draft/wind20mar02.txt
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+
+      Wind in the Flowers: Re-inventing a Game
+
+
+    Affiliations
+
+*R. Sean Borgstrom*
+March 20, 2002
+*Rated an A+ by 20 RPGnet readers!*
+
+Rate this column!
+
+	
+
+For the sake of those who choose to adopt them, *Nobilis* presents five
+key philosophies woven into the nature of the world. Heaven's Code
+defines the angels' commitment to Creation. Hell's Code provides the
+justification and the interpretation of Lucifer's philosophy. Other
+Codes derive from the Light, which embodies the principle of human
+survival; the Dark, an incarnation of the human tendency towards
+suicide; and the Wild, a thread of free will and madness running through
+Creation.
+
+To avoid regimenting player character behavior, these Codes boil down to
+three simple principles and some expository text later in the book.
+Characters can freely have their own independent philosophy, but most
+align to one of these five axes.
+
+One goal of the new edition was to make these philosophies more
+accessible. In particular, I wanted to make it clear how characters
+following the Code of Hell or the Dark could fit into a group with more
+human or humane morality. In *Nobilis*, Hell endorses both corruption
+and suffering as virtues; the Dark, of course, seeks to arrange both
+personal and communal human suicide. There was some concern among
+readers of the first edition that such characters would prove unpleasant
+companions.
+
+One of the simplest steps taken here was assertion. In the newer
+discussions of Noble lives and in the occasional excerpts from those
+lives that appeared as quotes, characters of the darker affiliations
+interacted freely with those of more beneficent morality. Assertion is a
+marvelous tool, since, after all, the setting material defines how
+people envision the game world.
+
+To ensure that this led to a consistent world, however, I burned some
+words laying out how this actually happens in practice. For the Code of
+Hell, this begins with acknowledgment of its philosophical origins. In
+*Nobilis'* Creation, the "physical" Hell embodies both corruption and
+suffering; it is viable to assume that these things exist in every other
+world only because Hell exists.
+
+Hell also occupies a peculiar place in the cosmology, existing beneath
+the roots of the World Ash. It is the only place in Creation not
+directly affected by the glories raining down from Heaven. The theory
+underlying the Code of Hell is simply that Hell---not the beauty of
+Heaven, and not the ambiguous essence of the worlds in
+between---represents the fundamental truth of Creation. In short, Hell
+is the foundation stone on which everything else is built.
+
+To proceed from here and create a sympathetic character in service to
+Hell, one has two choices. First, one can make an obvious demonstration
+that the character's motivations are philosophical. The key
+recommendation here was self-abnegation. A character who inflicts
+suffering to advance their personal agenda is classically "evil". A
+character who embraces corruption and suffering but gains nothing from
+it has a clear, if twisted, morality.
+
+In addition, I recommended an exemplary career of service to Creation;
+like its brighter allies in the setting, Hell wants Creation to survive.
+Finally, I noted that one can minimize the "shock value" of the
+character's service by inflicting suffering primarily on the deserving.
+This hopefully laid out one path that allows characters in service to
+Hell to coexist with a more humane group.
+
+A second option for sympathetic characters serving Hell is a focus on
+the less important aspects of Code. Treating its precepts as decadence
+rather than corruption and harshness rather than cruelty makes the
+character seem ruthless but not /monstrous/. This option was not fully
+developed in *Nobilis* but is influencing several infernal NPCs in the
+supplements.
+
+The Code of the Dark---basically, the Code of helping humans destroy
+themselves---has its own problems. Like the Code of Hell, it has a basic
+philosophical orientation. *Nobilis* has always presented several
+justifications for the basic idea of the Dark. My personal favorite is
+the idea that the capacity for self-destruction must exist in humanity
+to permit the capacity for growth. I'm not sure that it's true, but it's
+a feasible and defensible philosophy, and that's all a character in an
+RPG needs. Still, it's understandable if people feel a little concerned
+about integrating a character serving the Dark into their game.
+
+One of the steps taken here was establishing why the Light---the
+principle of human survival---and the Dark can ally at all, even for the
+purpose of protecting the world both live in. If you looked hard enough,
+this has always been in the book to find, but the new edition makes it
+explicit. The foremost principle of the Light is protecting /humanity/.
+The foremost principle of the Dark is encouraging /individual/ suicide.
+
+Even though the Light wants individual humans to live, and the Dark
+wants humanity to destroy itself, the two are not diametrically opposed.
+This also explains, more generally, why humane Nobilis can tolerate the
+Dark. The actions of the Dark can lead to human death, but generally on
+a fairly small scale; not one that a compassionate Noble /likes/ to
+ignore, but one that many compassionate Nobles, principally concerned
+with global affairs, /can/.
+
+Naturally, serving the Dark from a clear position of philosophical
+integrity has the same benefits as thusly serving the Code of Hell. A
+Noble serving the Dark who clearly isn't getting any personal benefit
+from it has a better chance of integrating into a group.
+
+In addition, the new edition contains a modest number of excerpts from
+"Principles of the Dark", a book written in-setting to explain said
+principles. Some of the key notions presented here---few of which I
+agree with, but all of which I consider feasibly arguable by a Power of
+the Dark---include:
+
+    * Human success rests on subverting the natural order; human
+      existence derives from the natural order. Self-destruction is
+      therefore intrinsic to the human way of life.
+    * One can hurt or kill others, such as humans, without ceasing to
+      love them. "Love inspires greatness; it does not prevent venality."
+    * Suicide and self-preservation arise from the same aspect of human
+      nature.
+    * In suicide, a human achieves absolute control over their life. Any
+      other form of death robs them of this.
+
+With these principles, and others, I hoped to make the Dark---if not
+well-loved by its peers---a philosophy that one can argue with rather
+than hate.
+
+R. Sean
+
+
+      What do you think? <http://www.rpg.net/pf/list.php?f=88>
+
+Go to forum! <http://www.rpg.net/pf/list.php?f=88>
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+
+ Topics 	Author  	Date 	Latest Reply
+ James and the Small Caps
+<http://www.rpg.net/pf/read.php?f=88&i=81&t=81> (2) new 	Kibo 
+08-20-2002 16:29  	02-10-2003 01:23 new
+ Art <http://www.rpg.net/pf/read.php?f=88&i=77&t=77> (1) new 	Lxndr 
+04-26-2002 07:36  	04-26-2002 07:36 new
+ The Original Nobilis Club
+<http://www.rpg.net/pf/read.php?f=88&i=76&t=76> (3) new 	Bret Gillan 
+04-17-2002 11:28  	03-17-2003 17:48 new
+ Questions & Thoughts
+<http://www.rpg.net/pf/read.php?f=88&i=64&t=64> (3) new 	Pyske 
+03-20-2002 18:31  	05-01-2003 13:03 new
+ Noble Buddhism?
+<http://www.rpg.net/pf/read.php?f=88&i=61&t=61> (9) new 	Tlaloc 
+03-20-2002 12:17  	12-10-2004 01:20 new
+ Noble Suicide <http://www.rpg.net/pf/read.php?f=88&i=58&t=58> (9) new
+Eric Christian Berg  	03-20-2002 07:43  	01-18-2005 16:27 new
+ Art Notes <http://www.rpg.net/pf/read.php?f=88&i=54&t=54> (4) new 	R.
+Sean Borgstrom  	03-14-2002 16:31  	03-21-2002 03:44 new
+ Ack...you just lost my sale
+<http://www.rpg.net/pf/read.php?f=88&i=45&t=45> (10) new 	SteveD 
+03-14-2002 04:06  	03-15-2002 06:29 new
+ Onomastikon working URL
+<http://www.rpg.net/pf/read.php?f=88&i=36&t=36> (4) new 	Jorge
+Hernández  	03-06-2002 12:51  	08-20-2002 16:10 new
+ Why do angels change names ?
+<http://www.rpg.net/pf/read.php?f=88&i=33&t=33> (10) new 	philippe
+tromeur  	03-06-2002 10:13  	12-10-2004 01:34 new
+ R. Sean, some examples?
+<http://www.rpg.net/pf/read.php?f=88&i=32&t=32> (3) new 	Arref 
+03-05-2002 08:17  	03-13-2002 20:28 new
+ Sounds great, BUT...
+<http://www.rpg.net/pf/read.php?f=88&i=28&t=28> (2) new 	Kane 
+02-27-2002 16:43  	02-27-2002 17:30 new
+ Sort of backwards?
+<http://www.rpg.net/pf/read.php?f=88&i=21&t=21> (8) new 	Eric Finley 
+02-20-2002 14:25  	02-28-2002 09:35 new
+ Programmer nature slips out!
+<http://www.rpg.net/pf/read.php?f=88&i=20&t=20> (2) new 	Sean
+McCarthy  	02-20-2002 13:18  	02-21-2002 10:30 new
+ Object Lesson Damage
+<http://www.rpg.net/pf/read.php?f=88&i=15&t=15> (1) new 	Darren
+Miguez  	02-13-2002 12:45  	02-13-2002 12:45 new
+ How about this?
+<http://www.rpg.net/pf/read.php?f=88&i=12&t=12> (2) new 	Kristian
+Lund  	02-13-2002 11:30  	02-14-2002 01:17 new
+ Now, this was strange!
+<http://www.rpg.net/pf/read.php?f=88&i=9&t=9> (7) new 	access.denied 
+02-13-2002 07:44  	02-16-2002 21:44 new
+ Briefs on the other two?
+<http://www.rpg.net/pf/read.php?f=88&i=5&t=5> (5) new 	Eric Finley 
+01-31-2002 18:39  	02-13-2002 10:36 new
+ Forum now works <http://www.rpg.net/pf/read.php?f=88&i=4&t=4> (1) new
+Sandy Antunes  	01-31-2002 17:36  	01-31-2002 17:36 new
+ limited series <http://www.rpg.net/pf/read.php?f=88&i=1&t=1> (2) new
+Sandy Antunes  	01-21-2002 17:41  	01-31-2002 17:36 new
+
+ Go to Top <http://www.rpg.net/pf/list.php?f=88>  |  New Topic
+<http://www.rpg.net/pf/post.php?f=88>  |  View Threads
+<http://www.rpg.net/pf/list.php?f=88&collapse=0>  |  Search
+<http://www.rpg.net/pf/search.php?f=88> 
+	
+ Newer Messages
+<http://www.rpg.net/pf/list.php?f=88&t=81&a=1&>  |  Older Messages
+<http://www.rpg.net/pf/list.php?f=88&t=1&a=2&> 
+
+------------------------------------------------------------------------
+
+    * Editing, Development, and Production
+      </news+reviews/columns/wind27mar02.html>
+      March 27, 2002
+    * Affiliations </news+reviews/columns/wind20mar02.html>
+      March 20, 2002
+    * How to be a Hollyhock God </news+reviews/columns/wind13mar02.html>
+      March 13, 2002
+    * Naming Conventions </news+reviews/columns/wind06mar02.html>
+      March 6, 2002
+    * Art Notes </news+reviews/columns/wind27feb02.html>
+      February 27, 2002
+    * Dynamic Nobilis </news+reviews/columns/wind20feb02.html>
+      February 20, 2002
+    * Systems Change </news+reviews/columns/wind13feb02.html>
+      February 13, 2002
+    * Treachery </news+reviews/columns/wind06feb02.html>
+      February 6, 2002
+    * The Emperor to Come </news+reviews/columns/wind31jan02.html>
+      January 31, 2002
+    * The Changing of the Guard </news+reviews/columns/wind21jan02.html>
+      January 21, 2002 
+
+
+      Other columns </news+reviews/columns.html> at RPGnet
+
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