An epically bad followup, which is sadly par for the course as far as the devs interacting with the fandom at large.
But Solar Exalted are kind of a eh place to hang an underdog narrative on. Honestly Exalts in general make for pretty mediocre underdogs because their point is being all larger-than-life heroes with phenomenal talent.
So what you're saying is that if you want a better oWoD crosspslat game then play Abyssals?Abyssal Charm trees should be built in a similar way to Infernal ones. Each should be focused on a specific type of Abyssal to emulate. There should be the vampire tree, which is all about drinking blood and gaining various benefits from the process thereof. There should be the tree for being the Frankenstein monster, all about replacing parts of yourself with a variety of corpses to become a better monster. There should be the the mummy tree, which makes you able to inflict horrific curses on people who defile your sacred sites. There should be the slasher zombie tree, about being an unstoppable murder machine. There should be the dream wraith tree about haunting people in their sleep and driving them to suicide or madness.
And yes, as @EarthScorpion says, there should be the tree about being the revenant who has come back from the dead to pass judgement on the living.
The trick, I think, would be that while Infernals have huge sprawling trees that are mostly meant to be self-contained I think Abyssals should have small trees each based around a specific horror movie archetype. Then you can mix and match much more easily to create your vampire, with some flavor of banshee and grim reaper and poltergeist thrown in. Maybe, say, five to ten Charms for each archetype tree, just enough to give a variety of effects from Essence 1~5 but not enough to be the entire character.
Monsters tend to swap and trade gimmicks much more frequently than supervillains. You get fast or slow zombies, bestial or sophisticated vampires, sexy or horrifying ghosts and so on.
Sorrry what meme/new slang did I miss you made everyone mad with your analysis with this time? I mean the only trick I know mortals have is spamming bolas and grapple attacks then ramming sticks in a person's throat.
I do believe five beefy dudes with sledgehammers is the genre-defining classic.Sorrry what meme/new slang did I miss you made everyone mad with your analysis with this time? I mean the only trick I know mortals have is spamming bolas and grapple attacks then ramming sticks in a person's throat.
So what you're saying is that if you want a better oWoD crosspslat game then play Abyssals?
Sidereals, the bloodyminded invisible wizards who are also ninjas with access to the gate network of creation and many MANY underlings who can just teleport them where they want and teleport out, complete with evidence and witness clean up without effort on their part guaranteed, want to kill you. ONE of them makes a habit of it (Shajah Holok) and everyone who isn't part ofthe villain faction doesn't know about them and can't see them until the GM more or less lets them. Even without the killer SMA, custom super hax charms, astrology as a subssystem and more artifact and spell access this makes them almost assuredly a TPK waiting to damn happen if played straight unless you have them hobbled by an opposition the same booksthat details and gives them all these advantages ISN'T THERE AND CAN'T STOP THEM.Mate, we're talking fluff emphasis. Exactly how is this like paranoia combat? That thing bites you in the ass whatever you do as long as you run the system in the book, and as time and xp increases the probability of disaster approaches 1. The story arc of the game does not contain a profusion of "whoops, TPK!" mechanical landmines for your poor group to step on.
If I spend more time talking about the city street grid for Arcology Chiaroscuro than Solar Bob's glistening pecs, this does not cause the entire game to break down in the same way that something extremely funny happens when I make five guys attack Solar Bob, no matter what they say beforehand.
Why? I'm not like, leading you on or even disagreeing. but I'd like you to elaborate because I'm curious. There seems to be a bit of a break between thinking it's integral to the space of the Abyssal, and those who don't, but nobody's really talking about why. Granted, since this is Exalted, I imagine this conversation has been had about 11,000 times before and this could all be spared if I could find it somewhere in the depths of this thread, but heyThis becomes a clear 'your mileage may vary', then, because IMO the similarities to Solars are an essential part to the Abyssal thematics.
How is this a "p-combo"I do believe five beefy dudes with sledgehammers is the genre-defining classic.
This is the classic example of what you need the Paranoia combo for. You don't actually need both Charms, only one of them, but still.
...It isn't. It's the prototypical reason for them. In much the same vein as "let's try a stealthy assassin enemy oops dead PCs" or "let's try poisons and bad touches wait why are all my players trying to beat me up now?"
Why? I'm not like, leading you on or even disagreeing. but I'd like you to elaborate because I'm curious. There seems to be a bit of a break between thinking it's integral to the space of the Abyssal, and those who don't, but nobody's really talking about why. Granted, since this is Exalted, I imagine this conversation has been had about 11,000 times before and this could all be spared if I could find it somewhere in the depths of this thread, but hey
Ah, sorry I assume p-combo was about the attack being made NOT the defense needed to live....It isn't. It's the prototypical reason for them. In much the same vein as "let's try a stealthy assassin enemy oops dead PCs" or "let's try poisons and bad touches wait why are all my players trying to beat me up now?"
If you're actually asking me why I'm bringing it up, look back a little and meditate on our old friend context.
I think the main issue is that while the Redemption story is a nice one, having that be the only story available (without doing a true villain campaign) doesn't work for a major splat. Like, there's a reason the Infernals ended up taking over the Abyssals spot in stories, and that's because they can do pretty much anything that Abyssals do. They're not as good for redemption stories, but they're not as obsessively pigeonholed into them either. They're not as good at killing everything (at least in the fluff), but they're not pigeonholed into it.Well, first off, keep in mind that Abyssals have only ever interested me- as a PC splat- in terms of their potential for redemption, but that I also find that storyline a very compelling one. So, that probably colours my answer here.
...Okay. I mean, I was pretty sure that the term "paranoia combo" had so thoroughly soaked into every area of discussion on Exalted balance and game design that it was metaphorical bedrock, but sure, whatever.Ah, sorry I assume p-combo was about the attack being made NOT the defense needed to live.
I would say Dragonbloods (or spirit bloods) are the place to go for underdog stories. Dragonbloods are common enough that there will probably always be ones more powerful and connected than you are and that is when there aren't any Anathema to be crushed by. The best place I think for an underdog story is a lost egg trying to make it in The Realm surrounded by dynasts with high breeding.The Harvard Business Review talks about what an underdog is. An underdog is in a disadvantaged position, which it overcomes through-get this, not talent, but rather passion and determination. Eddie the Eagle is an underdog because he has no real skill, but still managed to end up in the Olympics via his determination to do so. Usain Bolt is not an underdog because despite coming from a less-developed country than American or Chinese or whatever sprinters and not having access to a multi-million dollar sports science program which basically turns olympic hopefuls into unstoppable sporting machines, he has so much fucking talent that he could just not give a shit. Where Solars fall on the chart are "privileged achievers," not "underdogs." The underdog narrative requires that your success be not primarily from inherent talent, but rather from hard work and determination.
An underdog might have talent, but it's secondary to their determination.
In the case of Exalted, Solars versus the Realm are privileged achievers versus the top dog, not underdogs versus the top dog. Given some of the writing making the Realm baen-villain incompetent, one could argue it's privileged achievers versus victims.
But Solar Exalted are kind of a eh place to hang an underdog narrative on. Honestly Exalts in general make for pretty mediocre underdogs because their point is being all larger-than-life heroes with phenomenal talent.
That should also be present in the Abyssal Charmset. And what it wants is to kill. There should be no Charm capable of preventing death in the Abyssal Charmset, and every Charm should be designed with at least a view towards 'does this make the person who takes it more effective at dealing out death?'
Part of it's the aesthetics. That's what first drew me to the splat. I just like being able to play someone who can have skulls for pauldrons and answer to "the Hound that Barks at Midnight" without anyone batting an eye.Actually I'm gonna doublepost a question to the thread at large because now @EarthScorpion has got me wondering, although I have some idea - what's the draw of playing, the point of rolling Abyssal; what kind of things do you want to do with that kind of game?
Okay, first off Abyssal Brawl does not need fixing because it already kicks ass. Second, yes that would fit right in.So Abyssal Brawl is like, Alucard when he fights and just goes "lol my arm is broken, whatevs now it's an excellent improvised club"?
I can live with this.
From the previews, Abyssals and Infernals were set up the same way. Ability-based, but themed after their various bosses.on the bright side the abyssals charm preview was structured around their deathlords.
why they took away the infernal's charm system only to give the abyssals a similar one we'll never know.
I'm not opposed in principle to Abyssals having some black-painted Solar elements, because. Like. That's literally what they are. Some Solar shards got None More Goth poured all over them until they turned into Abyssals. In practice, though, most of the cool stuff about them comes from moving away from that, q.v. Doc-Ock sickle-chains of blood.Why? I'm not like, leading you on or even disagreeing. but I'd like you to elaborate because I'm curious. There seems to be a bit of a break between thinking it's integral to the space of the Abyssal, and those who don't, but nobody's really talking about why. Granted, since this is Exalted, I imagine this conversation has been had about 11,000 times before and this could all be spared if I could find it somewhere in the depths of this thread, but hey
They are going to have the shittiest defenses, then.There should be no Charm capable of preventing death in the Abyssal Charmset,
Well, first off, keep in mind that Abyssals have only ever interested me- as a PC splat- in terms of their potential for redemption, but that I also find that storyline a very compelling one. So, that probably colours my answer here.
Basically, I think 'Archetypal force of Oblivion' in a dark mirror to 'archetypal force of excellence' is much more engaging than... uh, mash up horror monsters. Having a 'Vampire', 'Ghoul', 'Dreamwalker' Charmtree just feels forced and honestly a bit boring to me. I think Abyssals can absolutely mimic that kinda stuff if they want- but there shouldn't be specific charm trees for it IMO.
Abyssals are the dark twins of the Solars. That is literally the core of their identity.
Vader as and Alchemical is the archetypal case of confusing aesthetics for themes. Vader is a cyborg, but this is an essentially cosmetic choice except in so far as it reflects that he has fallen - "more machine than man" is about how cybernetics eat your soul. Vader represents the failure and corruption of the heroic power, the fall of the righteous, the temptation of the dark side. He's no Alchemical.And Lunars are the mates of the Solars, their lieutenants. That is the core of their identity. Nevermind that it created two editions worth of terrible to sub-par mechanics and themes about as interesting as drying paint. The Abyssals suffer the same problem.
So long as Lunars and Abyssals are defined only in their relation to Solars, or primarily in their relation to Solars, they will never be anything interesting on their own.
What is an interesting Abyssal story in which Solars are never so much as mentioned? Not once. Not even alluded to. I can tell Infernal, and Dragonblooded and Sidereal and Alchemical and even Fair Folk stories without ever once having the concept of a Solar Exalt appear in the campaign. But if Abyssals exist so that Solars can have a dark reflection to fight, how do I avoid that?
Further, if I want to have a dark reflection of the Solar I don't need to go to an Abyssal, I can just use another Solar. Both Batman and The Joker would make excellent Solar characters. Both Holmes and Moriarty are Solars. The closest I get to a Solar/Abyssal dichotomy is Luke/Vader and even then Vader is more Alchemical than Abyssal. Do we really need an entire splat whose job is to literally be the black hats? Is that the best use for them?
Clinging to the idea of Abyssal as dark Solars has crippled the use of them for two editions and counting now. If the dark mirror concept is the seed of the Abyssal idea its a rancid seed whose tree grows poisonous fruit.
If you play a dark-Solar-mirror Abyssal in a game without reference to Solars you... Play a guy with cool dark powers that grow into baroque horror powers. It's still cool and it stands on its own.I happen to be in agreement with @Aaron Peori here, if a splat is unable to stand for itself and support a unique concept, it is trash. If a splat primarily by it's relationship and contrasts with another splat, it is trash. If a splat is both of these things, it is shitty worthless dross, better cut to save wordcount.
Abyssals should have a rich base of inspiration to draw from, instead of being able to go "i need an Abyssal charm so i'll take a Solar Charm and give it a black paintjob", they should be able to actually have Charms of their own that aren't shitty copies of Deathlord immortality or "look you can act like a Solar now".
Because we've already seen what defining them by their relation to Solars lead to; it leads to a shitty, boring splat that can only run one of two mutually exclusive and rather trite plotlines.