In Nobilis, players take on the roles of the Sovereign Powers, each the personification of one single aspect of reality: night, roads, ecstasy, chains, time, water - whatever the players can conceive of. Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.
Though not a traditional "book", the rules and world-building instructions for the fantasy role playing game, Nobilis, has more than 300 pages in it. And reads like a beautiful work of fiction.
"His eyes open, black as night. A star falls through them. 'It is strange,' he says, 'how humans need but a taste of power to grow arrogant. You walk in a world of things greater than you can imagine, and you speak defiance."
The game itself has been labeled so complex that, after reading the rules book, some gamers don't bother to try it. Therefore, I think it's fair to rate it on Goodreads where it can be appreciated more for its fantastic literature rather than its playability as an actual game.
"The Imperator Ananda rules Murder, the Infinite, and (some say) the Fourth Age that is to come. His glory is terrible: humans and Powers weak in spirit dare not face him, lest his countenance drive them mad with joy."
The basic premise is that there are major forces behind the every day reality that we all know. These forces are striving to either preserve the universe or end it.
They work through intermediaries and lesser servants to influence what goes on in the real world. The point of the game is to create a story with levels and nuances rather than to brute force your will into existence.
"More beautiful than the angels are the Excrucians, whose eyes show darkness full of ever-falling stars. It is said that the Creator bargained with them long ago, that he or she might capture a touch of this beauty in the world of Ygg- and then failed to carry out his or her end of the bargain. It is said that this is why the Excrucians on their pale horses seek the destruction of all that there is..."
The rules book describes all of these powers, in extraordinary detail, or the manner for choosing a custom name and backstory of your own. There's no limit to what you can create except your imagination.
The players are embodying the ruling powers and all of their minions simultaneously. So, a game scene can go from the real world, to the divine, to a place where a god resides and back again.
And you begin to see why so few people attempt this game in the first place... :)
"Powers bridge divine nature and human nature, the supernatural and the natural. They fight battles on all those levels, facing the challenges of gods and ordinary humans alike. They must learn to move fluidly from a world of spirits and myths to a polluted world of highways and computers, and from their Imperator's custom reality to the broad Earth."
Recommended for gamers who are looking for an incredibly detailed fantasy world to romp around in or readers who like open-ended works of fantasy. Beyond simple enjoyment as a game or work of literature, I could see Nobilis being a useful tool as a writing prompt for fantasy authors.
Nobilis is an interesting book. Reading it can often be difficult due to the sheer amount of creative power it requires in comparison to some other more structured and classic RPGs or modern renditions of such. However, when you wrap your head around it, it becomes a very rewarding experience, able to fuel countless adventures for an interested gaming group. That is not to discount its value as a piece of literature, as even without playing the game itself, the worldbuilding and story of Nobilis are unique and not something I've seen elsewhere, demonstrated with prose that is both enjoyable to read and provides insights typically lined with helpful analogies. The small multi-sentence stories and quotes that line the margins of pages, typically relevant to the topic being discussed, are also something I adore in games (with slightly longer stories having been used to add flavour to the powers in another TTRPG I love, Godbound). I often take the 3rd edition rules, however, and use this edition (the 2nd) as the lore, as I personally view the 3rd edition rules as superior for numerous reasons.
The book is not terribly well organized. Playing the game takes work, sifting through the rules and making sense of them.
But what fun work it is! Part of the charm of the game is going through the book and discovering all the fun bits and pieces of fiction and play scattered throughout. It's worth the solid, dedicated read that it asks of the reader.
I'm filling up my read list with RPG books, but who cares? Nobilis is often described as "The best game you'll never play", and it's probably true. Wonderful worlds crafted with insane, dark whimsy shot through with the prospect that everything you know and love (and can't love) will be consumed by the soul-wrenchingly beautiful Void at any moment...huzzah!
I don't normally include gaming stuff in these little reviews, but this giant thing has more well-written fiction in it than some novels. All very Zelazny, in a good way.
While 3E had some quirky looks, the 2E with its pristine coffee table book marble statue edition I still think this is one of the better games I never got to play. Interesting concept, great ideas. Difficult to find people to play with. Same problem as GLITCH, I suppose.
As Unknown Armies is a paragon for simulating one under-represented genre of fiction in an RPG, so is Nobilis, perhaps more so. In Nobilis‘ case, that genre is high-powered fantasy, with such examples as Zelazny’s Amber novels and Gaiman’s Sandman graphic novels, where the protagonists are near (or beyond) godly in their abilities, concerns, and societies. The Nobles, each of which embody a certain abstract concept in reality, constantly defend existence versus the otherworldly beauties known as Excrucians, whose nihilistic designs are as unfathomable as they are apocalyptic. The dice-less, resource-based system fits perfectly with characters who are too competent to have chance play a major role in the outcome of their actions. A must-read for any fan of the genre, and definitely for anyone considering writing within it.
Disclaimer: I have yet to actually run this game, so my rating reflects merely my untested opinion of the simple narrative-driven mechanics and ideas in the game. Reviews on rpg.net and elsewhere can sum it up, but it reads beautifully, even if I find myself wondering just how to run a game with it.
This was probably one of the most innovative and beautifully-written RPGs ever. Even rereading it makes you want to run a game. However, it takes a lot of work. Trying to capture of the spirit of the world promised in the writing during play is a difficult, difficult task -- kind of like writing an epic fantasy novel as a cooperative venture on the fly.
Well, this is definitely a game I'd like to play sometime sooner than later -- POSSIBLY one I'd like to run, too. Next mission: find people to play with.