The Froggy Ninja
The Blade Will Never Die
Go on?Very 2e of you.
It's actually striking how well 2e lines up with Xianxia, ideologically.
Go on?Very 2e of you.
It's actually striking how well 2e lines up with Xianxia, ideologically.
I just didn't give a single shit about the dumb "what if I could punch the Shintai" shit 2e introduced, along with all the shit that read like the authors were trying to write a novel instead of a game, so I'm glad.2e and 3e emphasized very different themes and portrayed Creation in a different light.
2e put a lot of weight on gonzo high-powered world-shaking shenanigans. It was friendly to white-room plans and the pursuit of omnipotence. And it encouraged players to seek grand solutions to all problems everywhere forever.
3e tries to be more down-to-earth, and is set up to make frictionless-vacuum thinking a lot less effective. It removed pretty much all of the Essence 6+ magic and the reality-unravelling stuff. It encourages PCs to care more about the square mile they're in and less about the cosmos as a whole.
Also, Devil Tigers and Yozi reform are distinct 2e-isms.
So your plan fits nicely into 2e and very poorly into 3e.
I'm not sure how I feel about 3e's change in emphasis, to be honest. 3e is a much better-made game, but that doesn't mean its creative goals were the right ones.
I think that was less due to the shinma being included and more a result of the game's failure to implement usable mid-level play. Once you're bored with punching bandits, what's next? Well, you can be a god-king! Except there aren't any solid rules for what being a king involves, so just go punch some god-bandits instead.Assuming you don't view the way it shapes discussion in fan communities as a cost in and of itself.
Golden Throne of Justice Style said:A style exploring the theme of justice. Pre-form Charms would be pretty straightforwardly heroic, giving you light-themed powers and bonuses against evil people. Mostly a straightforward combat style with Solar themes and a few revenge-themed effects for hitting back when you get hit. Evil would be defined by the sincere convictions of the martial artist. Might or might not interact with Holy.
The form Charm would create a giant flying golden chair. Instead of punching and kicking, you sit on the chair and shoot laser beams at your opponents. Therefore you can fly, can't be knocked down or back, get a free ranged attack, etc. Can't dodge, though.
Post-form the style gets more cynical. Notable post-form Charms include They Deserve This, which mentally compels people not to interfere when you attack someone, and You Deserve This, which compels people not to defend themselves. I also wanted to see a strike that scars people permanently, and makes everyone who sees the scar hate the scarred person. Probably also a giant golden explosion that only hurts people that you think deserve it.
The capstone gives you total control over your own sense of justice. You can rearrange your most deeply-held moral convictions more or less at will.
First verse of the sutra would talk about the righteous deeds of the maiden. Second verse would have her talk up her own goodness and point out that everyone who'd deny it is dead.
Ashen Shroud of Terror Style said:A style exploring the theme of fear. The pre-form Charms would be split into two branches, one letting you use fear as a weapon and one helping you fight in a cowardly-seeming hit-and-run-and-hide kinda way. Basically a style for terrorists. Very effective against cowards and battle groups.
Not sure what the Form would do, but it should activate instantly and for free when you try and fail to flee a fight. Being cornered turns fear into strength, after all.
Post-form the style starts to reflect on the positive aspects of fear. You start to develop a keen danger sense, can use fear as motivation, and learn to negate the drawbacks of fear. There are also a couple of extremely powerful fear-based attacks here, but they're in some ways nicer than the pre-form ones; surviving them makes a character stronger and perhaps mentally healthier.
Capstone would render you permanently in tune with your own fear, making you immune to any undesirable effects of fear without losing access to the positive effects.
First verse of the sutra would talk about the maiden's fear and cowardice. Second verse would talk about how this actually worked out great for her, and how she ended up much better off than the brave did.
Crimson (Cerulean) Flames of Rage Style said:A style exploring the theme of anger. Pre-form is a straightforward berserker style. Much like Infernal Monster, actually. Also a bit like that weird Solar Resistance branch. There'd be some elemental fire stuff that doesn't fit into either, though.
The Form Charm would be a double-edged sword; it'd make you substantially stronger at the cost of your self-control.
Post-form the style, like Ashen Shroud of Terror, starts to reflect on the positive aspects of its emotion. The style becomes team-oriented, full of leadership-y effects and mental defense stuff. Idea being that anger is good for society; it's the threat of others' anger that keeps the worst people in check, and it's often anger that motivates people to change the world for the better.
The style would have two capstones, one widely known and one secret. The known one would just be a gigantic flaming explosion. Using it would vent your rage completely, rendering you weirdly calm for a while. The secret one would turn the style's fire blue, representing a turn from Battles to Serenity. It'd grant you inner peace and tranquility through understanding and acceptance of your own fury; mechanically speaking, it'd strip the drawbacks from the Form and a few other Charms.
First verse of the sutra is about what you'd expect. Second verse gets philosophical.
Of course, 3e has the same fundamental problems, what with the complete lack of actual systems for almost anything but combat and personal social influence.I think that was less due to the shinma being included and more a result of the game's failure to implement usable mid-level play. Once you're bored with punching bandits, what's next? Well, you can be a god-king! Except there aren't any solid rules for what being a king involves, so just go punch some god-bandits instead.
I'm still shaking my head at Holden's (or maybe it was Morke?) rationalization for not having a bureaucracy system, which was "Oh if we have this, you'll never interact directly with NPCs!"Of course, 3e has the same fundamental problems, what with the complete lack of actual systems for almost anything but combat and personal social influence.
I'm still shaking my head at Holden's (or maybe it was Morke?) rationalization for not having a bureaucracy system, which was "Oh if we have this, you'll never interact directly with NPCs!"
Oh, well, if we can reenact the scene from the most embarrassing Broadway musical around, I guess it's alright that there's no rules for managing and running a kingdom.I seem to remember a post by Stephen Lea Sheppard to the effect of 'That scene from Hamilton where they're debating currency just disappears if we let you just roll dice for it'. That might be what you're thinking of?
Hence why my own concept for such a system builds on crafting and overland travel, rather than clashes of nationalistic amoebas. Fundamental action in personal combat is "pointy end goes in the bad man," then mass combat zooms out to model a meeting between armies, but you can zoom right back in to personal scale by simply challenging an enemy champion to a duel. Bureaucracy and socialize rules need equivalently central mechanics for refocusing on scenes about actual people. Court-scale DV equivalent, as I'm imagining it, corresponds to ability to evade unwanted face-to-face encounters - can't "just go there" until you know exactly where the real heart of the action is. 1024 The Unbanished Truth - Giant in the Playground Games Iconic anima flare and Blasphemy-keyword magic would be the strategic equivalents of letting your guard down due to personal-scale surprise or incapacity.To be pretty frank - while I obviously don't agree with the statement I am pretty sympathetic to it - I have seen several groups play using "bureaucracy systems" that just abstract the entire state down into a bunch of values and almost without fail, they transform the game into a bad RTS without graphics. The entire game zooms out and loses focus completely and it becomes a question of rolling state values against other state values and they are often miserably incapable of actually dealing with the question of "why don't I just go there and do it myself? I'm an Exalt, lol".
If the ST has legitimately no ideas for telling a compelling story on the scale of the PCs running a country, then maybe a better course of action would be to not make your game about that in the first place instead of leaping to "there should be a system to automate this so they don't have to".Another thing such a system needs is robust, context-sensitive procedural content generation. If an ST only brings in new complications from the scheming of established antagonists and/or in service to a broader pre-scripted plot, sooner or later verisimilitude will suffer as a result. Not everybody's clever enough to juggle all that without even an explicit procedure for how to do so. If, empirically, that stranger begging hospitality for the night turns out to be a god (or something) in disguise more than half the time, it becomes predictable enough to be kind of a crappy cover story!
Big difference between tools and documentation to make a job easier vs. full automation to make human effort unnecessary. Current system is a bit like advertising a rollercoaster, selling tickets to a disjointed pile of welding supplies and curvilinear scrap metal, then when anyone lacks the willingness or engineering skill to assemble a coherent political landscape themselves, accusing them of violating the posted "must be this tall to ride" ordinance.If the ST has legitimately no ideas for telling a compelling story on the scale of the PCs running a country, then maybe a better course of action would be to not make your game about that in the first place instead of leaping to "there should be a system to automate this so they don't have to".
Big difference between tools and documentation to make a job easier vs. full automation to make human effort unnecessary. Current system is a bit like advertising a rollercoaster, selling tickets to a disjointed pile of welding supplies and curvilinear scrap metal, then when anyone lacks the willingness or engineering skill to assemble a coherent political landscape themselves, accusing them of violating the posted "must be this tall to ride" ordinance.
Big difference between tools and documentation to make a job easier vs. full automation to make human effort unnecessary. Current system is a bit like advertising a rollercoaster, selling tickets to a disjointed pile of welding supplies and curvilinear scrap metal, then when anyone lacks the willingness or engineering skill to assemble a coherent political landscape themselves, accusing them of violating the posted "must be this tall to ride" ordinance.