The Resistance Table that Became a World

When I returned to TTRPGs, I tried to approach running games with an open mind: I assumed that I knew nothing, I took in new ideas, and I ran systems that I would never have run back in the old days. However, as time passed and fresh experiences slowly accumulated, I realised that there was some method to my old madness and that the routines and techniques I had built back in the day can yield surprising results when implemented with one eye on some of the more modern thinking about games.

This lesson stepped into sharp contrast when I was running my recent Call of Cthulhu game. The group kept committing crimes and I found myself needing to answer very basic questions: what are the chances that someone actually starts an investigation? And if they do, what are the odds they track the investigators down? Later, after a disastrous encounter with some cultists, the characters tried to obtain better equipment and I needed to work out how difficult it would be to acquire military-grade guns and medical-grade narcotics.

Nothing in Call of Cthulhu really addresses this beyond luck rolls and NPC skills, but muscle memory fades slowly and I instinctively reached for the Resistance Table that used to appear in every BRP game: compare an active value to a passive value, read the percentage chance of success, and move on. Two quick checks let me resolve those questions without resorting to pure vibes or GM fiat.

The odd part is that I don’t generally use the Resistance Table. In fact, its use is now so unfashionable that Chaosium removed it entirely from 7th edition. So where did that long-dormant instinct come from?

Weeks later, browsing my old Nephilim supplements gave me the answer: The original French edition had an entire lattice of procedural tools welded into BRP. These were rules that shaped play in quiet, interesting ways but were never picked up by Chaosium or anyone downstream.

This post is about that forgotten set of procedures: what they were trying to achieve, how they shaped play, and why they may be worth a second look.

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NI: Les Arcanes Majeurs


Next Incarnation is an on-going series in which I engage with material produced in support of my all-time favourite game: Nephilim. Created by Fabrice Lamidey and Frederic Weil, Nephilim was first published in 1992 and has since seen five separate French editions (yielding close to 100 supplements) and an English-language translation produced by Chaosium. The rest of the series can be found here.

A repository of lore and background that attempts to add texture and complexity to the game by presenting us with a different character ‘path’ for each of of the major arcana of the tarot deck. Full of lovely details but not enough advice on how to use any of this lore in the context of a game.

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NI: Le Lion Vert

Next Incarnation is an on-going series in which I engage with material produced in support of my all-time favourite game: Nephilim. Created by Fabrice Lamidey and Frederic Weil, Nephilim was first published in 1992 and has since seen five separate French editions (yielding close to 100 supplements) and an English-language translation produced by Chaosium. The rest of the series can be found here.

Nephilim‘s answer to Vampire: The Masquerade’s Succubus Club is a hybrid supplement comprising elements of setting book and adventure anthology. One of no less than four books that Multisim released for Nephilim in 1993, Le Lion Vert stands as a testament to the raw creative power that was flowing into the game. Wildly undisciplined and somewhat uneven, the supplement moves from the sublime to the useless and on to the frankly bizarre in that it positions Basque Separatism as an occult plot. A little bit brilliant and a little bit mad.

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NI: Les Templiers (1st edition)

Next Incarnation is an on-going series in which I engage with material produced in support of my all-time favourite game: Nephilim. Created by Fabrice Lamidey and Frederic Weil, Nephilim was first published in 1992 and has since seen five separate French editions (yielding close to 100 supplements) and an English-language translation produced by Chaosium. The rest of the series can be found here.

A flabby yet evocative attempt at capturing the goals, methods, symbols, and power-structures of the game’s best-known antagonists: The Knights Templar. Also contains three usefully-pointed adventures designed to help communicate the book’s nuanced vision of what it means to be a Templar.

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Thoughts on Adventure Design and Nephilim’s “Les Veilleurs”

Looking back over the scenario reviews that I have published on this site, I am struck by the fact that most published scenarios seem to miss my personal sweet-spot when it comes to the trade-off between providing content and empowering GMs to create their own content: Those scenarios that go long on detail feel restrictive and that sense of restriction makes me second-guess and resent the author’s creative decisions. Meanwhile, those scenarios that are short on detail under the guise of allowing GMs more freedom to write and/or improvise often feel thin, poorly structured, and a waste of money. I would argue that this sense of dissatisfaction is inevitable and unavoidable.

The problem is that every group has its own energy and every GM has their own creative workflow. Indeed, before we even address the question of what constitutes a ‘creative workflow’ we need to recognise that while some groups are happy taking action and driving their own narratives, other groups will be much happier sitting back and allowing GMs to narrate a story around them. Back in the day, we would have said that the first group were simply better or more experienced players but my time in the hobby inclines me to think that this is as much a reflection of personality as it is of experience. Either way, a group of people who are happy to have a story told to them are going to want something very different from a scenario than a group that wants to create its own stories. There is no such thing as a one-size fits all published scenario. Even the greatest and most legendary of campaigns is likely to fall flat if your group don’t vibe with the type of story that a campaign contains.

Moving beyond the players to the people running the games, I think that different GMs have different levels of comfort with the idea of a mutable text. Even GMs who do enjoy improvising will sometimes struggle to deal with groups that depart too violently from narratives laid out in published materials and some people do not want to improvise at all. Indeed, if you look at your average published dungeon crawl you will find very little room for ambiguity or the kinds of mutable narratives that are unlikely to survive initial contact with a group of players determined to pursue their own goals and create their own stories. I am even tempted to say that the emergence of a non-traditional RPG scene has allowed traditional RPG designers to double-down on the use of linear narratives. After all, if you want your players to assume control over the narrative, why not play a game that explicitly gives them narrative powers?

The best RPG sessions I have ever run were those in which the players were free to explore and engage with the things that were of interest to them. While it would be impossible to produce a published scenario that allowed for every possible narrative swerve groups throw at their GMs, it should be possible to produce published adventures rich enough to encourage player agency whilst supporting a GM’s ability to deal with that freedom. This is what I mean when I talk about my personal sweet-spot for adventure design and I find it really interesting that so few scenarios and campaigns have any interest in positioning themselves anywhere near it.

Reflecting on this point, I tried to remember which (if any) published adventures manage to get that balance right and while my first thoughts went to Gary Gygax’s The Village of Hommlet (opening chapter of his famous Temple of Elemental Evil module) I then remembered the first supplement put out in support of the original French edition of Nephilim.

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Some Additional Thoughts about Nephilim

A little while ago, I wrote a piece about how Nephilim – the game whose commercial failure is responsible for Chaosium no longer developing new games – is my all-time favourite RPG.

I wasn’t planning on writing anything else about Nephilim as I’m not currently playing it but then I happened to listen to a podcast that changed the way I thought about investigation-based RPGs.

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