*shrug*
*shrug*
Okay, so I'm in a game. It's a round-robin, and I'm first up for STing. Game is set in the East, and I am not as cognizant of the lore about the East as I perhaps should be. I'd like to set it somewhere that isn't the Scavenger Lands, just because it feels like everything starts there. (And the circle will probably wind up in Nexus anyways at some point.)
Doesn't help that as far as I can tell 3e doesn't have anything on Rathess, Mahalanka, or Volivat.
Oh, @Shyft. It amuses me greatly that "the GM tricking you" is something that you find surprising, or at least worthy of comment. My asshole of an ST does it frequently as a matter of course and then gloats about it.![]()
Ah, the renowned Desslord.Unbreakable Diamond, the Ferry of Lethe
Lord of Death
Creature of the Queen of Suicides
Like- Aleph points out in her post here that a character who can word something cleverly can get one over on the players... where do you draw the line at playing the player or playing the game? IF the player doesn't twig on the statement as 'This is fishy I should check it', then is it fair? It can be fair, but there are any number of variables one has to account for. I'm starting to ramble now, but it's an interesting topic.
On the one hand, getting a lie past a Solar can be an accomplishment, and allowing that is more interesting than being flat no-sold. But again one must strike that careful balance of 'work vs play'.
* Personally, I like this atmosphere of rampant paranoia, but most other GMs I've talked to don't.
Worth considerations- but of specific note is this. I find that level of paranoia exhausting, especially in an IRC game. I should also note that most of my gaming sessions across my career are 3 hours, not the comfortable 4-6 that a lot of other games have (mostly due to scheduling). So I am usually seeing 2-3 scenes per session, 4 on a good day with planning.
I think also it's worth noting that the 'explicit statement that our past lives were ganked' is... Not that explicit? Like- It's a habit you get trained into by following the fandom, but it's also a habit that a player might want to break. Meticulous paranoia can be fun, but it also can be really disruptive. Especially when one player is more gung ho and another player is more circumspect.
Notably, one of the big differences between how @Shyft is thinking of JET and how I am is that Shyft is thinking from the perspective of a Twilight player who's using JET, while I inherently think of it from the perspective of a Night player who's facing JET. Now, we've had the discussion about PC Charms vs NPC Charms before, and I'll ask @Jon Chung not to jump in again regarding Sidereals on that score, but it's worth emphasising that Inksgame is relatively unusual in not having met any other Celestial Exalts yet that Inks knows of - she's felt the effects of one or two, but never faced any directly. Most games do expect to deal with other Solars, or elder Lunars, or demon princes who have Panoply abilities that are balanced against singular Solar Charms, or whatever. And in a lot of games like that, players are going to want to lie to those people; saying things like "of course we're not here to murder you and steal the Book of Three Circles; whyever would you think that?" or "I'm absolutely loyal, sir, you can definitely count on me" or suchlike.
And this is where lies-as-play comes into effect, because in those cases JET means you just don't get to play that game of being a clever political actor or a sneaky con-man or a bold thief who bluffs their way through in plain sight. The ST either has to just never give JET to an NPC and thereby nerf the challenge or say You Don't Get To Even Try This. This is, fundamentally, why I support the Instant duration of Factual Determination Analysis over the scene-long Judge's Ear Technique - not for the ST to use against the players, but for the players to use against NPCs who feel competent and challenging. There's a reason I brag so much about Keris pulling off her lies and secrets against FDA-equipped Infernals, and it's because it feels amazing to get away with that sort of thing through clever roleplaying and well-chosen stunts.
Tell me, do you fear dess?I've been waiting days to post this.
It's not my fault. I'm not to blame. It's the @Rook, the @Cornuthaum, who set this flame.
Unbreakable Diamond, the Ferry of Lethe
Lord of Death
Creature of the Queen of Suicides
To die at sea is a terrible thing. More terrible still in the battles of the Shogunate, when so many sailors met their ends buried deep within their ships, never to see the sky again.
The lucky die instantly, hit directly by weapons larger than men, dead too soon to realize their end was coming. The less lucky die quickly, as those weapons tear loose walls of jade and bring them crashing down upon them. The substantially less lucky die slowly, trapped in a room far below the waves, as fires burn their flesh from bone, as water seeps in through the cracks in the corners.
The truly unfortunate don't have time to drown. The sharks find them first, and tear them into a meal for five. If they have the smallest semblance of fortune, the light behind their eyes goes out before seeing one gulp down their heart, but Siakal's children have never found that important enough to ensure.
When one lives their life dealing out that fate, it can seem quite fair when they face it. But that is a lie. There is nothing fair about it. There is nothing fair about any of it.
When a ferocious, celebrated captain of the Shogunate watched a shark eat her kidneys, and awoke to the faces of those she had ordered dead in battle and to all the sailors who had died under her command, she was far from the first to realize that. But when she had finished having words with all those who remembered her from life, they may have been the first to make a journey to the dark places in search of a peace that eluded them.
They may not have been. But they were the first to come back.
Today, a fleet sails the oceans and rivers of the Underworld. It isn't always the same ships. Some sail with them for a time, and come and go without resentment. But the flagship is always the same - the phantasmal form of a Shogunate fast battleship, crewed by phantoms, and a cheerful, friendly captain dressed in mid-Shogunate high fashion, who speaks in an archaic dialect of Seatongue.
Unbreakable Diamond is not that ship, or its crew, or its captain.
Unbreakable Diamond is that ship, and its crew, and its captain. Whether the captain devoured the souls of her crew that day their ship sank in battle, whether the crew devoured the soul of their captain, whether they all travelled together and in drinking the power in the dark places beneath the world melded into one will, may never be known.
Unbreakable Diamond is the center of the Gentle Repose, an assassin cult spread across Creation, though centered in the West. It is her belief that death is natural. All things die. But they need not regret it. All people should die quietly, peacefully, and move on to Lethe and their next life.
Sometimes, the Gentle Repose assist them in this process - there are poisons that will put a man into a peaceful sleep from which he will never awaken, and when an excruciating death approaches, they may feel it is a kinder ending. This is most commonly euthanasia offered to the sick and wounded, but those who inflict cruel deaths may be given this gift whether they wish it or not.
Unbreakable Diamond and her fleet serve to welcome those who did not find peace in life. Those who cannot let go may find purpose crewing one of her ships. They may find joy in the delights, festivals, and dances ever held aboard the ships. They may need things done in Creation proper, and Unbreakable Diamond will assist them in this. Some will never pass on, but most do find the peace they were denied, and go to their next life happily.
She prefers not to inflict violent deaths, even against the cruel. But she is still one of the greatest battleships of the Shogunate and she is very, very good at it. She believes that ideally, all deaths would be gentle. But she is not under the impression that this is an ideal world, and sometimes a great deal of violence can prevent a great deal more pain.
It is because of this that she is the greatest enemy of Siakal, the Western Goddess of Battle and Slaughter, and the two have frequently hunted one another across the Western Oceans and faced one another in battle. Neither has yet slain the other, despite numerous attempts - they are creatures of different worlds, and can always escape into a realm the other cannot follow.
If mortals do battle at night or in a shadowland and near enough to the sea or the great rivers, she has been known to burst out into Creation, gunning down the children of Siakal and bringing battles to an end swiftly, taking all those who still wish to fight back to the Underworld with her, to live out the rest of their days in peace.
Unbreakable Diamond as Liege: Unbreakable Diamond crosses the seas of both the Underworld and Creation, and may well find scattered Monstrances there. She is a soldier by nature, and has a natural affinity for the Dusk caste, though the Moonshadow and Daybreak castes better-suit her purposes. Regardless, when able she chooses those who have known pain in life, who retain the kindness to wish others peace.
Her Abyssals are almost always given tasks in Creation - to run hospices, to seek to prevent wars and great bloodshed, to counsel the miserable, to protect her cults, and to take care of the tasks that prevent the dead from finding Lethe. She is not the most political Deathlord, but she despises Siakal, and would love to take the opportunity Abyssals present to have the goddess murdered.
I see the tradeoff where the players can't lie to a fellow Solaroid (and must resort to lying by omission and being at least partially honest about their goals)
Except that's the core of the problem. The tumour that is JET also tells then when you're lying by omission. And it's a scenelong so the GM has to constantly provide this information - not just when the PC deliberately tests a statement.
I detest JET with a fiery passion because it massively increases my workload and my overhead as a GM. For every bit of dialogue during an entire scene, I have to evaluate my precise phrasing and tell the player not only if the character is lying directly, but also if they're lying by omission. No. Fuck that. I'm already having to simulate an entire world with smoke and mirrors. JET demands that I also track whether every single character the PCs interact with is telling falsehoods or meaningfully not providing enough information.
And on top of that, it's a bad genre power. Mythological characters get lied to and deceived all the fucking time. It might be acceptable if it was something like Eye of the Unconquered Sun - which is to say, Obvious, high essence, and something you can't walk around with all the time as an overt and terrible work of Solar power - but I am not going to shut down a major facet of human interaction with a scenelong low cost low requirements Charm with no meaningful counterplay which doesn't even use the existing mechanics for detecting lies and in fact entirely invalidates them.
From an outside perspective, you are assuming no trust and ES and Aleph are assuming high trust (or at least medium trust).Well, that's the thing - I'm already doing this. The majority of my NPCs with reason to do so are lying to the PCs constantly in various ways, so if I want to correctly handle what they're thinking and what they expect to happen when they interact, I need to keep track of what they're trying to do with regard to manipulating the PCs. The specific thing I found helpful was that the ability to tell when people are directly telling the truth saved time dealing with absolute PC paranoia once the game had already reached that state, since using a Charm to check uses a lot less time than investigating each NPC's claims even if that could be handled in an offscreen investigation single roll.
Assuming the cost of simulating what each NPC knows vs what they're saying to the PCs is already paid for due to how I'm doing this anyway, what is nice is the cost of adjudicating player actions to try to find out what each NPC knows vs what they're saying to the PCs is reduced. There are other ways to handle this besides Judge's Ear, but it actually saved me time.
Does anyone besides masochists use the 2E social system? It's not ideal to completely shut down the ability to lie to Solars, but in this particular case, I was wasting so much time that the tradeoff was worth it.
Does anyone besides masochists use the 2E social system? It's not ideal to completely shut down the ability to lie to Solars, but in this particular case, I was wasting so much time that the tradeoff was worth it.
Article: Characters can also evaluate motivation with (Perception + Investigation) at the listed difficulty as a standard dice action when they suspect a character in the scene has just lied. Success discovers whether the statement was a lie or significantly deceptive omission, though the character does not discern the truth.
So, yeah, solution to JET? Let it instead let you make reflexive "tell if someone lied" rolls. If you don't have enough Investigation to beat a good liar... well, sucks to be you. Invest in it more if you want to be King Solomon. Don't bypass the system. Don't give Investigation 2 characters the capacity to completely no-sell a basic facet of human interaction as part of a scene-long low cost non-Obvious Charm.
A key point here is abstraction- is it more important to include a basic tennent of human interaction (lying and manipulation), or is it more important to abstract it in service to the kind of game convention Exalted wants to present?
One of the things that I like the most about Storypath is how the Procedural system gives proper context to the process of acquiring, parsing, and using information. When I looked through the Charm trees a week or two ago after having the opportunity to absorb Storypath, Sociallize practically slapped me in the face and screamed "I AM AN INFORMATION GATHERING SKILL, NOT AN INTRIGUE SKILL!"Ah, that's the thing.
It's not part of the social combat system. Explicitly so. It's in a section which is explicit that it's an exception to the (awful) social combat rules. It's part of the "Reading Motivation (Investigation)" section on p131.
Article: Characters can also evaluate motivation with (Perception + Investigation) at the listed difficulty as a standard dice action when they suspect a character in the scene has just lied. Success discovers whether the statement was a lie or significantly deceptive omission, though the character does not discern the truth.
The difficulty mentioned is (half your Manipulation + Socialise, rounded up).
Incidentally, that answers the point that @Shyft has previously raised about Socialise being pretty useless and largely serving to constrain you and make you suck. Well, yes - its major part as your DV-alike against people knowing you're lying is entirely negated and thrown out the window by JET.
So, yeah, solution to JET? Let it instead let you make reflexive "tell if someone lied" rolls. If you don't have enough Investigation to beat a good liar... well, sucks to be you. Invest in it more if you want to be King Solomon. Don't bypass the system. Don't give Investigation 2 characters the capacity to completely no-sell a basic facet of human interaction as part of a scene-long low cost non-Obvious Charm.
But Jon, if you don't use the social system, then Linguistics has literally no mechanical function.Does anyone besides masochists use the 2E social system? It's not ideal to completely shut down the ability to lie to Solars, but in this particular case, I was wasting so much time that the tradeoff was worth it.
like- I, Shyft, the Player, am not represented by stats on a character sheet and even if I were, I am not Int 5 Per 5. If I don't notice something out-of-game, if my storyteller is better at communication, better at describing and ommiting details to generate a specific response- is that fair? Consider the counter example. Everybody understands that a given player is not going to be a brilliant salesman or speech writer, but they're still going to let them roll well if they have a good pool at it.
The Lawgiver is attuned to her subconscious, and is preternaturally aware of her surroundings. If the Exalt possesses this Charm, she feels an instinct each time she encounters a scene in which a case scene or profile character action (p. 224) should be used. At this point, the Storyteller informs the player which action is appropriate, and vaguely why—if danger is present, the player is informed that the Solar senses a trap and should use a case scene action; if there is a suspicious character, the player is made aware of that character so that a profile action can be used. This Charm does not entail automatic success at each prospective action. It merely informs the player which action should be performed, and why. As the Solar notices many things the player does not, this Charm can be used to generate reasons for investigations it would otherwise be impossible for a normal character to perceive.
... Is that a shipgirl?!Unbreakable Diamond, the Ferry of Lethe
Lord of Death
Creature of the Queen of Suicides
Do you fear dess my friend?
BRB; writing up sexier, better looking (and playing) Chinese knockoff to cannibalize its powerbase and assume its throne.