
Nephilim approaches the metaphor of magical enlightenment from another perspective, from the viewpoint of the soul reaching down to the ego, not the ego looking up. Metaphorically, Nephilim are the spiritual self, the magical side of a person that awakens when one first glimpses the infinite. Nephilim is a game of the soul's journey out of darkness into light, of the gradual illumination of the whole person. The Nephilim and its Simulacra (host body) represent the yin and yang of mindful awareness. The Nephilim is awareness and being, and the Simulacra is mindfulness and doing. Joined together they are "becoming", or directed change. Think of the metaphor of a boat, where the Simulacra is the ego, the boat; and the Nephilim is the religious awakening, the pilot.
And on a purely game-play level, the game activities are greatly divergent.
The metaphors discussed above are just the game-design underpinnings. For
all this lofty philosophy, Nephilim is a game of street-level action. The
action in Nephilim is driven by the Nephilim's struggles against the human
secret societies that are trying to destroy or entrap them on the
This is a revised copy of an article explaining the differences between the Nephilim Occult roleplaying game, upon which Age of Aquarius is based, to a the very popular World of Darkness games of which many prospective players will be familiar with as the Camarilla or Sin City. In no way is it intended to discourage your participation in any game, rather its purpose is to explain why the games are different from a very fundamental perspective, even if they are both supernatural horror roleplaying freeform campaigns!
Nephilim differs in fundamental ways
from White Wolf's World of Darkness. The dominant mythology of White Wolf's
world setting is a metaphor for the ego's fear of annihilation, hence the heavy
darkness and death themes; the World of Darkness is the world of Samsara (eastern
mysticism: world of suffering). For the ego, illumination (because it requires
the ego's death) is an unattainable goal. Vampires are the ego, with no knowledge
of the soul, holding on even beyond death, and satisfying their need for the
balancing soul by draining the life essence from others.