Traceroo
Prodigy
I’d like to start an open conversation locally about potential for change within the skill Nomad Curse*. I understand that this skill is on the chopping block for consideration of wholesale deletion from the game.
* I recognize that, at present, Denver is choosing to use the old name of this skill for clarity during in-play use – Outside of game play, I figure that there’s no real reason to carry on the tradition of the outmoted skill name, so I’m gonna roll with “Nomad Curse” in this discussion.
FYI: Nomad Curse is detailed in pertinent part on PDF pp. 61-62 of the ARB, and further described earlier on PDF p. 44.
I believe that Nomad Curse is one of the most highly overpowered skills in the current Alliance game. I think that this skill has tremendous potential for abuse, and for ruining a player’s whole experience with a victim character. I strongly advocate for change within this skill, using the following scale:
Progressive rules changes over the years, stemming from the historical origins of Alliance as part of the NERO system, have attempted to homogenize so much in the game system. There is little in the rules system itself which remains uniquely flavored, colorful. Nomad Curse is one such element, and I think its benefits in creativity and flavor are worth preservation. The “roleplay” mental powers for Biata and Stone Elf characters carry similar power to really mess up a character’s day with their power to reveal confidential information, or influence the mind and personality in-game. I understand that those abilities are not currently on the chopping block at this time. There is much that we can do to improve Nomad Curse without simply kicking it to the curb – and I’d like to convince you of that.
POTENTIAL PROBLEMS
As the skill is currently written, Nomad Curse is overpowered. It has tremendous power to really ruin a player’s fun! Here’s some problems:
Whoa! Talk about O.P.! Those are not small effects!
Bad side: The use Nomad Curse can belittle and degrade a player into behavior that is embarrassing out-of-game, or least not “cool.” Few people are interested in spending $65 and a weekend of their free time in having their conversation restricted because they can speak only in rhyme, or stumbling around in big fat clown shoes… or taking their free-spirited, devil may care independent hero and having that turned into a cowering, subservient wisp in the opposite of what the player wanted to play.
Upside: The free form of Nomad Curse allows for tremendous storytelling potential! It’s a real game changer, and that does have the potential to be fuel to great roleplay. A creative, cleverly delivered curse, wherein the punishment of the curse fits the crime of whatever offense committed within the game can be the act that “punishes” a character and at the same time rewards a good roleplayer with more opportunity for great roleplay.
We can put together a version of this skill that limits the potential for fun killing, and encourages good storytelling.
POTENTIAL IMPROVEMENTS
Thanks for reading through this – I welcome any and all ideas that you have here on this.
Trace Moriarty
* I recognize that, at present, Denver is choosing to use the old name of this skill for clarity during in-play use – Outside of game play, I figure that there’s no real reason to carry on the tradition of the outmoted skill name, so I’m gonna roll with “Nomad Curse” in this discussion.

FYI: Nomad Curse is detailed in pertinent part on PDF pp. 61-62 of the ARB, and further described earlier on PDF p. 44.
I believe that Nomad Curse is one of the most highly overpowered skills in the current Alliance game. I think that this skill has tremendous potential for abuse, and for ruining a player’s whole experience with a victim character. I strongly advocate for change within this skill, using the following scale:
Leaving the skill as it is (sux!) <
Deleting it from the game (boo!) <
Improving the skill so it’s no longer O.P. (yay!)
Deleting it from the game (boo!) <
Improving the skill so it’s no longer O.P. (yay!)
Progressive rules changes over the years, stemming from the historical origins of Alliance as part of the NERO system, have attempted to homogenize so much in the game system. There is little in the rules system itself which remains uniquely flavored, colorful. Nomad Curse is one such element, and I think its benefits in creativity and flavor are worth preservation. The “roleplay” mental powers for Biata and Stone Elf characters carry similar power to really mess up a character’s day with their power to reveal confidential information, or influence the mind and personality in-game. I understand that those abilities are not currently on the chopping block at this time. There is much that we can do to improve Nomad Curse without simply kicking it to the curb – and I’d like to convince you of that.
POTENTIAL PROBLEMS
As the skill is currently written, Nomad Curse is overpowered. It has tremendous power to really ruin a player’s fun! Here’s some problems:
- Nomad Curse cannot miss; it is point and click to use. There is no delivery via packet or melee weapon.
- The victim’s only defense is not being there. There is no magical protection against this. You can’t dodge it. Use of the skill works through Wards, Circles of Power, and so forth.
- The only ways to remove Nomad Curse are for the victim to resurrect, or for use of the specific reverse of the skill, Remove Nomad Curse. There is strong cultural obstruction in-game toward removing another Nomad’s curse.
- Mean-spirited, or even just uncreative use of the skill really has potential to ruin a player’s fun through effects that the victim player might consider embarrassing out-of-game, or which at the very least run contrary to the character archetype one wishes to play. What’s funny for 5 minutes gets a whole lot less funny as time goes on – especially with the potential of event after event with no clear cure except taking a death to resurrection for the victim. Here are some examples straight out of the rulebook:
- Uncontrollable Actions: Rhyme, bark, laugh, jump, sing, sneeze, skip, cough, whistle, limp, trip, spin, cry “with everything you say and do.”
- Deformities: Grow a pig’s tail, grow warts upon your face, sprout the mane of a lion.
- Personality Changes: “Become the opposite of yourself.” A Nomad can point-and-click, with no defense available except not being there, and without chance of miss or failure – curse a character to become the opposite personality than natural.
Bad side: The use Nomad Curse can belittle and degrade a player into behavior that is embarrassing out-of-game, or least not “cool.” Few people are interested in spending $65 and a weekend of their free time in having their conversation restricted because they can speak only in rhyme, or stumbling around in big fat clown shoes… or taking their free-spirited, devil may care independent hero and having that turned into a cowering, subservient wisp in the opposite of what the player wanted to play.
Upside: The free form of Nomad Curse allows for tremendous storytelling potential! It’s a real game changer, and that does have the potential to be fuel to great roleplay. A creative, cleverly delivered curse, wherein the punishment of the curse fits the crime of whatever offense committed within the game can be the act that “punishes” a character and at the same time rewards a good roleplayer with more opportunity for great roleplay.
We can put together a version of this skill that limits the potential for fun killing, and encourages good storytelling.
POTENTIAL IMPROVEMENTS
- Potential for Failure: Make it packet-delivered, under the normal spellcasting rules. Complete a verbal, throw a packet. Stopped by all the barriers, both real and magical that stop packets.
- Out-of-Game Oversight / Marshall Presence: Maybe the Nomad needs a Marshall present to preapprove the content of the curse, and witness its casting?
- In-Game Oversight / Elder: What if Nomad Curse cannot be delivered on the spot, but is a ritual? Perhaps culturally, some IG Authority (tribal leader, local wiseperson, whatever) must approve the use and content of the curse? Put in an IG oversight body.
- In-Game Oversight / Numbers: Instead of having to draw on Plot resources for an NPC in the form of that IG Authority, what if use of the skill takes more than 1 Nomad to bestow? Perhaps 3 are needed to enact the curse. This encourages players to rally friends to play the race with them, encourages IG teamwork. Perhaps there can be an option where it could be 3 Nomads, or 6 persons of any race – building community outwardly even if there aren’t many Nomads in the local game. This would provide community oversight against bad curses.
- Condition for Removal Within the Verbal: One decision that I made personally in my Nomad play is that the delivery of the curse MUST include the condition for making right and having it removed. “Until you pay back the 3 gold you stole from me….” This puts control into the hands of the victim, letting them know exactly what they have to do to appease the Nomad bestowing the curse, and get out of it.
- Let the Punishment Fit the Crime: Add an IG rule that the nature of the curse might be fitting for the offense committed. You cheated me at cards? Pig nose or lisping won’t fix this. Having to say, “I cheated Lola at cards” at the end of every sentence might make more sense. This still has potential for embarrassment, and diminished fun (but so does a Paralyze spell!) – but, again, it puts control into the victim’s hands, encouraging the making of good in-game, not merely the punishment of having done wrong.
Thanks for reading through this – I welcome any and all ideas that you have here on this.
Trace Moriarty