Recently on another discussion forum, someone posed the question, “What games missed the mark?” Games that had such great promise, but never managed to deliver. My vote, with much regret was for one of my favorites, Chaosium’s Nephilim. For those of you not familiar with it, Nephilim was a game of modern-day occult, originally produced by a French publisher, based on the Basic Roleplaying system, and then translated into English for Chaosium. It was grand, really, but it had some problems. Like I mentioned in the other discussion, your character is a magical spirit...that is housed in an ancient artifact...that reincarnates in unsuspecting hosts through human history...and will take on the mantle of a mythological creature...and is chased by the Knights Templar...and casts magic affected by the magical astrological fields…and...frankly, it was a bit of a muddle.
That discussion, and many others like it that have occurred over the years, got me to thinking about what I’d do to work my way through that muddle. There’s a good game in there somewhere, but you have to carve away some of the fat to make sense of it. The real inspiration for me came from an unexpected source. My son’s new favorite Saturday morning cartoon is something called Huntik, a show that combines card-styled gladiatorial combat with magically-adept people roving the world in search of ancient occult secrets, chased by the shadowy and malign Organisation. It’s pretty goofy at times, but it’s…it’s Nephilim pared down to its essential elements.
So that got me to thinking, using Huntik as a model, how could I change Nephilim? What would I gut from it in order to make the game work. I’m not done yet, but I think I’m closing in on a workable, playable variant on the game that keeps as much of the original as possible.
First up, in defiance of much popular wisdom, and probably of most interest to this forum, I’m keeping the BRP system as both the framework upon which to build, and the main body from which to pick and choose. It’s a fine, robust system with many resources available to mine. Also, the mechanics that appeared in the various supplements for the game would continue to be usable, though I’ve decided to keep the focus narrowed to the original book.
With the skeleton in place, I needed to decide what parts of the corpse to cut away. Here’s where I started:
First to go, the Simulacrum. I’d gone back and forth with others over this, always with the idea that the split nature of the Nephilim was essential to the game, but…no. I’ve finally come around to simplifying this bit. In it’s place, I’ve adopted the notion that a Nephilim is created under highly unusual circumstances when the birth of a child, housing a new coalescence of Solar Ka, coincides in time and place with a Grand Enthronement of one of the five Ka elements. At the moment the child is infused with Solar Ka, it is simultaneously infused with the other five Ka elements, dominated by one of them. The child matures over time, visibly a normal human, but possessing an expanded – not dual – nature.
Second to go is the name. Why “Nephilim”? Maybe they’ve been called that in times past, but it’s not essential to this game now. I still haven’t thought of a new name for whatever kind of being this is, but I’m sure something will occur. For the sake clarity, though, I’ll continue to refer to it as a “Nephilim”.
Next to go are Past Lives. As wonderful as they are, they complicate things immensely without necessarily providing significant benefit. Is this a game about magical beings or reincarnation? I think we need one or the other and not both – I chose the focus on the magical being. The being is born but once and makes the most of what it can within one lifetime.
Last to go is the Stasis object. Without the reincarnation of the Nephilim soul, there’s no need for an object to house it. That’s not to say that the Nephilim won’t manufacture some kind of arcane device to serve a mechanical purpose similar to that as currently used in the game – storing Ka energy for use in spellcasting.
So, with all that gone, what remains?
First, the basic Ka elements. As stated above, the Nephilim is comprised if a union of Solar Ka with the other five Ka elements. The game is no longer about the ascendancy of the Dominant Ka, though; it has become a game about the complete union of the intellect (the Solar Ka) with the spiritual (the five Ka elements) – the Alchemical Marriage.
Also still on the books is the Metamorphosis, but in a much-changed state. The Metamorphosis is no longer a representation of the perfected Dominant Ka; it is a manifestation of unbridled magical nature. Essentially, it has become equated with Khaiba – the Nephilim loses its human form as it loses control of its magical nature, taking on a magically monstrous form according to the existing Khaiba rules.
I’ve decided to keep the magic from the original rules book as well. Yes, yes, it’s all a little flash-bang, but, frankly, I rather enjoy it; it makes for a viscerally exciting game. And, of course, since the fundamental mechanics of the game remain the same, other magic rules can be substituted with ease.
The last basic concept I’ve decided to keep the Arcana structure. They aren’t families anymore, but rather a number of loosely affiliated (and often opposed) secret societies, ostensibly set up long ago by Akhenaton thousands of years ago. I’m also keeping the Knights Templar as the primary bad guys. In fact, there’s no reason to eliminate any of the backstory or secret societies of the original game, it simply needs to be reinterpreted in light of the new scheme for the game.
So, with all this in place now, I effectively have a Huntik: the Roleplaying Game on my hands. Is this a good thing, though? Well, my 9-year-old son, a fan of bog-standard fantasy RPGs, saw what I was working on and his immediate question was, “Can I help you playtest this game? I have bunch of friends who’d want to play it.” So maybe I am onto something.
Next in an up-coming post are the functional changes to the mechanics.
!i!