Glitch (Sequel to Nobilis) Kickstarter

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sciborg2
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Glitch (Sequel to Nobilis) Kickstarter

Nobilis always struck me as kind of Planescapey ->

https://www.kickstarter.com/projects/jennamoran/glitchrpg/description

Quote:
It's a game about people, people like you and me, more or less, people who were like you and me, until they stumbled on a “glitch”—a lesion, a crack, an unfixable and irredeemable break in the fabric of reality; and that glitch broke them, in turn. And for a while, infected by the malice of the endless void beyond the world; for a while, their eyes made open to the true nature of the world, they thought that the answer, the best answer, the only answer, to that break was to end the world itself ...

... until they realized that was dumb.

Now, they solve mysteries!

Listen.

You can play Glitch for light fun and laughs. You can play it for an experience that'll get under your skin. (It's honestly like most RPGs in that way.)

What the game's tuned for is mostly "light-hearted fun, that can sometimes get quite real."

It's a game of stories, like most roleplaying games; a game of you crafting a story; so all that "something beautiful" stuff, all that "something to make your life better" stuff I wrote earlier: that isn't anything to do with whether you're having light fun or a deeply gripping experience; it's in the kinds of stories I want to help you to tell.

sciborg2
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Quote:Functionally, Glitch is

Quote:
Functionally, Glitch is a "diceless" RPG. That means its rules system focuses more on resource allocation than on randomized results. That doesn't mean that it's predictable or mechanical or even particularly deterministic; it just means that it gets its unpredictability, not from dice, but from the players ... from the stew of collaborating and conflicting perspectives that you all playing it will bring unto both the story and the game.

When you play Glitch, you'll be taking on the role of a character of your own creation. As you play them, you'll take actions premised on one of their five basic traits. On one of their four divine abilities, one of their four expressions of elegant and supernatural inhumanity...

Or on their fifth attribute, which could be loosely understood as "cope."

When you take action within your character's means, it will be "free." When you go beyond those means, there is a Cost. It's not a very big Cost, to be clear; pushing one's limits is sometimes healthy and sometimes unhealthy, but, just like people in the real world, characters will probably push themselves in healthy and unhealthy ways all the bloody time. The effects aren't bad at first, and they do have ways to deal with them.

But enough Cost—piled up, with time—can bring even the strongest person tumbling down.

You can think of this basic system, if you're familiar with it, as an improved and polished version of the system found in Nobilis.