"to a certain extent, you are correct. Certainly if a DM wished to he could re-engineer these games from the bottom-up to remove all of the setting-gerrymandering that forces the players into corners. However, at a certain point doing so means you aren't really playing the original RPG anymore."
Actually, Im absolutely correct. That somebody might be hashing out the same idea at somebody else's table means nothing. If an RPG offers a few dozen archetypal roles, it's done enough to support a lifetime of play.
Of course, the irony is that Vampire is the only tabletop RPG to viably move to a format (LARP) where you *do* sometimes have to worry about similarity in different (networked) games. Funny, that.
"Also, from a practical perspective, doing so means that you might as well just be playing a different game. "
There's plenty of variation as it stands -- enough for a few thousand players to maintain a community for over a decade and to reinvent itself.
"There's still the whole angelic hierarchy"
There is no angelic hierarchy in Nobilis.
"and Lord Entropy and all the rest"
Sure, there's the Locust Court. Again, this is getting absurd. Real people have laws too. Fantasy kingdoms have laws.
";and the players are caught in a situation where they still have to create artificial ties to each other that justifies their presence in a group."
As opposed to an adventuring party? Adventuring parties that band together to fight goblins and an Imperator's Nobles have a common trait in never having existed.
"To a certain extent, this is no different than a D&D game having a Rogue, a half-elf wizard, a drow cleric and a lizardman barbarian; and using the flimsy "you're all an adventuring party who decide to work together after meeting in a tavern" set-up. This is exactly the sort of thing fans of games like nobilis generally decry about those unartistic "roll-playing" games."
You keep referring to this shadowy mass of fans as if they exist in number and are the Man trying to keep you down. Unfortunately, the sad truth is that e don't care. RSB just finished a game about kung fu comics and I write add-ons for D20 Modern.
'The beef isn't with players having to be a part of a social structure; any game with the slightest degree of simulation will have that: you are part of a kingdom, or starfleet, or a jedi order, or what have you.
The issue is with contrived social groups in game, based not on a desire to simulate real social conditions"
iI didn't know you could read the minds of game designers.
"but to railroad players into contrived co-operation and capacity for independent action. Be it a flimsy hierarchy that forces neo-punk vampires and aristocratic executive vampires to work together;"
Again, that sense of contrivance tells me more about how limited someone's vision of actual social arrangements might be than about the properties of a game.
"or a setting that is contrived to make every player's action accountable to ultra-powerful superiors who make real accomplishments all but impossible,"
I do believe Vampire has had one published adventure -- one -- where you could not affect the antagonist. Even Gehenna has scenarios where the antediluvians can be defeated.
"or a game where you have to create an artificial link between the god of Wrath and the god of Tea-time;"
If you make those characters, you would be obligated to find a connection in any event, just s you would have to do for a party with a mind flayer, pixie and aasimar. Imperatos do not really need to have a common theme, since there are no rules about how Imperators acquire domains, and they may well trade them off and gain and lose them in bets.
"all for the sake of being able to sell more splatbooks or push a writer-directed metaplot,"
Not really. Metaplot is much more burdensome to writers than to players. But I forgot -- you can *read my mind*. This is almost as fun as the guy who claimed that Mage was rewritten for Vampire fans and that there was a vast conspiracy to cover it up.
"or to make an arbitrary structure where beings of incredible power can actually do very little with that power to really change the world or their destiny."
I'll bite: Have you actually read Nobilis? Characters change the basic nature of the visible universe on a pretty regular basis.
In any event, the power to change the setting is a function of the campaign, not the game.
"For a highly viable alternative, consider Amber, where PCs are godlike beings on a similar scale to Nobilis (and a considerably higher scale than most White Wolf games), where they are part of a social structure (the Amberite family), and do have vastly-more-powerful superiors (the elder Amberites), but have the independence of action that allows them to create or dissolve alliances at will, and dare to actually use their power to overcome each other or these uber-elders, as they see fit to attempt. All without losing an iota of playability or potential for adventure; on the contrary, making it a far more playable game than either Nobilis or anything White Wolf has put out. It dares to actually give the PCs great power they can USE, and the freedom to work with or against the social system without a guaranteed death warrant hanging over their head in the form of a contrived deus ex machina hamstringing all their power."
You mean the game where somebody more powerful than you always wins and where much of your power is irrelevant because it doesn't affect the real world?
OK, I'll bite: Have you read Amber?
Actually, Im absolutely correct. That somebody might be hashing out the same idea at somebody else's table means nothing. If an RPG offers a few dozen archetypal roles, it's done enough to support a lifetime of play.
Of course, the irony is that Vampire is the only tabletop RPG to viably move to a format (LARP) where you *do* sometimes have to worry about similarity in different (networked) games. Funny, that.
"Also, from a practical perspective, doing so means that you might as well just be playing a different game. "
There's plenty of variation as it stands -- enough for a few thousand players to maintain a community for over a decade and to reinvent itself.
"There's still the whole angelic hierarchy"
There is no angelic hierarchy in Nobilis.
"and Lord Entropy and all the rest"
Sure, there's the Locust Court. Again, this is getting absurd. Real people have laws too. Fantasy kingdoms have laws.
";and the players are caught in a situation where they still have to create artificial ties to each other that justifies their presence in a group."
As opposed to an adventuring party? Adventuring parties that band together to fight goblins and an Imperator's Nobles have a common trait in never having existed.
"To a certain extent, this is no different than a D&D game having a Rogue, a half-elf wizard, a drow cleric and a lizardman barbarian; and using the flimsy "you're all an adventuring party who decide to work together after meeting in a tavern" set-up. This is exactly the sort of thing fans of games like nobilis generally decry about those unartistic "roll-playing" games."
You keep referring to this shadowy mass of fans as if they exist in number and are the Man trying to keep you down. Unfortunately, the sad truth is that e don't care. RSB just finished a game about kung fu comics and I write add-ons for D20 Modern.
'The beef isn't with players having to be a part of a social structure; any game with the slightest degree of simulation will have that: you are part of a kingdom, or starfleet, or a jedi order, or what have you.
The issue is with contrived social groups in game, based not on a desire to simulate real social conditions"
iI didn't know you could read the minds of game designers.
"but to railroad players into contrived co-operation and capacity for independent action. Be it a flimsy hierarchy that forces neo-punk vampires and aristocratic executive vampires to work together;"
Again, that sense of contrivance tells me more about how limited someone's vision of actual social arrangements might be than about the properties of a game.
"or a setting that is contrived to make every player's action accountable to ultra-powerful superiors who make real accomplishments all but impossible,"
I do believe Vampire has had one published adventure -- one -- where you could not affect the antagonist. Even Gehenna has scenarios where the antediluvians can be defeated.
"or a game where you have to create an artificial link between the god of Wrath and the god of Tea-time;"
If you make those characters, you would be obligated to find a connection in any event, just s you would have to do for a party with a mind flayer, pixie and aasimar. Imperatos do not really need to have a common theme, since there are no rules about how Imperators acquire domains, and they may well trade them off and gain and lose them in bets.
"all for the sake of being able to sell more splatbooks or push a writer-directed metaplot,"
Not really. Metaplot is much more burdensome to writers than to players. But I forgot -- you can *read my mind*. This is almost as fun as the guy who claimed that Mage was rewritten for Vampire fans and that there was a vast conspiracy to cover it up.
"or to make an arbitrary structure where beings of incredible power can actually do very little with that power to really change the world or their destiny."
I'll bite: Have you actually read Nobilis? Characters change the basic nature of the visible universe on a pretty regular basis.
In any event, the power to change the setting is a function of the campaign, not the game.
"For a highly viable alternative, consider Amber, where PCs are godlike beings on a similar scale to Nobilis (and a considerably higher scale than most White Wolf games), where they are part of a social structure (the Amberite family), and do have vastly-more-powerful superiors (the elder Amberites), but have the independence of action that allows them to create or dissolve alliances at will, and dare to actually use their power to overcome each other or these uber-elders, as they see fit to attempt. All without losing an iota of playability or potential for adventure; on the contrary, making it a far more playable game than either Nobilis or anything White Wolf has put out. It dares to actually give the PCs great power they can USE, and the freedom to work with or against the social system without a guaranteed death warrant hanging over their head in the form of a contrived deus ex machina hamstringing all their power."
You mean the game where somebody more powerful than you always wins and where much of your power is irrelevant because it doesn't affect the real world?
OK, I'll bite: Have you read Amber?