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A little bit about Nomads Unbound's influences and goals

A little bit about Nomads Unbound's influences and goals - Mind's Vision

Nomads Unbound came to life from my desire to create a narrative game that could embrace different universes while still having its own story, characters, and events. I wanted it to be a blend of a generic system and a unique campaign setting—something that could serve as both a playground for creativity and a structured narrative experience.

When designing Nomads Unbound, I followed three main philosophies: keeping gameplay fast and fluid, ensuring the system could act as a toolbox for infinite storytelling possibilities, and constantly generating new elements to push players beyond their comfort zones.

Speed and Flexibility
From the beginning, I knew the rules had to be simple and flexible to keep the story flowing without interruption. Of course, I included the staples found in most tabletop games—character creation, combat, artifacts, and abilities—but I also introduced new mechanics focused on cooperative and solo storytelling. Elements like scene creation, supporting characters, challenges, and creatures were added to help players shape their narratives.

One of my biggest concerns was making sure these two sides of the system—traditional gameplay and narrative mechanics—felt seamless rather than clunky or overwhelming. That’s where the idea of using cards came in. Drawing a card as the primary resolution method kept things quick, making the whole experience more fluid and intuitive.

A Toolbox for Infinite Stories
I wanted Nomads Unbound to be more than just a set of rules—it needed to be a constant source of inspiration. In many narrative games and RPGs, I’ve seen moments where the game stalls because players or the GM run out of ideas or get bogged down by too many mechanics. To avoid that, I designed tools like random tables and abstract mechanics that would keep the focus on story progression without creating unnecessary complexity.

For me, it was crucial that players could always find a way forward, whether they were developing their characters, building intricate plots, or simply improvising on the fly. The system needed to support creativity without exhausting the players.

Expect the Unexpected
One of my favorite aspects of Nomads Unbound is how it constantly throws players into unexpected situations. Even though they control many aspects of the story, the game is always ready to surprise them with bizarre creatures, strange events, and unpredictable twists. I wanted every session to feel like an adventure into the unknown, where the characters’ paths are never entirely certain. The chaotic, infinite universes within the Irreality of Nomads Unbound are designed to reflect that sense of wonder and unpredictability.

A Bit About Me
I’m Marcelo Collar, a 43-year-old journalist who—like so many others—started my RPG journey with the classic The Warlock of Firetop Mountain. My love for wargames and computer games has deeply influenced my design approach. I’ve drawn inspiration from sources like Stephen King’s surreal The Dark Tower series, the dark fantasy of films like Pan’s Labyrinth, and Oldboy's raw, visceral intensity.

Creating Nomads Unbound has been a labor of love. It blends my passion for storytelling with my fascination for the unexpected. I hope it inspires others to explore, create, and immerse themselves in its endless possibilities.

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