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I've loved Nobilis since I picked up the Great White Book. But I've wanted something a bit more granular in the character awards system, instead of "one more CP per story." Below, revised and expanded from the original post on the Nobilis mailing list, is a session-based experience system for Nobilis. The justifications behind these choices can be found on the Organic Foundations page. Organic NobilisCharacter RewardsIn the original rules, players received 1 Dynasty Point each session, and a choice between 1 Character Point (each) or 1 Chancel Point (per Familia) at the end of each "story" (along with a resetting of Miracle Points). In Organic Nobilis, players earn XP (for lack of a better term) by meaningfully interacting with their Bonds, and then use these XP to purchase the other rewards. In Organic Nobilis, Bonds exist in two states - 'charged' and 'uncharged.' Bonds begin 'charged' and, as they are used, become 'uncharged' (giving the player XP equal to the Bond's rating). While a Bond is in an uncharged state, the points in the Bond are 'locked' and cannot be redistributed until the Bond is recharged. Bonds regain a 'charge' whenever the player uses a Dynasty Point to do so. A Bond is "used" when it has a significant, story-active role in a scene (or across scenes), rather than an incidental sidenote or color (in other words, not every manifestation of one's Estate, or every appearance of one's Anchor, is a "use"). The final decision of whether or not something qualifies as a "use" rests with the Hollyhock God, although being Nettled always qualifies. Playtesting will determine whether or not these numbers are good and accurate. Note that "F" is the size of the Familia.
Chancel PropertiesThese use the Mana Reservoir rules (otherwise simply remove Mana Mine and the associated flaws):
Imperator PropertiesConsiderationWith this system, players get more control over the development of both their characters and their Familia. They can choose to invest more in their Imperator than themselves (through additional dynasty points), they have more control over where they'll get their next wind (MP refresh), and they also get to choose when their characters will improve themselves (CPs). They get to choose which is the most important, individually. On the downside, this means the HGs relinquish some control they had over their stories. Players now decide amongst themselves how often their Nobles regain MPs, and they can even forsake regaining MPs in order to force character advancement. I don't find that a bad thing. In fact, I quite like it, but one should keep that in mind before switching to this system. |