I think anyone who's been deeply involved in the hobby of roleplaying games for any length of time will eventually come across a game with which they become obsessed – not necessarily because they actually play it but because the game's concept or presentation happen to strike an unexpected chord with him. Over the decades since I was initiated into this hobby, I've had several such games. The one I want to talk about in this post continues to be an object of fascination for me more than 30 years after its publication, both for its virtues and its flaws. It's a game that I think could have been bigger and more successful than it was, if only it hadn't been produced by Chaosium in the mid-90s, a time of particular turmoil for the venerable California game company.
The English version of Nephilim – I have never seen any of the French editions – appeared on the scene in 1994. Though sometimes compared (favorably or otherwise) to White Wolf's "World of Darkness" games for its superficial similarity, Nephilim was in fact distinct because of its deep immersion in real world occultism, esotericism, and philosophy. This fact probably played a role in its limited impact on the wider RPG scene at the time. At best, Nephilim was, no pun intended, a cult classic, admired by some for its unique vision and polarizing to others due to its complexity and mysticism. With the benefit of hindsight, Nephilim appears to be a game that feels both ahead of and constrained by its time, with an ambitious yet flawed attempt to merge the metaphysical with the game mechanical.Nephilim places the players in the roles of titular Nephilim, powerful elemental spirits who have been reincarnating through human bodies for millennia. These beings seek enlightenment and ultimate mastery over magic, all while hiding from secret societies such as the Templars and other forces bent on suppressing their supernatural influence. The game draws heavily from esoteric traditions, like alchemy, the Kabbalah, astrology, and the Tarot, in order to create a setting that’s more intellectual than visceral. The world of Nephilim isn’t about heroics or adventure in the traditional sense, but about the slow, unfolding journey of self-discovery, spiritual awakening, and the management of hidden knowledge.
The beauty of this game lies in its depth. The Nephilim characters are not ordinary adventurers but beings of great power, constantly at odds with the limitations of human existence. Reincarnation plays a central role: your character may have lived many lives, across different times and places, and will continue to do so for eternity. This concept of eternal recurrence provides a wealth of roleplaying opportunities, as players are tasked with piecing together fragmented memories and uncovering truths hidden in past lives. This frame invites a certain kind of player, one interested in exploring questions about identity, morality, and immortality against the backdrop of occult mysticism.
However, this central conceit is also a double-edged sword. The complex background of the game, while rich, can feel inaccessible to players unfamiliar with occultism or those simply hoping for a more traditional fantasy adventure. Nephilim doesn’t offer the more traditional gratifications of slaying monsters and looting treasure; it instead asks players to navigate a web of arcane lore and hidden agendas, which can be overwhelming or unsatisfying for those unprepared for its slow pace.
The game’s mechanics are built around the Basic Role-Playing system, which was a wise choice, because it was familiar to fans of Call of Cthulhu and RuneQuest, both of whom might well be interested in the subject matter of Nephilim. However, the game doesn’t fully embrace the simplicity of BRP. Instead, it introduces several layers of complexity with its systems for magic, past lives, and the metaphysical forces known as Ka.
The Ka system is central to the game, representing the elemental forces that shape each Nephilim. It’s a fascinating concept that ties into character development and the use of magic, but it can also become a burden to manage. Characters must balance their elemental affinities, harnessing them to gain power or enlightenment, but doing so requires a deep understanding of the system. The Ka system, while thematically rich, often feels clunky and opaque, especially for players who are more accustomed to streamlined mechanics.
The magic system is similarly intricate. Divided into a series of occult sciences – alchemy, astrology, summoning, and more – each one presents unique rules, rituals, and challenges. While these magical systems offer a degree of customization, they can quickly overwhelm players. The complexity isn’t inherently a problem, but the lack of clear guidance on how to use these systems often leaves players floundering. Nephilim can thus feel like a game in search of a user manual, where the richness of its background material is undermined by the difficulty of navigating its rules.
Further, the game's character creation is a daunting process, involving past lives, elemental alignments, and a variety of other factors that require significant attention to detail. While this deep character customization can be incredibly rewarding for dedicated players, it can also be a barrier to entry. Newcomers may find themselves lost in the weeds of the system before even getting to the heart of the game.
One of Nephilim's strongest aspects is its presentation. The art and layout, while not groundbreaking by modern standards, exude a gothic, surreal quality that perfectly complements the game’s mystical themes. The illustrations are dark, moody, and evocative, which nicely complements the atmosphere of the game, even if they occasionally obscure the clarity of the text.
At the same time, Nephilim's presentation does suffer from the typical issues found in many early '90s RPGs, such as dense blocks of text, inconsistent layout, and a tendency to overload players with information without clear guidance. The mysticism that pervades the game is often reflected in the game’s writing style, which can occasionally veer toward the impenetrable. This is a game that assumes players are already familiar with esoteric traditions and it doesn’t always make the effort to ease new players into its complex world.
At its best, Nephilim offered a unique approach to supernatural-themed RPGs, one that blended philosophy, magic, and exploration in a way that was unusual at the time (and probably still is). The game's background is rich with possibility and its mechanics take a "contemplative" approach to character growth and development. For those willing to put in the effort to understand the system and immerse themselves in the game’s themes, Nephilim could offer a truly unique roleplaying experience.
Unfortunately, I suspect that rarely happened. Nephilim has a lot of flaws. The complexity of its rules and the obscure nature of its background material can, as I said, be off-putting for many players. Its occult focus, while a selling point for some, may feel inaccessible or even pretentious to others. The game is undoubtedly aimed at a niche audience – players willing to invest time in deciphering its symbolism and mastering its systems – which no doubt played a role in its inability to achieve broader appeal.
On the topic of games we were obsessed with but never actually played, it would have to be Rifts for me. I never even *tried* to play it, since it's such a mess, but it's a glorious mess. I took a ton of ideas and inspiration from it for other games, and loved reading through the utter madness of the sourcebook.
ReplyDeleteOn the plus side, the Savage Worlds version does finally offer people a chance to use the setting without the godawful rules or the worst excesses of Kevin's imagination. In particular, Pinnacle gave players a clearly heroic in to the world by adding the Tomorrow Legion as their default PC affiliation, and they've been pretty careful to push some of the more repellant and appropriative material right out the door. Perhaps most importantly, the Coalition States and their European imitators are clearly called out for what they are - the bad guys, a bunch of intolerant and hypocritical fascists who pose as much of a threat as the worst D-Bees.
DeleteGiven Palladium's dwindling release rates and Kevin's advancing age making his usual micromangement style more difficult, Savage Rifts is probably the best thing that could possibly have happened for the IP, and may well carry it forward for another thirty years.
It's worth noting that the supplement Liber Ka greatly revised the magic system of the game (no more fireballs and such). Judging by recent BRP publications, it is the preferred system for games of the sort, and likely what they would use were the game republished today.
ReplyDeleteI remember Nephilim. I lifted some of the magic system for use in other BRP derived games. I was never tempted to run it though. I found the premise pretty repellent. You possess various humans, suppressing their spirits and stealing their bodies for your own purposes, and their are even rules for when the mortal impudently tries to take their own body back. But there is no suggestion in the book that doing this is in any sense an issue. White Wolf games faced up to the monstrousness of vampires and so on, and made it an important part of the game dealing with it but Nephilim's attitude throughout the rules was that if a higher being like you had the power to abuse your lessers that was just the way it worked. It did not seem to occur to any of the authors that essentially murdering and replacing a completely inoffensive human was even an issue. That did not sit well with me at all. That might be a barrier for others as well, not everyone is happy playing an amoral egoist, and that seemed to be the Nephilim in a nutshell.
ReplyDeleteI've been a longtime fan of Chaosium over the years, but Nephilim didn't even make me look twice. Too esoteric, no hook to draw me in at all, and worst of all it was widely (and properly, IMO) seen just another of a slew of "urban supernatural" games aimed at getting a chunk of White Wolf's pie.
ReplyDeleteI bought the core book when it was released and I was intrigued and unnerved. even at 23 at the time, I was pretty well versed in esoteric and occult knowledge, but this was...different. When they made this game, they really did their homework. I think it hit too close to home when it came to magic. It was a little too realistic.
ReplyDeleteHow do you feel that Nephilim compares to other occult RPGs like Kult or Majus ?
ReplyDeleteI have zero experience with either game, though I've been intrigued by Kult for years.
DeleteThe current version of Kult is quite different than the earlier English translation. Setting is the same, but the game engine is completely different. Having played both I'm not sure which I really prefer, honestly.
DeleteI never owned or played NEPHILIM, but I did briefly run a somewhat similar RPG from the same time period, IMMORTAL: THE INVISIBLE WAR. It's probably even less accessible than NEPHILIM, because the vast majority of the mystical content in IMMORTAL was invented for the game, rather than derived from "real" occultism. It was not a hit with my players.
ReplyDeleteYeah, I remember my circle of friends bouncing off that one even harder than Nephilim. Neither went over well, though. Mage the Ascension was the big winner in these parts.
DeleteThis is the first time I've heard if this game and it doesn't appeal on many levels, but horses for courses. Sorry if what I'm about to express seems very negative.
ReplyDeleteThe description you give leaves me wondering about what sort of adventure the referee was supposed to create and the burden (design and planning time) that the detail of the character creation system places on them. Overall my impression is that it seems more like a design project than a playable game. While art for art's sake is valid, there must have been some discussion on whether this ever had a chance of selling?
I’m generally a Chaosium fan (although I’m not happy with what Jeff Richards has done to Glorantha…), however I totally agree with you.
DeleteGranted, I’ve never checked-out Nephilim, but I can’t imagine what I would do with a premise like this, as a GM.
Adventures in Nephilim under most GMs are probably going to be similar to other games of the type, such as Mage: the Ascension, C.J. Carella's WitchCraft, GURPS Cabal or GURPS Voodoo: The Shadow War, Majus, Unknown Armies, Wyrd is Bond, and so on. "Occult conspiracy" is a pretty well-developed genre with a lot of gaming representation. For fiction, there are plenty of paranormal mysteries like the Dresden Files series, paranormal romance like Diana Tregarde or Merry Gentry, or even the likes of Foucault's Pendulum or The Club Dumas to serve as models, among other examples.
Delete...i'm unfamiliar with nephilim but your description strikes a similar chord to monte cook's invisible sun, which i might characterise as omni magazine: the roleplaying game...
ReplyDelete...also similarly, it's a game i've collected largely due to sheer fascination with its opaque descriptions, esoteric presentation, and admittedly polarizing character; i'm not sure that i'll ever find a group to play it, but its deep arcane systems and real-world-crossover lore draw me right in...
I played a handful of Nephilim sessions just after it came out. I remember something about a heist at the British Museum; this was possibly a starter adventure in the rulebook or the GM screen.
ReplyDeleteAfter that, we stopped playing. I think it was a bit too esoteric for us -- we were all 15 or 16 -- and it wasn't clear what player-characters were suppose to do.
This is my point. If it's not clear what the players are supposed to do, then how's a referee supposed to design and plan an adventure?
DeleteI've still got my original copy I bought from Ballards. I recently expanded with the GM screen that has the adventure "Temple of the Ancients" in which would be the one you remember. Never ever have I managed to get to the table.
DeleteNot Ballards in Tunbridge Wells?
DeleteOne and the same.
DeleteThat's very likely where we bought our copy!
DeleteJames, if you are familiar with In Nominee, I'd love to hear your thoughts. For me it's very much in the same 90s occult category.
ReplyDeleteJames, I wonder if I could persuade you to make a small adjustment to your writing which would broaden its appeal? I've noticed that you frequently use "he" to refer to a generic RPGer, and think that using "they" instead would be both more accurate and more inclusive. Of course, I realise that this is Grognardia, celebrating old-school gaming, and also that the majority of your readers may well be men. Nonetheless, I hope you'll agree that your readers, and role-players in general, may well be of any gender - and the hobby is for everyone.
ReplyDeleteThe reason I'm adding this comment to this particular post is that the opening sentence starts out one way, but then switches at the lasty moment: "I think anyone who's been deeply involved in the hobby of roleplaying games for any length of time will eventually come across a game with which they become obsessed – not necessarily because they actually play it but because the game's concept or presentation happen to strike an unexpected chord with him." I realise that it may be hard to change one's habits, but I believe that - in this case - it would be worth it. Thanks for reading!
Here's what I wrote about Nephilim on my own 'blog. https://www.jamescambias.com/blog/2017/09/island-of-lost-games-nephilim.html
ReplyDeleteInteresting to see how my own impressions are mirrored in those of Our Host and the other comments.
Oh, Nephilim! One of my faves... for some reason. But your comments about not really giving guidance to players (or GMs for that matter) are well-taken: I managed to run a short, abortive campaign of it many years ago, but after character creation my two players stared at me and one of them asked in dawning horror, "Okay, that was fun but... what do we DO now??"
ReplyDeleteI also have some complaints about the system, about missed opportunities to mechanically realize the lore due to an overzealous adherence to the Chaosium house system... but that's niggling detail compared to the "looks neat but what does it do" problem.