"The "overly-socialized" thing for nobilis was meant to refer (I presume, since i'm not actually the author of that particular description, though I agree with most of it) to the fact that in almost all of these modern new age mythic games the players are pigeonholed into these clubs/clans/associations, which in turn are part of some bigger mega-association even though most of these smaller associations don't like each other, all in a bizzare hierarchical pyramid scheme, supposedly justified by arguing the hierarchy exists to fight the other uber-guys that are opposed to your uber-guys."
I must call my local MP and accuse him of being cliched, then, since I work for an organization which is asociated with ministries on two different levels that are at odds, and part of multiple bonds and rivalries.
I think what offends about these games more is that rugged individualist types don't like being reminded that that pretense is essentially a sham.
"The real reason, out of game, is that these hierarchies (along with the uber-uber-guys who run them) serve to hamstring and restrict all of the uber-pc's uber-powers. This allows you to have a game where the pcs are superbeings with godlike powers, but can't really use them or they'll have to face the terrible wrath of the uber-godlike superiors in his hierarchy, letting the DM, and ultimately the designers of the splatbooks and metaplot, free to railroad the pcs from one "storytelling adventure" to the next."
Actually, in Nobilis, you create the personality of your boss. He may not care what you do or may be extremely controlling. The players determine that. It's part of the character creation system.
Hell, that doesn't even apply to all of the WoD games. In Mage, the hierarchy actively ignored your characters and eventually imploded by itself. In Hunter you are under no obligation to do what the Mesengers tell you. In Werewolf, the highest positions of effective authority can be held by PCs. In Demon, you have no bosses; they're trapped in the Abyss.
If what you're really doing i saying any game with a setting-specific social hierarchy counts, I wonder where your trolls of the Forgotten Realms, Dragonlance and Mystara are. I'd say FR's bosses are considerably more intrusive than Vampire's in terms of assumed style of play.
However, the fact is that antagonism is what makes RPGs work. I suppose you could make a game that had a toolkit for building antagonistic social relationships, but such things end to bore prospective users. I myself designed a colour-coded book system for collabortive setting creation along these lines. It's part of my personal arsenal of GMing toys, since it would never be worth the money t hammer it into saleable text.
"And yes, the combat example includes a jet with missles; that's just an example of the classic multiple-personality these games suffer from."
This is rich: Because the game isn't consistent with your accusations, there must be something wrong with it -- except for places it is, which means there's something wrong with it.
Let me know when Nobilis has stopped beating its wife.
Anyway, Nobilis hs lots of stuff, including a fair mount of humour and parody. It puts task resolution and style in the players' hands, so they take it in the direction they prefer. These outcomes were one of the things RSB and Bruce Baugh wanted when they worked on the game.
Successful games tend t prescribe but not mandate a particular play style, because actual gaming groups change their play style all the time. It's one reason why Vampire has been so successful, through and past the couple of years the goth subculture was actually trendy. Neither I nor White Wolf particularly care to make people game a certain way. You can talk about the virtues of a play style, but mechanics "encouraging" people to do this and that is just consolation for weak-minded players. Smart players play the game in the style they prefer.
"So, in your last paragraph you do actually acknowledge that there are formulas in some RPG genres.. care to mention what you think they are?"
White Wolf is conscious about its formula: splats, factions and so forth. Mainstream D&D settings are obligated to support the options in the PHB, which means there has to be a power that empowered paladins, alignment, a justifiction for kung fu monks, undead and so on (like drow; the Realms, Greyhawk and Eberron all have drow). Eberron shows that the formula is pretty flexible, just as Exalted shows that White Wolf's formula is also pretty flexible.
I must call my local MP and accuse him of being cliched, then, since I work for an organization which is asociated with ministries on two different levels that are at odds, and part of multiple bonds and rivalries.
I think what offends about these games more is that rugged individualist types don't like being reminded that that pretense is essentially a sham.
"The real reason, out of game, is that these hierarchies (along with the uber-uber-guys who run them) serve to hamstring and restrict all of the uber-pc's uber-powers. This allows you to have a game where the pcs are superbeings with godlike powers, but can't really use them or they'll have to face the terrible wrath of the uber-godlike superiors in his hierarchy, letting the DM, and ultimately the designers of the splatbooks and metaplot, free to railroad the pcs from one "storytelling adventure" to the next."
Actually, in Nobilis, you create the personality of your boss. He may not care what you do or may be extremely controlling. The players determine that. It's part of the character creation system.
Hell, that doesn't even apply to all of the WoD games. In Mage, the hierarchy actively ignored your characters and eventually imploded by itself. In Hunter you are under no obligation to do what the Mesengers tell you. In Werewolf, the highest positions of effective authority can be held by PCs. In Demon, you have no bosses; they're trapped in the Abyss.
If what you're really doing i saying any game with a setting-specific social hierarchy counts, I wonder where your trolls of the Forgotten Realms, Dragonlance and Mystara are. I'd say FR's bosses are considerably more intrusive than Vampire's in terms of assumed style of play.
However, the fact is that antagonism is what makes RPGs work. I suppose you could make a game that had a toolkit for building antagonistic social relationships, but such things end to bore prospective users. I myself designed a colour-coded book system for collabortive setting creation along these lines. It's part of my personal arsenal of GMing toys, since it would never be worth the money t hammer it into saleable text.
"And yes, the combat example includes a jet with missles; that's just an example of the classic multiple-personality these games suffer from."
This is rich: Because the game isn't consistent with your accusations, there must be something wrong with it -- except for places it is, which means there's something wrong with it.
Let me know when Nobilis has stopped beating its wife.
Anyway, Nobilis hs lots of stuff, including a fair mount of humour and parody. It puts task resolution and style in the players' hands, so they take it in the direction they prefer. These outcomes were one of the things RSB and Bruce Baugh wanted when they worked on the game.
Successful games tend t prescribe but not mandate a particular play style, because actual gaming groups change their play style all the time. It's one reason why Vampire has been so successful, through and past the couple of years the goth subculture was actually trendy. Neither I nor White Wolf particularly care to make people game a certain way. You can talk about the virtues of a play style, but mechanics "encouraging" people to do this and that is just consolation for weak-minded players. Smart players play the game in the style they prefer.
"So, in your last paragraph you do actually acknowledge that there are formulas in some RPG genres.. care to mention what you think they are?"
White Wolf is conscious about its formula: splats, factions and so forth. Mainstream D&D settings are obligated to support the options in the PHB, which means there has to be a power that empowered paladins, alignment, a justifiction for kung fu monks, undead and so on (like drow; the Realms, Greyhawk and Eberron all have drow). Eberron shows that the formula is pretty flexible, just as Exalted shows that White Wolf's formula is also pretty flexible.