A stupid question maybe, but instead of having systems like Initiative or Health Levels why not just simply using HP?

HP provide a very specific model of how damage works: you are fully effective right up until you "die". A fireball from a wizard with 1hp left does exactly as much damage as one from a wizard with full hp.

Health Levels give a different model, under which getting stabbed/shot/punched degrades your fighting ability. It's harder to shoot straight when you're gritting your teeth to avoid saying "ow fuck ow" every time you shift your weight on your possibly broken foot.

The initiative thing is a weird feature of Ex3e's combat system on which I'm not qualified to comment.
 
HP provide a very specific model of how damage works: you are fully effective right up until you "die". A fireball from a wizard with 1hp left does exactly as much damage as one from a wizard with full hp.

Health Levels give a different model, under which getting stabbed/shot/punched degrades your fighting ability. It's harder to shoot straight when you're gritting your teeth to avoid saying "ow fuck ow" every time you shift your weight on your possibly broken foot.

The initiative thing is a weird feature of Ex3e's combat system on which I'm not qualified to comment.
Initiative is literally meant to model movie fights where blows that deal injuries are rare, lots of parries and near misses and quick cuts or burns until someone's hand is lopped off and combat is over while they are told who their father is.
 
Actually the real reason I'm possibly more hostile than I should be, even given the things that bothered me about the posts, is that I haven't been sleeping basically at all, and when I do I either have nightmares or jolt in and out of sleep constantly. I'd like to say this is an unusual occurrence, but it's really not.

For what it's worth, I'm trying very hard to avoid letting more than annoyance bleed into my tone, avoiding cursing, unnecessary italics, ect. If I seem more than annoyed, my apologies.
Lack of proper sleep isn't exactly known to help people's mood.

If I were to describe how I read your mood from your posts though, I wouldn't say 'annoyed' as much as 'seething'.
 
Kaiya's been in this thread arguing with people for the past like, week or so in basically one go. Of course she's upset by now.
Ah. I do see why that would be the case. I am...in a political minority on a majority of forums I visit, and thus, when politics comes up, I find myself in much the same position you attribute to Kaiya, here. So I can sympathize; it is VERY hard, after a while, to remain civil, and even harder not to start taking it personally. Also, people's posts start bleeding together and I lose track of who said what.

Actually the real reason I'm possibly more hostile than I should be, even given the things that bothered me about the posts, is that I haven't been sleeping basically at all, and when I do I either have nightmares or jolt in and out of sleep constantly. I'd like to say this is an unusual occurrence, but it's really not.

For what it's worth, I'm trying very hard to avoid letting more than annoyance bleed into my tone, avoiding cursing, unnecessary italics, ect. If I seem more than annoyed, my apologies.
My sincere condolences. That stinks. I hope you find a way to make that better; I'd offer advice, but I'm told that I come off as insulting when I do, and I frankly don't know your circumstances well enough to offer useful advice anyway. So... I hope you find a solution. :(

Personally, I take it to heart when I'm accused of any sort of intellectual dishonesty, because I value my own intellectual honesty highly, and thus want to make sure I really am not guilty of such when accused of it. Thus, I take it perhaps too personally when such accusations continue despite my deliberate efforts to address the accusations. Especially when they continue despite my having acknowledged where I have been in error (for whatever reason), treating it as if I were dishonestly insisting on something proven false.

I like being actually right (rather than just "winning the argument" right) too much to want to be engaged in misrepresentation.

Exalted Charms being based to a certain extent on core stuff like "reroll 5s and sixes, double nines" isn't a problem. It's a pretty solid mechanic to base representing supernatural power around, with rerolling numbers being weaker and doubled numbers stronger. That Melee, Archery, Performance, ect ect all use it in some way bothers you isn't evidence of a design flaw. It's evidence that you would rather they have done something different.

The Charmset accomplishes establishing ways to show supernatural prowess in ways other than tacking on more dice. In letting you give capbreaking effects that are ultimately very limited and don't push too far beyond your max Excellency and thus avoid melting the system. They tie into certain attack and defense Charms to show you what the numbers actually mean, and provide soft guidelines on how to represent certain enhancement magic, rather than only ever having big flashy effects to homebrew with.

And the reason I started this conversation a tad annoyed with you was that you, you know, said there were more than 12 dice tricks in Melee. Yes, you recanted, I'm glad. I'm still annoyed you were making such an out-there claim to begin with, because I've talked to more than one person about Exalted who has drawn back because they hear, from people like you, that the system is intolerably fiddly with dozens of redundant powers, until I show them the actual Charmset and they go "oh, that's actually pretty cool."

I think it would be better organized to have the "reroll 5s and 6s & double 9s" Charm be printed once, as the "Nth [Ability] Excellency" was in 2E. I don't like the reroll mechanic, admittedly, but that's because it's adding steps to an already cumbersome process - ESPECIALLY online - and I will grant that that's a subjective preference. There's also some discussion to be had on whether rerolling 5s and 6s is too close to manipulating the TN, and thus something that should be kept thematically related to Fate-weavers.

But the crux of my point is that they don't need to repeat the same-or-similar Charm across 3+ Charm trees. Or, apparently, if what's written here is to be believed, three times in three different Charms in the same Ability when it comes to double-9s in Performance.

There IS a purpose that serves: any Ability without one of those Charms lacks it, where generic Charms like [Ability] Excellencies are by definition available to all Abilities. I think that the simplification is worth the loss of semi-exclusiveness, particularly since there's little reason why, say, Resistance or Stealth absolutely should NOT have the same dice-manipulation options as Melee, Archery, and Performance. (Again, I don't have my book here, so if Stealth has them, pick an Ability that doesn't. And if they all have them, this only reinforces my point about consolidation!)

I think there's a bit of a thematic clash between "we need Charms that show prowess without adding more dice" and "we need Charms that break the caps." But I can see room to argue both. But calling dice granted by a Charm "non-Charm dice" is sloppy, at best. It should have been a big red flag that they need to re-think something in their core mechanics if they're using this term even once, let alone multiple times.

Personally, I have avoided switching to 3e because the Charm set is frustrating. That's not the only reason, but it's a big one. (Lack of support for other splats my players are using is probably the biggest hurdle.) I would love to use the newer combat system, but the Charm overhaul is essential to make that work.

The dice mechanics in the Charms, though, also make online use prohibitive to me and my play group, because combat is already slow as molasses. Adding 2-3 more die rolling steps will increase the time it consumes by at least double, as it's one more thing to check stats, check results, and double-check who has what responses while waiting for everyone involved to be clear.

Double-9s, even double-8s is cool. Lots of fiddly (and yes, "on a 5 or 6" is fiddly) rerolls gets to be game-stalling.

But again, and to close, my gripe is mostly in the backwards step of reprinting more-or-less the same Charm over and over in multiple Abilities (or sub-trees in the same Ability! Really!?) rather than keeping the consolidation represented by 2E's Excellencies.
 
If all dice tricks were as good designed as Excellent strike or Hail shattering practice the solar charmset would be actually pretty great.

The interplay of removing 1's with other charms that exploit 1's is pretty nice.

But shamefully most dice tricks are just boring.

More problematic is that there are a few charms that are just broken, like Fate changing Arete.

And a bunch of charms that are less obviously broken but that can be horribly exploited with just a bit of work, like the multiattack charms.
Fate-Shifting Solar Arete isn't really broken so much as just like...weird. It's basically just double-Xs, but you choose the X. If you pick a 2, it's Double 2s, pick a 5, Double 5s. I wouldn't really want to have it, but I definitely wouldn't call it broken. It's mildly efficient, going to very efficient at Essence 4 where it's double two failure numbers instead of one.

Ah. I do see why that would be the case. I am...in a political minority on a majority of forums I visit, and thus, when politics comes up, I find myself in much the same position you attribute to Kaiya, here. So I can sympathize; it is VERY hard, after a while, to remain civil, and even harder not to start taking it personally. Also, people's posts start bleeding together and I lose track of who said what.

My sincere condolences. That stinks. I hope you find a way to make that better; I'd offer advice, but I'm told that I come off as insulting when I do, and I frankly don't know your circumstances well enough to offer useful advice anyway. So... I hope you find a solution. :(

Personally, I take it to heart when I'm accused of any sort of intellectual dishonesty, because I value my own intellectual honesty highly, and thus want to make sure I really am not guilty of such when accused of it. Thus, I take it perhaps too personally when such accusations continue despite my deliberate efforts to address the accusations. Especially when they continue despite my having acknowledged where I have been in error (for whatever reason), treating it as if I were dishonestly insisting on something proven false.

I like being actually right (rather than just "winning the argument" right) too much to want to be engaged in misrepresentation.



I think it would be better organized to have the "reroll 5s and 6s & double 9s" Charm be printed once, as the "Nth [Ability] Excellency" was in 2E. I don't like the reroll mechanic, admittedly, but that's because it's adding steps to an already cumbersome process - ESPECIALLY online - and I will grant that that's a subjective preference. There's also some discussion to be had on whether rerolling 5s and 6s is too close to manipulating the TN, and thus something that should be kept thematically related to Fate-weavers.

But the crux of my point is that they don't need to repeat the same-or-similar Charm across 3+ Charm trees. Or, apparently, if what's written here is to be believed, three times in three different Charms in the same Ability when it comes to double-9s in Performance.

There IS a purpose that serves: any Ability without one of those Charms lacks it, where generic Charms like [Ability] Excellencies are by definition available to all Abilities. I think that the simplification is worth the loss of semi-exclusiveness, particularly since there's little reason why, say, Resistance or Stealth absolutely should NOT have the same dice-manipulation options as Melee, Archery, and Performance. (Again, I don't have my book here, so if Stealth has them, pick an Ability that doesn't. And if they all have them, this only reinforces my point about consolidation!)

I think there's a bit of a thematic clash between "we need Charms that show prowess without adding more dice" and "we need Charms that break the caps." But I can see room to argue both. But calling dice granted by a Charm "non-Charm dice" is sloppy, at best. It should have been a big red flag that they need to re-think something in their core mechanics if they're using this term even once, let alone multiple times.

Personally, I have avoided switching to 3e because the Charm set is frustrating. That's not the only reason, but it's a big one. (Lack of support for other splats my players are using is probably the biggest hurdle.) I would love to use the newer combat system, but the Charm overhaul is essential to make that work.

The dice mechanics in the Charms, though, also make online use prohibitive to me and my play group, because combat is already slow as molasses. Adding 2-3 more die rolling steps will increase the time it consumes by at least double, as it's one more thing to check stats, check results, and double-check who has what responses while waiting for everyone involved to be clear.

Double-9s, even double-8s is cool. Lots of fiddly (and yes, "on a 5 or 6" is fiddly) rerolls gets to be game-stalling.

But again, and to close, my gripe is mostly in the backwards step of reprinting more-or-less the same Charm over and over in multiple Abilities (or sub-trees in the same Ability! Really!?) rather than keeping the consolidation represented by 2E's Excellencies.
yeah there was a misunderstanding. I thought you were saying the effect itself is a waste of space and effort that could be better spent on something else. Which, given that I love the mechanics of it, I was pretty annoyed with. I'm very embarrassed over this misunderstanding, and apologize. We still broadly disagree but not in the way that I felt justified increasing the annoyance in my tone to the extent I did. I appreciate the sympathy.
 
"Make ones not count to Charms that prey on them" is a strong effect on its own
Sure, it's significant if you're fighting another Solar Meleeist. But do any of the sample antagonists do anything with your 1s? Off the top of my head, I don't remember any.
This is kind of the point, cool basic idea that won't matter in the overwhelming majority of cases, so why even bother?
7,8,9,10 all show up on the roll,
This is bad because it's so fucking unlikely without a pool so massive the gains the charms grants are proportionally tiny, so it doesn't help consistently when you really need it, and when you can proc it often enough, the effect is lackluster. Great fucking design there.
A stupid question maybe, but instead of having systems like Initiative or Health Levels why not just simply using HP?
HP provide a very specific model of how damage works: you are fully effective right up until you "die". A fireball from a wizard with 1hp left does exactly as much damage as one from a wizard with full hp.
HP would require WW to dump the basis of their system they've kept since OWoD 1e. Which will never happen. You can have decreasing effectiveness as HP drops too, via break points, or via things like fractional modifiers based on current HP. That's actually a common system in some turn based games, wherein lower health decreases combat effectiveness.
Solar Archery is split like that because Solar Archery's whole point is making powerful decisive attacks.
The issue is that sure, the decisives are good. And you can't get there against peer opposition because of the lack of options to drop their initiative. Doing lots of damage is all well and good, but means nothing if you never get the chance to throw that pile of damage dice. This is why accuracy is always the important stat, because hitting people at all is more important than hitting hard in every situation.
 
This is kind of the point, cool basic idea that won't matter in the overwhelming majority of cases, so why even bother?

This is bad because it's so fucking unlikely without a pool so massive the gains the charms grants are proportionally tiny, so it doesn't help consistently when you really need it, and when you can proc it often enough, the effect is lackluster. Great fucking design there.


HP would require WW to dump the basis of their system they've kept since OWoD 1e. Which will never happen. You can have decreasing effectiveness as HP drops too, via break points, or via things like fractional modifiers based on current HP. That's actually a common system in some turn based games, wherein lower health decreases combat effectiveness.

The issue is that sure, the decisives are good. And you can't get there against peer opposition because of the lack of options to drop their initiative. Doing lots of damage is all well and good, but means nothing if you never get the chance to throw that pile of damage dice. This is why accuracy is always the important stat, because hitting people at all is more important than hitting hard in every situation.
have you ever actually played a Solar? Because it's...it's really obvious you've never played a Solar.
 
I hate Rising Sun Slash. I hate it. I hate hate hat ehate hate hate hate it.

But you are always going to have a monster huge dicepool when trying to activate it, because it can only be activated when you dump in the full Excellency and yeah you're actually pretty likely to get a straight off of that.

No my problem is the fact that even in 3e Motes are such a precious commodity you're usually only going to do that with that one Free Excellency Charm or when you're going for a final killing blow, in which case RSS is less a major tide turner and more just a fun little extra thing to add on which a straight should not be.
 
HP provide a very specific model of how damage works: you are fully effective right up until you "die". A fireball from a wizard with 1hp left does exactly as much damage as one from a wizard with full hp.

Health Levels give a different model, under which getting stabbed/shot/punched degrades your fighting ability. It's harder to shoot straight when you're gritting your teeth to avoid saying "ow fuck ow" every time you shift your weight on your possibly broken foot.

The initiative thing is a weird feature of Ex3e's combat system on which I'm not qualified to comment.
Taht doesn't prevent the system from using a penalty track tied to HP, if you want to represent capability degradation with damage. Star Wars SAGA Edition is an example of a system that does exactly that. Or you can use a straight penalty track instead of the weird HL thing, like Savage World does.
 
have you ever actually played a Solar? Because it's...it's really obvious you've never played a Solar.
No, I never play Solars, because I find them boring.
But you are always going to have a monster huge dicepool when trying to activate it, because it can only be activated when you dump in the full Excellency and yeah you're actually pretty likely to get a straight off of that.
I did a quick experiment, and did 50 rolls of 20 dice and counted the occurrences of the straight necessary. 12 occurrences, so 24% chance. That is not even close to consistent enough to trust even with a nice meaty pool.
 
... The hell sort of dice are you using, cause on the roller I use when I tested a pool of like 22 Dice 25 times I ended up getting a Straight at least, like, 52% of the time.
 
I haven't checked their math, but Apromor on the OP forums came up with a chart for RSS probabilities a while back.

Fate-Shifting Solar Arete isn't really broken so much as just like...weird. It's basically just double-Xs, but you choose the X. If you pick a 2, it's Double 2s, pick a 5, Double 5s. I wouldn't really want to have it, but I definitely wouldn't call it broken. It's mildly efficient, going to very efficient at Essence 4 where it's double two failure numbers instead of one.

It's twice as good as double Xs. Instead of taking a number from 1 success to 2, it takes it from 0 to 2.

Was insanely broken back when you could use it with extended rolls. Still pretty questionable.

Taht doesn't prevent the system from using a penalty track tied to HP, if you want to represent capability degradation with damage. Star Wars SAGA Edition is an example of a system that does exactly that. Or you can use a straight penalty track instead of the weird HL thing, like Savage World does.

HP with scaling penalties are mechanically identical to Health Levels. Penalty track may also be, depending on implementation.
 
I did a quick experiment, and did 50 rolls of 20 dice and counted the occurrences of the straight necessary. 12 occurrences, so 24% chance. That is not even close to consistent enough to trust even with a nice meaty pool.

It's a lot higher than that.

It depends a bit of the weapons you are using, but it generally triggers with a 65% chance.

Someone did a montecarlo simulation with 100.000 rolls, let me see if i can find it.
 
Anyway, to move on from one 3e shitstorm seamlessly to the next I present the new Solar Bond charms from Lunars.

Solar Bonds [Exalted 3rd Edition]

Lunars can give their Solars willpower restoring super cool down hugs, give them a tattoo that tells everyone how they feel about them, sense bad things happening to them, feel when they die and reincarnate, solars and lunars can make medicine that's super effective when their mate uses it, they can reinforce their bonds so social attacks don't break them, and they can share custody and evocations on a small number of artifacts.
 
Also, note that a Solar with a full excellency is can very easily roll more than 20 dice.

You get 10 from your base pool, +10 from the excellency, +2 from a stunt, +3 with a medium artifact weapon, plus possibly +1 from a specialty.
 
No, I never play Solars, because I find them boring.
Cool. So, yeah, you're pretty much talking out your rear, that whole thing was nonsense.

This is kind of the point, cool basic idea that won't matter in the overwhelming majority of cases, so why even bother?

This is bad because it's so fucking unlikely without a pool so massive the gains the charms grants are proportionally tiny, so it doesn't help consistently when you really need it, and when you can proc it often enough, the effect is lackluster. Great fucking design there.
It's super likely, because you can only key it off your maximum dice pool. And you only pay for it when it triggers. It's a capbreaking bonus in a set with charms that benefit from more dice being rolled. Excellent Strike matters in pretty much any serious fight, and if it doesn't stop a defense, it's still a cheap bonus to your dice pool. It's an Essence 1 Charm, you were never going to get a flashy super effect. It's fine to not like Solars, but seriously, the Solar Melee tree is ridiculously good, and Excellent Strike is one of the cornerstones of it's effectiveness. Maybe actually play the damn thing before talking about the obvious bad design.
 
Fyi, if you want a good statistics tool for dice, look up anydice.com. It doesn't give you dice rolls, it just runs some rule N thousand times and plots the results for you (and you can count pretty much whatever you want, whether that be successes or straights or whatever else.)
 
There is a reason that most people dislike that roller.
It was too much work to dig out my dice for this, and it was google's first result.
Maybe actually play the damn thing before talking about the obvious bad design.
You don't need to play something to do math, and I am NOT playing something I know I will dislike. I still stand by the point about marginal increases, because at the pool sizes involved it's mostly just windowdressing on other things.
 
So we've got Mana Transfers and Magical Tramp Stamps which is interesting... But, all joking aside I have to admit I do like these Charms even if I don't particulary care for the Solar Bond in the first place.
 
It was too much work to dig out my dice for this, and it was google's first result.

You don't need to play something to do math, and I am NOT playing something I know I will dislike. I still stand by the point about marginal increases, because at the pool sizes involved it's mostly just windowdressing on other things.
Math in a white room is pretty damn useless at gauging how the game works. If you hate it, just stop talking about it, instead of refusing to actually play it while insisting that no, it's clearly bad because (flawed attempts at actual mathematical analysis)
 
So we've got Mana Transfers and Magical Tramp Stamps which is interesting... But, all joking aside I have to admit I do like these Charms even if I don't particulary care for the Solar Bond in the first place.
It only has to be an act of physical intimacy not sex. This means that your Lunar can break a Solar mate out of their funk by having a friendly passionate sparring match. Because the Exalted are all shonen protagonists.
 
There are no longer 2nd and 3rd excellencies- it's now 'Add dice only' and 'increase static values', with a contextual Supplemental/Reflexive split.
  1. (oh god why why?)
  2. The real reason is that their dice manipulation mechanics play nicer with the ability to increase your pool than adding successes 'after' a roll. so 2nd excellency got axed.
Mmm, no, I actually had occasion to talk to Holden about this back in the day and that's not it at all. The 2nd Excellency got the axe for the simple reason that adding successes flattens the probability curve out a lot. It's the same reason Infinite (Ability) Mastery got axed; aside from the power spike it allowed for, it also enforced a degree of passive competency which made many rolls a foregone conclusion, and therefore no longer interesting.

That small point aside, I am generally in the same court as @notthepenguins on the issue of dice tricks. I used to really like the kind of thing dice tricks represented, the little mechanical space in between just adding dice and Charms that do discrete things in their own right, stuff that makes the rules kind of... stand up and dance? But when you've got more than a very few of them in a set it I find it creates great difficulty in eyeballing the expected result of a roll, badly degrading a player's ability to make informed choices about what to do.

Make no mistake, I totally agree that there's value in, say, Excellent Strike, in how it defines a facet of Solar power by negating botches... but when @Kaiya posts about the nested interactions between four such effects (so far, this is only one splat), I recoil. It sounds positively nightmarish.

Fundamentally, I think futzing about with all these nested interactions between these dice cancelling those dice and this one does that because of that one, can be very engaging and beneficial - for a certain kind of game. It's perfect for CCG's like Magic: The Gathering or certain tabletop games like... Well, not like Infinity, my current love, but others, certainly. But the quality these kinds of games share is that a great part of their attraction is in engaging with the rules on their own terms; a great part of the joy comes from demonstrating mastery of the system, because the system is the game. It's why CCG's like Magic: The Gathering are almost always player-versus-player games, usually with a lively tournament scene.

But Exalted isn't that kind of game. While it's good if the combat system in a role-playing game is engaging (assuming that RPG has a focus on combat, as Exalted does), the point of an RPG isn't to win fights, but to, well, play a role. The combat system is there to enable your character, not define it - if that's what you wanna do then like, Burn Legend exists, I guess?

I mean, I'm in a Discord with @Omicron where he remarked, 'this kind of TCG/Infinity-style "engaging the rules on their own term" is what I want in Exalted combat, which I get is definitely not for everyone, but for me it keeps me making characters and doing white room fighting for the fun of it' and I totally get that - it's a similar deal to the paper doll gameplay that turns up in many RPG's where people enjoy chargen as a minigame with its own possibilities. I, personally, am currently addicted to making army lists in Infinity (please help me, I've had to make colour-coded sections for all of them in a three-page document of links to the lists). But I also look at that and kind of feel like... what does that have to do with an RPG? I remember the days back during 2e when people would exhort others to avoid white-room combat, when Plague of Hats spent about 800 words explaining how to turn a fight into an action scene by viciously gutting any resemblance to white-room combat and pushing as much as possible to involve other mechanics, and yeah, that was a coping mechanism for the awfulness of paranoia combat, totally, but it was also good storytelling, which, well, Exalted is still running on the Storyteller system, yes?

I'm basically still kind of ruminating on @DayDreamer's point from a while back, about how Exalted says it wants to be about character drama and grappling with the consequences of power and a holistic world that draws on actual coherent economics and anthropology and stuff but... Looking at what it incentivises, what it emphasises at a systems design level, that kind of comes across as a fever dream.

Sigh. Anyway, I don't want this post to do nothing but throw another log on the tire fire of this argument, so,
So, first of all, before we begin the session, let's give the head star of the show a proper introduction, yeah? So say hello to Laughing Cricket, a man from Sijan. Laughing Cricket is a man approximately 20-24 years old, who left the life of a mortician behind him. As an impetuous young(er) man, he braved grave guardians and dived into tombs to feel alive, both in the sense of contrasting his own life with the solemn dead, and to feel the rush of breaking taboo and the admiration of his equally young peers. He likely also dodged a few curses here and there, but you do what you gotta do. Eventually, this reached a breaking point and he was exiled from Sijan, leading him to travel into the wilds beyond the city of the dead, into the Scavenger Lands in the halcyon era of the Scavenger Lord. As a Scavenger Lord, he has also taken part in a fair share of smuggling in his time, something we're going to see a lot more of in the future, because Laughing Cricket is that kind of person.
Myriad stars, that's a cool concept. Like, at heart it's basically just a teenage daredevil, but ironically it really comes alive when placed in the context of Sijan.
This place was built in the late Shogunate, or "Low Shogunate". We can infer this from the use of a crossbow rather than a more advanced weapon, generally rougher, more industrial aesthetics and a heavy use of concrete. We can also see this from the use of fairly simple walls and guard towers, rather than something more exotic like say, a lightning fence or whatever. This isn't so important now, but it becomes relevant later, especially once we're inside the compound. The skeletal automata especially, are a sign of late Shogunate design, when resources began to be too scarce, and the skeleton-automaton design became in vogue. We haven't met them yet, but in some places, you would see servitors like these dressed up in garments resembling the dead, as the Shogunate had its whole own Baroque period.
I love it. It's so very... Manus.
This was the first session of the game. It is quite important in many ways, as it sets the general tone as one of ruin and fall, it introduces us to Laughing Cricket and his personality (fundamentally self-interested, but as we'll see later, not entirely an asshole) and it introduces us to the aesthetics that are going to show up a lot. It also sets up a recurring character (Black Mouse), although we won't be seeing him for a while after the first three sessions. It also gives us the fundamental calling card of our main character: his ominous black spear. Furthermore, this session also introduced us to this younger, more unsure Creation, with more rickety power structures, smaller populations, far less inhabited areas than the canon one, and unexplored ruins still lying everywhere, before Scavenger Lords like Laughing Cricket pick the corpses clean and Creation moves on. All in all, a very fun session.
Agreed, and a fun read as well. You sketch the area out well, and found a good balance for exploration, stealth, tone-setting and, eventually, combat. I think this is the first mortal prelude I've read in Exalted, and it captures that sought-after tone of being a small fish picking away at the margins of a grand ruin. I look forward to more.
 
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