- Location
- Virginia
I'm pretty sure we were supposed to drop this line of discussion, folks.
Yeah. Let's talk about something more productive.I'm pretty sure we were supposed to drop this line of discussion, folks.
Oh, gee, I never thought of that. What a brilliant flare of insight. Just sleep. Oh, wait.
It's not that fucking simple.
Thanks. Lot of stuff on The Alexandrian addresses common yet subtle factors I wouldn't be able to articulate nearly so clearly in my own words.
This sounds like a nice segue for me to air an old idea I had back when Terrifying Argent Witches was being created. I never really got into that branch of them, though I appreciated the impetus behind it: Specifically, that Lunars are, as I think one of the Ink Monkeys put it, hamstrung by the fact that the Sidereals grabbed too much of the design space because the first draft of Lunars didn't take anything but "shapeshifting monsters."
Sounds about right, yeah. Also potentially ties into some ideas I had for 'undocumented functions' in the moonsilver tattoos, including the real limiting factor which prevents Lunars from learning SMA. I mean, if you were running a conspiracy, and saw some way to set things up to permanently prevent your newly recruited agents from accepting a specific sort of bribe, something that only enemy agents could ever possibly offer, which also happens to be a powerful weapon that such a hypothetical traitor might then use against you...This sounds like a nice segue for me to air an old idea I had back when Terrifying Argent Witches was being created. I never really got into that branch of them, though I appreciated the impetus behind it: Specifically, that Lunars are, as I think one of the Ink Monkeys put it, hamstrung by the fact that the Sidereals grabbed too much of the design space because the first draft of Lunars didn't take anything but "shapeshifting monsters."
I've noticed, too, that Lunars, because they're supposed to focus on shapeshifting, have a lot of Charms, Knacks, etc. that give them bits and pieces to make each Lunar able to have a somewhat unique take on shapeshifting. No Lunar is an all-encompassing shapeshifter without a ton of investment.
Unfortunately, splats and NPC-things that have "shapeshifting" as a side tool wind up getting less-well-granulated Charms or abilities which wind up being far more encompassing in a single purchase. This is an interesting happenstance that makes a certain amount of sense: designing The Shapeshifter Class makes you want to fill its trees with cool shapeshifting tricks, but also avoid making them have "too much, too soon." So you have lots of incremental elements that give new bits and pieces of the full all-encompassing shapeshifting power.
Meanwhile, the splat that just has a reason to dabble in it, you don't want them focusing on it, so if they pick it up, you want them getting just one or two tools and moving on. But then the idea behind it is to still have some disguise and/or combat shifting, so their one or two things build a lot into them, making them better at it than the Lunar who is equivalently invested.
This is not an easy problem to solve, and I won't pretend to have a solution right here and now. I just wanted to mention it.
Lunars, to me, are Stewards and Wardens, with a bit more emphasis on the latter. Solars rule. Sidereals shepherd. Lunars sheepdog.
Sidereals manipulate from the background, directing things with subtle guidance and precision strikes. They do flit in and out of society in various guises, but their presence is ephemeral. When they show up, they're the bit player who is important once or twice and then forgotten, but who played a pivotal role, even if just in laying some foundations for the main characters to build off of.
Solars rule. Often, they're the main characters. If not, they're the guiding force, the overt mentor and hero who intervenes to give the protagonist space to grow, or something to which to aspire.
Lunars are neither of these things. Lunars as mentors and guides are mysterious, but memorable. Gandalf and Merlin, not Wise Peasant Woman #3 Who Gave You A Meal And Helped You Look At A Problem Differently That One Time. A Sidereal might be the urchin who died in your arms to give you a heart-felt moment of reflection. A Lunar would be the urchin who you keep coming across and eventually realize is a Prophetic Waif.
But that's only the small overlap they have with Sidereals; it isn't all they are.
Lunars are wardens and stewards by taboo. They are the Monster in the Dark. They mentor and protect, but they also threaten and terrify. They're the Monster that keeps kids in their beds at night, rather than out roaming the woods where less-caring beasts might find them. They're the terror that makes it dangerous to wander too far from town...but also that makes attacking the town a fool's errand. Like Nature, they appear uncaring and impartial, but in reality they provide protection, because while breaking their taboos will get you hurt, it is far less likely to get you killed than that which the taboos protect you from (other than them).
In terms of reforming the setting to accommodate them, not all Lunars retreated to the Wyld after the Usurpation. Some stayed behind, a resistance force against the Sidereal tyranny. There is a shadow war between shapeshifting spies and disguised assassins who can hide anywhere that takes place in the Realm. There are Lunars in places of high influence, subtle and overt, which guide their own Patrician allies and Dynastic cohorts. The Sidereals have the inside track with the ruling power, but there is a Cold War-style détente between those Houses with Lunar allies and the dominant Sidereal-backed factions. Officially, there are no Anathema in the Realm, other than a few wild monsters occasionally hunted. Equally officially, there are no Sidereals.
Both the REalm Lunars and the Sidereals use the Wyld Hunt as a tool against each other. Neither dares expose their agents, or themselves as what they are, not because the Sidereals just like being secret puppetstring pullers (though they do), but because the Lunars and their agents would quickly turn a Wyld Hunt on any who were exposed. Often, Lunars and Sidereals know each other well, as rivals and as enemies and even as strange friends on opposite sides of a philosophical war. But neither dares shout "ANATHEMA" and point at the other, for fear that the same will be done to them. Neither wants the attention.
So it is a shadow war, a cold war, a spy thriller out of the 1970s.
I'm actually really curious now. What would you say are the defining characteristics by which a thing can be categorized as magical? What would you say is the exact opposite? Is it conceivable for something's degree of magicalness to be ambiguous or nonbinary? How would you go about explaining the distinction (and it's larger relevance) to, say, a small child? Please, consider me a neutral third party, a potential ally or mediator, willing to be persuaded. I have no pre-existing personal investment in the specific issue, but am almost always eager to learn about other perspectives.Case in point, I had to stop myself from getting in to an argument with Sanctaphrax over if charms were magical or not (They're not. You're wrong, shut up!)
By my reckoning, charms are things used to model the superhuman abilities of Exalts. Its Hercules' world rocking strength, Orpheus' ability to make the god of death cry with his music, Atalanta's speed, Odysseus' cunning, etc.I'm actually really curious now. What would you say are the defining characteristics by which a thing can be categorized as magical? What would you say is the exact opposite? Is it conceivable for something's degree of magicalness to be ambiguous or nonbinary? How would you go about explaining the distinction (and it's larger relevance) to, say, a small child? Please, consider me a neutral third party, a potential ally or mediator, willing to be persuaded. I have no pre-existing personal investment in the specific issue, but am almost always eager to learn about other perspectives.
Every once and a while I wonder what it is about Exalted, specifically, that attracts all these assholes to it. Even I'm not immune to lashing out and being a giant prick about things I feel are important. Case in point, I had to stop myself from getting in to an argument with Sanctaphrax over if charms were magical or not (They're not. You're wrong, shut up!)
Like, we're all table top gamers, so obviously we all have some kind of moderate to severe emotional or mental issues. We wouldn't be spending hours upon hours pretending to be cool in fake, imaginary words if we didn't.
But why Exalted specifically?
Maybe my data is skewed because I mostly lurk in Exalted or DnD threads, but I feel like there is a greater concentration of vitriol, bitchiness and pettiness among the Exalted fanbase. I mean, just looking at the mod warning thread marks. Over forty vs the WoD threads five. What the heck, Exalted community? Why are we such shits?
Key difference between SLAs and Supernatural abilities in D&D is that the former can be affected by counterspells, while the latter cannot. Supernatural abilities still go away in an Antimagic Field, though - closest analogue to which in Exalted seems to be the Greater Sign of Serenity, and that does shut down non-permanent Charms.I'd argue that, by the standards of DnD 3.5, Charms would be qualified as Extraordinary Abilities rather than Supernatural Abilities.
If memory serves, Supernatural and Spell-like abilities would be affected various counter and anti magic effects, while extraordinary abilities wouldn't. Since charms can't be affected by counter magic, this means they are (again, by DnD 3.5 standards) extraordinary abilities.
The rest of your post is spot on, though.
So, you're saying you don't consider 2e-style thaumaturgy to be a type of magic? It can and often does involve the "magical words spoken, rituals, and pageantry that is associated with spell casting," arguably more so than some applications of sorcery. Countermagic breaks ongoing thaumaturgical effects.By my reckoning, charms are things used to model the superhuman abilities of Exalts. Its Hercules' world rocking strength, Orpheus' ability to make the god of death cry with his music, Atalanta's speed, Odysseus' cunning, etc.
None of these things are spells that they cast, there's no magical words spoken, no rituals, no pageantry that is associated with spell casting at all. Exalted just DO things things because they are Exalted.
In some cases, they might look like magic to an outside observer, but thats the result of ignorance of how the world works (from an in-universe perspective). A Water Aspect Dragon Blooded can breath under water, but thats because its a thing Water Dragon Blooded can do. Fish don't cast spells to breath under water, and neither do they.
If you were to hit a Solar with a Counter Spell, or a Dragon Blooded with an anti magic field, the Solar would still be able to call a sword of golden sunlight and the Dragon Blooded would still be able to breath under water because these are intrinsic traits inherent to the Exalt in question.
Another example not related to the Exalts would be Thaumaturgy (at least in 2e). Thaumaturgy is a result of Creations physics being very different from the real world. You aren't casting spells when you use Thaumaturgy, you're exploiting your superior understanding of how the world works to arrive at a desired result.
Sorcery is where the real money is if you want magic.
2e thaumaturgy is of course supernatural - from our perspective. From the perspective of Creation, it's completely natural, a standard process of a world completely and utterly different from our own.So, you're saying you don't consider 2e-style thaumaturgy to be a type of magic? It can and often does involve the "magical words spoken, rituals, and pageantry that is associated with spell casting," arguably more so than some applications of sorcery. Countermagic breaks ongoing thaumaturgical effects.
What about necromancy, or the martial arts?
From the perspective of Emerald or Iron Circle Countermagic, Spell-Shattering Palm, and other anti-sorcery effects, the sort of thaumaturgy that mortals go to school to learn (as opposed to the sort that gods do instinctively) is 'supernatural' enough to be a valid target.2e thaumaturgy is of course supernatural - from our perspective. From the perspective of Creation, it's completely natural, a standard process of a world completely and utterly different from our own.
Martial arts as magical techniques was a mistake, and has been rectified in 3e. Thaumaturgy is muddled, being referred to as both an extension of Creations natural laws and minor miracles in its introductory paragraph in the corebook.So, you're saying you don't consider 2e-style thaumaturgy to be a type of magic? It can and often does involve the "magical words spoken, rituals, and pageantry that is associated with spell casting," arguably more so than some applications of sorcery. Countermagic breaks ongoing thaumaturgical effects.
What about necromancy, or the martial arts?
Define 'magic'.if everything in Creation is magic to one degree or another, is anything actually magic?
Every once and a while I wonder what it is about Exalted, specifically, that attracts all these assholes to it. Even I'm not immune to lashing out and being a giant prick about things I feel are important. Case in point, I had to stop myself from getting in to an argument with Sanctaphrax over if charms were magical or not (They're not. You're wrong, shut up!)
Like, we're all table top gamers, so obviously we all have some kind of moderate to severe emotional or mental issues. We wouldn't be spending hours upon hours pretending to be cool in fake, imaginary words if we didn't.
But why Exalted specifically?
Maybe my data is skewed because I mostly lurk in Exalted or DnD threads, but I feel like there is a greater concentration of vitriol, bitchiness and pettiness among the Exalted fanbase. I mean, just looking at the mod warning thread marks. Over forty vs the WoD threads five. What the heck, Exalted community? Why are we such shits?
you fool you've done it
Nooooot 100% sure what my takeaway from this should be. Its interesting, but I don't quite understand why you linked it at me.
Well yes, thaumaturgy is magical. Literally everything in Creation is magical, from breathing to dying of gangrene.So, you're saying you don't consider 2e-style thaumaturgy to be a type of magic? It can and often does involve the "magical words spoken, rituals, and pageantry that is associated with spell casting," arguably more so than some applications of sorcery. Countermagic breaks ongoing thaumaturgical effects.
What about necromancy, or the martial arts?
Honestly, I'd expect it to get the opposite result; a scientist tells a Creationborn sage that magic doesn't exist, and the sage goes "Well what the bloody hell do you think what you do is?" and they spiral into an argument before each realizes that the other is describing the same concept using different words. In Creation, idiot yokels think magic is an ineffable mystery force beyond comprehension, much like how idiots IRL will believe any goddamn thing if you stick the word "quantum" in front of it. Meanwhile, thaumaturges know that magic is the underlying structure of reality, and that learning how to take advantage of its rules is the key to power. (Unless you get Sorcery, at which point you can tell magic to take a hike, you've got miracles now). In Creation, "magic" is the word for "physics", and "thaumaturgy" is the word for "science".We call the strange and wondrous phenomena of Creation "magic" because its a fantasy setting and fantasy settings typically have magic and miracles, but from the perspective of the people in Creation, they live in the real world and not a fantasy setting. Telling them that thaumaturgy/charms/sorcery is magic would get you the same kind of looks that we would give someone if they told us that air planes or smart phones are magic.
Yeah, I'd agree with most of this. My concern is that "magic" has a very specific meaning when it comes to a fantasy setting, so using that specific word to describe the physics engine of Creation is problematic and creates confusion.Honestly, I'd expect it to get the opposite result; a scientist tells a Creationborn sage that magic doesn't exist, and the sage goes "Well what the bloody hell do you think what you do is?" and they spiral into an argument before each realizes that the other is describing the same concept using different words. In Creation, idiot yokels think magic is an ineffable mystery force beyond comprehension, much like how idiots IRL will believe any goddamn thing if you stick the word "quantum" in front of it. Meanwhile, thaumaturges know that magic is the underlying structure of reality, and that learning how to take advantage of its rules is the key to power. (Unless you get Sorcery, at which point you can tell magic to take a hike, you've got miracles now). In Creation, "magic" is the word for "physics", and "thaumaturgy" is the word for "science".
"magic" has a very specific meaning when it comes to a fantasy setting...