I feel like there should be shard conversions for 3e
A Shard is pretty much just an alternate setting, lorewise and/or mechanically.
I rarely have fun as the GM for a number of reasons but I think the biggest one is that I can't keep my steam going.
Yet I can't find good games more than once in a blue moon unless I run them. And that's just something I'm not super good at or even really interested in. Like, I'll start out with a strong premise for a game, something I'm really excited about. The first story or two will go along fine. Then after a while, I end up petering out.
Get some of those great players together, tell them up front that every three-die stunt provides 1 xp, and whoever scores the most such stunts in a given session becomes the ST for the next session, all notes on setting background and longer-term plans to be handed over accordingly. Documentation often ends up better organized when the writer knows it'll have to be read by someone else, and players might find all sorts of small ways to make the ST's job easier (rather than a matter of endless giving and scrambling) if they know it could be them in the hot seat next time.Yet I can't find good games more than once in a blue moon unless I run them. And that's just something I'm not super good at or even really interested in. Like, I'll start out with a strong premise for a game, something I'm really excited about. The first story or two will go along fine. Then after a while, I end up petering out. The game stops being fun and I feel like I spend the entire time scrambling to try and keep up with the players and try to give them something fun. Even with players I friggen adore and gladly put in the work for it never seems to stay and I end up making everything up on the spot which is not conducive to long-term fun.
Partially I imagine one thing is that people want to have various books. Like, part of the draw of the various alt settings is often putting familiar things in a different light which is why they become more popular as an edition goes on. But at the moment we're still missing major old factions, not to mention things like Liminals or Getiams which are new.If you want Heaven's Reach, Gunstar Autochthonia, or Exalted Modern in 3e...what's stopping you from making them?
Even if you lack of the skills and energy to make them fully, you can start. Others might join in if you do.
Get some of those great players together, tell them up front that every three-die stunt provides 1 xp, and whoever scores the most such stunts in a given session becomes the ST for the next session, all notes on setting background and longer-term plans to be handed over accordingly. Documentation often ends up better organized when the writer knows it'll have to be read by someone else, and players might find all sorts of small ways to make the ST's job easier (rather than a matter of endless giving and scrambling) if they know it could be them in the hot seat next time.
Like, I'll start out with a strong premise for a game, something I'm really excited about. The first story or two will go along fine. Then after a while, I end up petering out. The game stops being fun and I feel like I spend the entire time scrambling to try and keep up with the players and try to give them something fun.
How long do you feel like your games should run before ending? Every game of Exalted I've run has lasted between 10 and 20 sessions, so they haven't been super long, but I'm of the opinion that a campaign of a moderate length with a clear central theme and a satisfying ending is a pretty good thing, something to be proud of.... So, maybe this is a bad place to try this, but I'm looking for some advice on STing because I always feel like I've done a poor job and also my games die a lot and often, long before they should actually end
One of my games just ended and I keep running into the same problems when I try to run a game
I rarely have fun as the GM for a number of reasons but I think the biggest one is that I can't keep my steam going.
Yet I can't find good games more than once in a blue moon unless I run them. And that's just something I'm not super good at or even really interested in. Like, I'll start out with a strong premise for a game, something I'm really excited about. The first story or two will go along fine. Then after a while, I end up petering out. The game stops being fun and I feel like I spend the entire time scrambling to try and keep up with the players and try to give them something fun. Even with players I friggen adore and gladly put in the work for it never seems to stay and I end up making everything up on the spot which is not conducive to long-term fun.
I'm very much a narrative guy over a crunch one, and I enjoy that aspect of Exalted. I feel like I've finally got a good feel for the game's combat, so that's something. But making it interesting and fun? That's more of a struggle. Most of the fights I've come up with have ended up as basically people fighting in an empty room with little dynamic or changing going on.
People tell me that it's better to have no games than to be in a bad one, but I don't think that applies to bad games, just bad groups. I'm fine with the occasional foray into silly dumb fun that ignores like 90% of the setting material or whatever but even these are hard to come by with Exalted.
I could use pointers.
No. Its usually more that I prepared far enough ahead to cover that time, left enough open for PC heroes, and then when I try to keep going I end up floundering.Is this because the initial strong premise that got you excited about the game gets resolved in those one or two story arcs?
They dont tend to have satisfying endings or make it to 10 sessions.How long do you feel like your games should run before ending? Every game of Exalted I've run has lasted between 10 and 20 sessions, so they haven't been super long, but I'm of the opinion that a campaign of a moderate length with a clear central theme and a satisfying ending is a pretty good thing, something to be proud of.
ST rotation in my experience is a recipe for a mess of a campaign at best. Not the fun kind of mess either.Get some of those great players together, tell them up front that every three-die stunt provides 1 xp, and whoever scores the most such stunts in a given session becomes the ST for the next session, all notes on setting background and longer-term plans to be handed over accordingly. Documentation often ends up better organized when the writer knows it'll have to be read by someone else, and players might find all sorts of small ways to make the ST's job easier (rather than a matter of endless giving and scrambling) if they know it could be them in the hot seat next time.
Well, if you don't want to let someone else take the reins while you recharge, or write a noninteractive book, do you have an explicit endpoint in mind that you're trying to steer things toward? Not in the sense of negating PC choices to force a specific preconceived outcome, of course, just some central location and/or event which the various flexible consequences of those choices could plausibly be made to converge on. Such a focus may help choose which threads get full brain-space and table-time, and which you need to handwave or backburner. Triple Tragedy And Thankful Theory Latter half of Erfworld seems like an excellent example of narrative bloat running wild, with too many shiny things and shocking reversals but too few inevitable-in-hindsight conclusive results, while All Night Laundry - An interactive horror webcomic is a similarly noteworthy case where the massive number of loose ends were successfully tied up, even as a crowd of players continued to participate every single day.No. Its usually more that I prepared far enough ahead to cover that time, left enough open for PC heroes, and then when I try to keep going I end up floundering.
I don't think the solution is to write up like 30 sessions worth of material and try to stick to it because at that point im just writing a book.
There are definitely unmentioned Essence 7+ gods. Like, if you want the God of Time to look like Chronos Hadestwo and be one of the top contenders for "most powerful gods under the Incarnae," knock yourself out, I think that's rad. The question is more whether there are dozens or hundreds of Essence 7+ gods who could give Bahal Hesh or Wun Ja a run for their money in terms of raw power or combat power, but who happen to be all in the Jade Pleasure Dome or busy being Shoggoths, and I think the answer to that is "no," because I feel like that cheapens the gods we do have and who do matter. But absolutely there are some unmentioned gods of very important concepts who don't get page space in the books, same way as, as you say, there are potentially unnamed deathlords (though I think Ex3 walked back the whole "there's this many deathlord and we are only writing this many of them ever, all the others are left as empty slots and will be forever," now it's more like "these are the deathlords, there could well be more.") Just like... Not very many.Is this specific to gods, or at least to the bigger ones?
Because there's definitely a couple hundred Third Circles who don't appear in the books. And a couple hundred Lunars who don't. Hundreds of Solar-alikes, thousands of Terrestrials, dozens of Sidereals, many Exigents. And who knows how many powerful elementals, behemoths, hekatonkhires, etc.
There are even conspicuously empty slots in the Deathlord list. Even though it's a short list.
I get not liking eldritch gods, or not being interested in the spirit courts that we've been told attend to the Incarnae. But it feels very weird to say that the major gods, and the major gods alone, are limited to what we see of them. The rest of the world sprawls beyond the limits of our vision, but in Heaven what you see is what you get.
I feel like Sorcery kind of has a bit of the "powerful but weird creature that doesn't exactly inhabit a specific category".
Like, the spell that summons a "Prince of the Fallen Tower" and I have no idea what that is.
They were already a thing in 2e, referenced in both Books of Sorcery 2: the White Treatise (spell to call them and stat block), and Compass: Malfeas (implied backstory).Charting Fate's Course introduces The Hidden Judges of the Secret Flame, brings who swore themselves to the Unconquered Sun shortly after his creation (interestingly they're wraith-like figures made of blue fire, clothed in black, and who can be tasked with various- well judicial duties),
From my personal experience, create a hook that can be resolved in one arc.No. Its usually more that I prepared far enough ahead to cover that time, left enough open for PC heroes, and then when I try to keep going I end up floundering.
I don't think the solution is to write up like 30 sessions worth of material and try to stick to it because at that point im just writing a book.
They dont tend to have satisfying endings or make it to 10 sessions.
ST rotation in my experience is a recipe for a mess of a campaign at best. Not the fun kind of mess either.
Top slot goes to the FAFL and Anys Syn for my money, Five Metal Tang and Fakharu following close behind. When/if we ever get Bahal Hesh he'll be near the top as a spirit with SMA unless they just don't give him an Excellency. Everyone following those matters rapidly less, there's too big a gulf between them. Siakal and Ma-Ha-Suchi are both very underwhelming, Ragara is using canon DB Charms so he's not even a meaningful competitor. You'd need to fix the DB set or make him an Evocations master first, and also give a bunch of good Evocations amounting to a custom Charmset.My current thoughts are something along the lines of FAFL, Anys Syn, Ahlat, Octavian, Ma Ha Suchi, Five Metal Tang, and then I'm not too sure. Some combination of Sublime Danger, Siakal, Ragara? But I might be forgetting some of the more interesting Exalt stat blocks.
Sibri is not particularly strong or threatening, tbh. Not a combat demon to begin with and not really optimized with what she's got. She's fun, but pretty limited.Just to note, I dismissed Fakharu because he's legendary size. Otherwise it would be FaFL, Anys, the 3rd circle demon, the behemoth in the Abyssals book, the three(?) elemental dragons we have so far, including the basic one and the Thousand Forged Dragon, by my accounting. And yeah, I agree that the quality of the competition drops off sharply even once you get past the first two.
(Also, quick question, but if I post homebrew here, should I post the text directly, or a link to it?)
She's more of a very large, very unpleasant environmental hazard in her regular shape and it feels weird to compare her against like, a guy with a sword or something in the state.Sibri is not particularly strong or threatening, tbh. Not a combat demon to begin with and not really optimized with what she's got. She's fun, but pretty limited.
I am curious what that would look like! But again, I think you need at least eight to make that work, and I don't really know who comes after the first 4/5.
And yeah, that's very fair, I just remembered her being somewhat scary and a 3CD.She's more of a very large, very unpleasant environmental hazard in her regular shape and it feels weird to compare her against like, a guy with a sword or something in the state.
(Also, quick question, but if I post homebrew here, should I post the text directly, or a link to it?)