 gorgeous, amazing, ornate clothing, possibly including face-painting and
       
   109 equally impressive headwear. In addition, as animistic representatives
       
   110 of their Estate, some should be drawn with clothing that reflects it:
       
   111 the Power of Water might have flowing garments, and the Power of Time
       
   112 almost certainly has a conspicuous pocketwatch. Examples of all three
       
   113 styles appear in the book.
       
   114 
       
   115 Other creatures of note in the game include Imperators, creatures wholly
       
   116 divine. Where a Noble has a piece of reality in their soul, Imperators
       
   117 /are/ pieces of reality. One Imperator defines and embodies Words,
       
   118 Doorways, and Bronze; another Parasites, Passivity, Mistrust, and
       
   119 Growth. They are creatures of what the game calls /spiritus Dei/, the
       
   120 divine breath, the first and uncaused cause that makes other things to be.
       
   121 
       
   122 One of my mistakes here was defining the appearance of the Imperial
       
   123 "True Gods", the deities more of Earth's primordial soup than of
       
   124 humanity. The true gods exist in the setting to capture a certain
       
   125 element of inhumanity in the divine. Of the seven forms of Imperator
       
   126 discussed in *Nobilis*, four resemble humanity in general appearance.
       
   127 These are the Angels, the Fallen, the Magisters of the Light, and the
       
   128 Magisters of the Dark. The Aaron's Serpents, children of the Ash that
       
   129 holds worlds in its branches, are unsurprisingly, ophidian.
       
   130 
       
   131 I didn't want the divine to be /too/ anthropomorphic, however, so there
       
   132 are the Magisters of the Wild, capturing a certain essence of mental
       
   133 inhumanity, and the true gods, inhuman in all ways. I described them for
       
   134 the artists as glorious monsters, amorphous and nightmarish but not
       
   135 bestial. They are not icky, but rather majestically awful. They are
       
   136 horrid /things/, but they induce more awe than revulsion.
       
   137 
       
   138 No one drew one. Possibly James just left this bit out, but on
       
   139 reflection, /I/ wouldn't want to try and draw something from that
       
   140 description, even if I were a living god with the pencil and the pen.
       
   141 
       
   142 To close the column on a high note, I'll talk a little bit about
       
   143 locations. Although I didn't expect anyone to draw them for the main
       
   144 book, I wanted the art suggestions to stick around as a supplement
       
   145 bible, so I had to work out what Heaven, Hell, and the World Ash looked
       
   146 like. It's not that the characters regularly visit Heaven or Hell, but
       
   147 it's an established feature of the setting that the angels' work in
       
   148 Heaven constantly rains new glories down on every world. Conversely,
       
   149 corruption seeps ever upwards out of Hell. As for the World Ash, you
       
   150 pretty much need to climb it to get anywhere but Earth, so I do expect
       
   151 fairly regular visits. These are all important places.
       
   152 
       
   153 Thinking about how to describe them led me to a peculiar realization:
       
   154 Heaven and Hell are easily as fundamental as the angels. The World Ash
       
   155 is as real as the Serpents that are its children. One of the most
       
   156 important things to understand when drawing them is that they are more
       
   157 than places---they are things of /spiritus Dei/, and therefore concepts
       
   158 as well as places. Heaven is not beautiful; it is Beauty. Hell is not a
       
   159 place of suffering; it /is/ corruption and suffering. I am not entirely
       
   160 certain what the World Ash that spans between them is; I think it may be
       
   161 Life. That's perhaps the strongest case of art suggestions influencing
       
   162 my perspective on the written setting, and so I stop there.
       
   163 
       
   164 R. Sean
       
   165 
       
   166 
       
   167       What do you think? <http://www.rpg.net/pf/list.php?f=88>
       
   168 
       
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   174 
       
   175  Topics 	Author  	Date 	Latest Reply
       
   176  James and the Small Caps
       
   177 <http://www.rpg.net/pf/read.php?f=88&i=81&t=81> (2) new 	Kibo 
       
   178 08-20-2002 16:29  	02-10-2003 01:23 new
       
   179  Art <http://www.rpg.net/pf/read.php?f=88&i=77&t=77> (1) new 	Lxndr 
       
   180 04-26-2002 07:36  	04-26-2002 07:36 new
       
   181  The Original Nobilis Club
       
   182 <http://www.rpg.net/pf/read.php?f=88&i=76&t=76> (3) new 	Bret Gillan 
       
   183 04-17-2002 11:28  	03-17-2003 17:48 new
       
   184  Questions & Thoughts
       
   185 <http://www.rpg.net/pf/read.php?f=88&i=64&t=64> (3) new 	Pyske 
       
   186 03-20-2002 18:31  	05-01-2003 13:03 new
       
   187  Noble Buddhism?
       
   188 <http://www.rpg.net/pf/read.php?f=88&i=61&t=61> (9) new 	Tlaloc 
       
   189 03-20-2002 12:17  	12-10-2004 01:20 new
       
   190  Noble Suicide <http://www.rpg.net/pf/read.php?f=88&i=58&t=58> (9) new
       
   191 Eric Christian Berg  	03-20-2002 07:43  	01-18-2005 16:27 new
       
   192  Art Notes <http://www.rpg.net/pf/read.php?f=88&i=54&t=54> (4) new 	R.
       
   193 Sean Borgstrom  	03-14-2002 16:31  	03-21-2002 03:44 new
       
   194  Ack...you just lost my sale
       
   195 <http://www.rpg.net/pf/read.php?f=88&i=45&t=45> (10) new 	SteveD 
       
   196 03-14-2002 04:06  	03-15-2002 06:29 new
       
   197  Onomastikon working URL
       
   198 <http://www.rpg.net/pf/read.php?f=88&i=36&t=36> (4) new 	Jorge
       
   199 Hernández  	03-06-2002 12:51  	08-20-2002 16:10 new
       
   200  Why do angels change names ?
       
   201 <http://www.rpg.net/pf/read.php?f=88&i=33&t=33> (10) new 	philippe
       
   202 tromeur  	03-06-2002 10:13  	12-10-2004 01:34 new
       
   203  R. Sean, some examples?
       
   204 <http://www.rpg.net/pf/read.php?f=88&i=32&t=32> (3) new 	Arref 
       
   205 03-05-2002 08:17  	03-13-2002 20:28 new
       
   206  Sounds great, BUT...
       
   207 <http://www.rpg.net/pf/read.php?f=88&i=28&t=28> (2) new 	Kane 
       
   208 02-27-2002 16:43  	02-27-2002 17:30 new
       
   209  Sort of backwards?
       
   210 <http://www.rpg.net/pf/read.php?f=88&i=21&t=21> (8) new 	Eric Finley 
       
   211 02-20-2002 14:25  	02-28-2002 09:35 new
       
   212  Programmer nature slips out!
       
   213 <http://www.rpg.net/pf/read.php?f=88&i=20&t=20> (2) new 	Sean
       
   214 McCarthy  	02-20-2002 13:18  	02-21-2002 10:30 new
       
   215  Object Lesson Damage
       
   216 <http://www.rpg.net/pf/read.php?f=88&i=15&t=15> (1) new 	Darren
       
   217 Miguez  	02-13-2002 12:45  	02-13-2002 12:45 new
       
   218  How about this?
       
   219 <http://www.rpg.net/pf/read.php?f=88&i=12&t=12> (2) new 	Kristian
       
   220 Lund  	02-13-2002 11:30  	02-14-2002 01:17 new
       
   221  Now, this was strange!
       
   222 <http://www.rpg.net/pf/read.php?f=88&i=9&t=9> (7) new 	access.denied 
       
   223 02-13-2002 07:44  	02-16-2002 21:44 new
       
   224  Briefs on the other two?
       
   225 <http://www.rpg.net/pf/read.php?f=88&i=5&t=5> (5) new 	Eric Finley 
       
   226 01-31-2002 18:39  	02-13-2002 10:36 new
       
   227  Forum now works <http://www.rpg.net/pf/read.php?f=88&i=4&t=4> (1) new
       
   228 Sandy Antunes  	01-31-2002 17:36  	01-31-2002 17:36 new
       
   229  limited series <http://www.rpg.net/pf/read.php?f=88&i=1&t=1> (2) new
       
   230 Sandy Antunes  	01-21-2002 17:41  	01-31-2002 17:36 new
       
   231 
       
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   236 	
       
   237  Newer Messages
       
   238 <http://www.rpg.net/pf/list.php?f=88&t=81&a=1&>  |  Older Messages
       
   239 <http://www.rpg.net/pf/list.php?f=88&t=1&a=2&> 
       
   240 
       
   241 ------------------------------------------------------------------------
       
   242 
       
   243     * Editing, Development, and Production
       
   244       </news+reviews/columns/wind27mar02.html>
       
   245       March 27, 2002
       
   246     * Affiliations </news+reviews/columns/wind20mar02.html>
       
   247       March 20, 2002
       
   248     * How to be a Hollyhock God </news+reviews/columns/wind13mar02.html>
       
   249       March 13, 2002
       
   250     * Naming Conventions </news+reviews/columns/wind06mar02.html>
       
   251       March 6, 2002
       
   252     * Art Notes </news+reviews/columns/wind27feb02.html>
       
   253       February 27, 2002
       
   254     * Dynamic Nobilis </news+reviews/columns/wind20feb02.html>
       
   255       February 20, 2002
       
   256     * Systems Change </news+reviews/columns/wind13feb02.html>
       
   257       February 13, 2002
       
   258     * Treachery </news+reviews/columns/wind06feb02.html>
       
   259       February 6, 2002
       
   260     * The Emperor to Come </news+reviews/columns/wind31jan02.html>
       
   261       January 31, 2002
       
   262     * The Changing of the Guard </news+reviews/columns/wind21jan02.html>
       
   263       January 21, 2002 
       
   264 
       
   265 
       
   266       Other columns </news+reviews/columns.html> at RPGnet
       
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