04-12-2012, 03:27 AM | #221 | ||
Join Date: Aug 2010
|
Re: In Nomine Second Edition: What have we learned?
Much abridging was unfortunately necessary, but the link to the original quote is there.
Quote:
Quote:
Admittedly I've also not seen the group ever even think of enforcing the canon "corporeal Songs only" rule for humans. As expostulated before, I could see "no Songs ever" or "all Songs ever" being available to humans, but the "corporeal only, need to spend 10 of your maybe 28 points being plugged into a Superior to cheat that" rule is arbitrary, difficult to remember, and massively nerfs humans for no thematic purpose. Last edited by Omegonthesane; 04-12-2012 at 03:33 AM. |
||
04-12-2012, 10:15 AM | #222 | ||||||||
Join Date: Dec 2008
Location: Seattle
|
Re: In Nomine Second Edition: What have we learned?
Quote:
Quote:
Just flipping through the character generation section again, I think that the inherent problems of playing non-celestial PCs are brutally highlighted by the example, the Mummy who (because the potential player is rightly scared about getting killed and never having a way to return to the game) must be a a dumb brute. It also suggests that he play the Servant of another player's celestial! Also, the quotes, pg. 27, "celestial beings, the heart and soul of the game, are the default In Nomine player characters", and pg. 32, "This game revolves around the exploits of fantastically powerful angelic and demonic creatures, and their superhuman lieutenants." The latter quote might suggest Soldiers as viable PCs, but the previous page says "Few Soldiers can win a slugging match with a healthy angel or demon--but that's not their job." In short, although the core does have rules for creating human PCs, they also make it clear from the get-go that choosing to play a human being is choosing to be weaker than the assumption because of a greater roleplaying decision. Heck, that same section has rules for playing a Remnant (!!!), which would be even more useless than a Soldier and probably less fun to boot. That section also introduces Word-Bound celestials (with a note, in the character creation section, that "Characters should not start the game with a Word", pg. 28). Poor layout is a well-known plague of IN's core, but I stand by my assertion that IN is a game mechanically intended for celestial-level PCs (and really only 9-12ish Force PCs, because much higher and everyone's Skill TNs climb above 12). Quote:
Taking the discussion briefly out of mechanics entirely and onto fluff, if a GM preparing an IN game gathers the players together and collectively they decide that they really want to explore in-game the sort of long-term "associations" that angels and demons who've been on Earth together longer than they've been in Heaven can build, a la everyone's massive love of the book Good Omens, and then one of the players comes back to the table saying "actually, I reread the rules and I absolutely desperately want to play a Kyriotate of the Sword in a human war hero's body because it's very topical to the War On Terror and it seems really fun to play", that gaming group has a problem. There's nothing mechanically wrong with that concept, and it IS topical and potentially very fun and a great idea, but an angel of the Sword is going to have a hard time in a group of Flowers, Trade, Dreams, Creation, and/or Destiny angels, because his presence will disrupt their plots, limit their ability to interact with demonic NPCs without a brawl starting, and generally make things very difficult for the group to keep cohesion. (A quick fix isn't mechanical, it's fluff-based--an angel of War with the Role of an Iraq war veteran who takes to heart the rivalry but not-willing-to-fight-just-yet relationship that Michael has with Baal, a relationship he emulates with demonic NPCs. The less elegant fix, that Laurence simply orders the Kyrio not to attack, is less satisfactory because it doesn't replicate the 'quasi-going-against-orders" relationship of the characters in Good Omens.) Back to mechanics. A human PC in a mixed group presents all sorts of problems, just as an inappropriate Superior choice does. But the problems aren't fluff-fixable (unless you utilize one of the very admittedly bizarre options I mentioned in the previous post, none of which, for the record, particularly excite me), and (as the length of this discussion suggests) aren't easily mechanically fixable, because the game is built around the 9-Force, celestial model. Tether travel and surviving Vessel death are key components to standard IN gameplay, and humans (except perhaps Saints, but it's clear that Saints aren't supposed to be losing their bodies and popping up to Heaven for replacements) can't access them. Compared to celestials, humans are weaker, less tough, less skilled, have less potential, and don't have access to the same number of supernatural abilities. The same goes for Relievers or Demonlings (or fully fledged, 7-Force demons) or Undead or Remnants or whatever else. To make those character options work (remember, celestials are the "default" and "heart and soul" of the game), you have to either alter fluff or mechanics, both of which cause headaches. Or you could play the game as it is intended, starting with 9-Force celestials (who aren't Remnants, who aren't Word-Bound, who aren't protoSuperiors, who are favored Servitors, who aren't pushing paper in Heaven, who are assigned to Earthly duty, and who fit all the other basic assumptions). It isn't Quote:
Quote:
Quote:
Quote:
__________________
“The world is going to Hell in a hand-basket, but I’ve got Good News: I saved my soul by switching to Heaven.” —Baruel, former Djinn of the Media, now Cherub of Destiny and the Angel of Good News |
||||||||
04-12-2012, 01:06 PM | #223 | |||||||
Join Date: Aug 2004
|
Re: In Nomine Second Edition: What have we learned?
Quote:
That's what I was trying to get at when I mentioned that later supplements have attempted to work around the anti-human bias in the core book: in particular, the GMG made a point to include options for beefing up humans in general and human players in particular. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||||
04-12-2012, 02:00 PM | #224 | |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
|
Re: In Nomine Second Edition: What have we learned?
Quote:
I would have to ask my French-reading friend if INS/MV had any allowance for human PCs. I have a sneaky suspicion that it didn't, but I A: don't read enough French to be sure, and B: can't find my INS/MV book anyway. O:(
__________________
--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
|
04-12-2012, 02:53 PM | #225 |
Join Date: Nov 2004
|
Re: In Nomine Second Edition: What have we learned?
In the 2nd edition core book, there's about 1/2 page on human characters, with flavor text that could be interpreted to mean "this is to make NPCs with' or ":this is a choice if you want an unusual PC.' So, pretty much like in the SJG version.
|
04-13-2012, 09:01 PM | #226 |
Join Date: Apr 2010
Location: South of the Town across from the City by the Bay
|
Re: In Nomine Second Edition: What have we learned?
INS/MV is essentially free online. Humans are an afterthought at best, btw. There's far too much going on anyway for it to be a loss besides. If you think SJ IN can be gonzo...
Anyway, I like SJ IN specifically because it tones down the gonzo and allows various methods of play. And I think it allows humans to play as well -- quite well I may add. (They just play differently, and not with the entire play group glued to the hip.) It just doesn't encourage "hodgepodge D&D adventure party" where there's expectations of "balanced XP growth," "power equivalence," and "role/niche protection." But then I also believe it shouldn't. Angel choirs and demon bands are already hard enough to mix in an "adventure party" if you pick just one side for a campaign. It gets even crazier (and often terribly contrived) if you mix both celestial sides, along w/ band/choir, for a lengthy campaign. Throwing in ethereals, immortals, and soldiers into this mix really begins to strain this adventure party style of play. Wandering motley crews make sense in brief periods, even for humans (note the framework of Mission Impossible), but longer relationships require lots of working apart, even if towards similar goals. Now throw in mortal humans with the expectation they can "carry their party weight" within this same "adventure party" structure is, I feel, just a flat out ludicrous stretching of the game's inherent conceits. I find that the game's fine in handling what it intends to handle. Trying to squish it into this mode of play for your table, however, obviously leads to dissatisfaction. So I think the big contention is: one's table's adventure party style of play v. system's independent actors occasionally collaborating structure. Perhaps the issue is not so much the system being accommodating to all styles of play, but the expectation that every system should be responsive to your specific style of play. And if seen from that angle, and knowing that GIN exists which might suit better, it seems defeating to struggle against something needlessly. |
04-13-2012, 11:24 PM | #227 | |
Join Date: Aug 2004
|
Re: In Nomine Second Edition: What have we learned?
This is not a debate between mature role-players on one side and hack-and-slashers on the other; so please don't trot out the usual anti-H&S arguments. My position, at least, is a bit more nuanced than that. Expanding on that:
Quote:
So it isn't that style of play that you look at in order to determine whether or not the rules work well. Instead, you need to look at play styles where humans make extensive use of their game stats. Yes, the stereotypical hodgepodge band of random adventurers is indeed one such example; but it isn't the only one, and it certainly isn't the first thing that comes to my mind. As I've said before, the only sort of "play balance" that I'm interested in is spotlight time. Restricting ourselves to cases where game stats are a factor, this pretty much translates to niche protection — which is an entirely different beast from "balanced XP growth" and "power equivalence", which I have absolutely no use for; and you do niche protection a disservice by lumping it in with them. And even there, I'm not expecting the system to strictly enforce niche protection. What I do expect of the system is to allow you do do that sort of thing without having to fight the system. Reducing the disparity in power between humans and celestials facilitates this and does so without losing the themes of celestials being the stars of the show (because so much of their dominance has nothing to do with the power disparity); it also addresses the concerns about humans being objectively incompetent — not just in comparison with celestials, but in any situation where their characteristics are put to the test. Automatic successes on "routine tasks" are a useful patch in this regard, in that it guarantees that humans aren't going to be failing at the stuff that they do every day; but the moment that the task ceases to be routine, you're right back in the same mess where a human's characteristics simply aren't up to the task. And note that this is a problem whether or not you isolate humans from celestials, as the problem isn't just a matter of the power gap. It's worth noting what started this debate: paraphrasing, another poster said that it's OK if humans are incompetent in IN because they're not what the game is about. That was the main thing that I took exception to: the attitude that humans should be an afterthought in the game, and that it's fine to pile on the drawbacks because nobody should be playing them anyway. I can accept humans being mechanically inferior to celestials (though I don't think that the game would be diminished if humans were merely different, with their own strengths and weaknesses), and I can even see the argument that there are some thematic reasons for it; the main issue I have is the severity of their inferiority, to the extent that you have to hack the rules or largely dispense with them in order for humans to be viable. And I'm especially bothered by people not even bothering to look at the issue, because they're "only humans" and thus not worth the effort. As I've indicated before, GIN often doesn't suit better: while it does a better job with competence, it introduces a host of complications by virtue of being GURPS. Not a tradeoff I want to make. I suppose that a version based on GURPS Ultra-Lite might be an acceptable alternative; but: A) it doesn't yet exist, and writing it seems like it would be a lot of effort if the only reason for doing so is to address the competence issues; and: B) I'm still not sure that the end result would be as satisfying as an improved but non-hybridized version of IN would be. |
|
04-14-2012, 04:07 AM | #228 | ||||||
Join Date: Aug 2010
|
Re: In Nomine Second Edition: What have we learned?
Quote:
However as dataweaver said, "niche protection" is orthogonal to murdering hobos play. You wouldn't be happy on a Shadowrun table if thesStreet sam was better at hacking than the hacker, or on a Vampire* table if the Ventrue socialite had a better information network than the Nosferatu spy and was strictly better in combat than the Brujah martial arts master. It's an essential part of giving people time to shine and contribute. As for your other... strongly worded opinions... "balanced XP growth" has no downsides for the group. If people are expected to start weak and get stronger, there's no reason they shouldn't be doing that at the same rate. If people are meant to be basically stuck with one statline forever and a day, there's nothing added by deliberately letting some people advance regardless while others are left in the dust. "Power equivalence" is confusing unless you specify what types, if any, of power you mean; combat power equivalence is a pipe dream not worth pursuing, but "ability to contribute overall to the party's goals and/or to the players' enjoyment" approaches equivalency if all characters are actually getting sufficiently stuck in. *Not that I'm convinced you'd be happy on a Vampire table anyway if you're keeping to rules written by White Wolf, but that's orthogonal to the point. Quote:
Quote:
Quote:
For example, assuming game mechanics aren't a factor* in what's restricted, I'd call it fine to ban the Lust Impudite from the angelic party for being on the wrong side, or from the Fire & Death party for being actively at war with one of the primary sponsors, but not from a party including Balseraphs for being an Impudite. * There is not a great deal of fluff reason why I can't spend all my points on Class 6 Level 1 Shedim servants for a demon or sorcerer. However, doing so would make my life far too easy. Quote:
For the mechanics concerns, dataweaver said it better than me, but one fluff paragraph to quote for truth: Quote:
|
||||||
04-14-2012, 03:15 PM | #229 | |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
|
Re: In Nomine Second Edition: What have we learned?
Quote:
I hacked that out quickly, but having done so, I'm now curious to know how much bashing around it would take to be an elegant bastard hybrid instead of an ugly one. Should I try converting some characters (probably from IN, not GIN) and see what happens?
__________________
--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
|
04-14-2012, 06:26 PM | #230 |
Join Date: Aug 2004
|
Re: In Nomine Second Edition: What have we learned?
As I mentioned in the other topic, there are some nice ideas in there. In particular, I really like the notion of decoupling Resources from Forces. For an In Nomine 2e (or as a house rule for 1e), I'd be inclined to say that all starting characters get 40 Resource Points regardless of their Forces (four more than celestials currently get, and twice as many as ordinary humans currently get).
To clarify: for a celestial, "starting" doesn't mean that he was born yesterday; he's already been through Heaven's boot camp (or Hell's school of hard knocks). Particularly inexperienced characters (including, but not limited to, starting Relievers, Imps, and Gremlins) would start with fewer Resources, and particularly experienced characters start with more; but that sort of adjustment would be beyond the scope of the default character creation rules. And where it does get addressed, the adjustment is made independent of Forces. A simple approach would be to rate a character's overall experience as Green (20 Resource Points), Regular (40 Resource Points), Veteran (60 Resource Points), or Elite (80 or more Resource Points). |
Tags |
meta, rules |
|
|