This weekend I got to sit down and play Nobi Nobi: Sword with two friends and see how it actually runs. It did not run too far from what I expected, but here’s some thoughts.
First, the set up was easy since all you’re doing is choosing a pregen character type and pulling out a quest to tie things together. There’s no meaningful setting lore attached outside of whatever that card gives you, which, speeds play but also means a lot of “get ready to improvise world details”, which might be a bump for some folks.
Each scene is it’s own thing and I feel like mostly the default mode of play is “don’t think too hard about how this scene ties to whatever the last scene is, or the mission itself”. It’s not impossible to come up with these things, it’s just that it is likely to be the most work or challenge in this game if you’re going to be a stickler about trying to rationalize consistent logic bewteen the randomness.
Because players aren’t making any choice about what the party is doing next, what kind of scene is happening next, it’s the lack of agency you got from a railroaded game without the unifying vision of a GM. On the other hand, because you know you don’t get that choice, you’re not left trying to suss out what direction you should go or if you can do something or not because it would “interfere with the plot”. This is kind of the main thing I felt why this would be a little pick up game but not a great long term sort of experience and that was 100% the experience.
A small, surprising element that appeared during play is that some of the reward cards you get point to building relationship ties with the other player characters. One player picked up “Sensei” which you pick another character to be your mentor; you can use their ability at double power. I picked up “Tsundere” which meant I had to have a crush on another character but allowed me to give them a bonus to their rolls by helping them out. I think tying in “you get stronger relationship mechanics as part of advancement” might be an interesting idea to port to other games, just not randomized through cards, is all.
Overall I’m going to put it in the category of “short boardgame experience with a light dusting of roleplaying”as a game, and certainly not a bad one to start as a light intro to people curious about roleplaying games. Probably not a category most people who frequent this blog need, but if you have a large circle of boardgame friends who have been on the edge about RPGs, this could be a way to open the door for them.
ETA:
Friends came in town and we played Nobi Nobi with 5 people; as a 5 player game it was much more entertaining, and I think you want at least 4 players to get the experience. I’d probably say Nobi Nobi is to RPGs what “party games” are to boardgames. A lot of the light/dark reward cards get fun interactions when more of them are on the board, so more players really helps in that regard.
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