It's important to note as
@Phigment established that White Wolf products
in general were transgressive against both gaming trends and cultural norms of the time- and applauded for the maturity with how those transgressive themes were handled. Not all of them aged well, and not all of the people today writing for the line or consuming it as fans are equipped to
do anything with it. I know I'm not- I just do the best I can.
The point i'm trying to make is that Exalted deliberately tried to tackle uncomfortable themes and topics, and to make them fun and engaging. Sometimes it swerved too hard into 'freak the normies' shock value writing- or how some of the writers were starting to use the setting to express and canonize their own personal preferences.
I want to stress though that WoD and Exalted were as much about Themes as they were Events or Allegory. Sometimes even moreso. The Realm isn't supposed to be a 1:1 pastiche of imperial china and decadent rome- we just call it that because it's an easy quick soundbyte to actually express the concept in brief discussion.
The fundamental reality is that Exalted is
so big, that trying to discuss it becomes a job unto itself as you have to establish canon vs headcanon, referring to which book where under which author and who knows any number of other things- even before 3rd edition was released, people were
tired of it. Before Sufficient Velocity emerged, people were tired of it. Most people had given up on Exalted as a
game simply because there was no way to consistently discuss it without devolving into arguments about how broken it was or how there was no room for variance- an assertion I definitely saw but personally cannot believe.
I'll curtail my usually 3e screed here- but the point I'm trying to make is that Exalted was meant to be transgressive, to have unvarnished looks at realistic, plausible consequences of it's heroic fantasy setting. To be a
political game, not in the sense of a random Exalt being a stand-in for some real-life politician, but to be about the science and philosophy of politics, of
power itself. Exalted- like any game really but this game more than any I'd really ever known except maybe Eclipse Phase- relied on critical thinking and a player's willingness to engage with the material beyond the surface level.
But as I say this, I want to stress that transgressive is not about shock value or freaking out the readership- 2e had it's fair share of doing that and doing it badly. Transgression is all about recognizing the environment the movement is in and then showing how it's trajectory is running at-angle to it. The 'transgression' of 1e and 2e to a lesser extent was that it chose to make a setting based not on arbitrary fantasy tropes, but historic precedent, sociological concepts and anthropological trends that we see in our own histories. That slavery is awful and exploitative and under a given circumstance
mind-numbingly profitable. And for no other reason is it employed. Everything else is post-hoc justification for it's existence.
Exalted is transgressive in the sense that there is no intrinsic value of a person in Creation- compared to that of any number of Chosen One settings or 'The Soul is the most unique and treasured magic' tropes you see elsewhere. I've said before elsewhere that the value of a person in Creation is their
history. Without that you're just meat and will. It's transgressive because at a thematic and conveyance level, it took fantasy tropes like 'The Chosen One' and recontextualized it as a mythic lottery for heroism.