Alright, at @Aleph's request, I will be posting the logs faster so that she has a centralized place to go and find them for reference. I'll keep it to one-log-per-post though, and maintain the core index. Note in advance, I may sound fairly critical of the projects and thaum materials in this post-mortem, but I am doing so with the intention of it being constructive. I welcome counterpoints/discussion.

Session 7 Logs For Real This Time

After our test-run of the Project Rules, we now calculate the results. It's worth noting that Aleph's ST style tends to decouple character traits from result quantity/quality. I almost never will roll to produce Hepatizon, instead we use Inks's pools and that of her underlings to establish a minimum level of competency. Aleph can go into further detail as she likes. The significance of this, is that we will not see any swings in efficiency or flourishes from getting lots of threshold successes.

For clarity, when I say Difficulty 1-5 task, Aleph will likely use the phrase '1-3 dicepool'. I mentally do the conversions in my head of 10 heroic dice equal an average of 5 successes.

Anyway, the session begins with the resolution of the hepatizon complex. It's finished, built, and we have a concrete location for it outside the caldera/outer wall of Gem, specifically placed so that incoming trade traffic doesn't see it. Even so, multicolored smoke and strange portents linger around such a demon-heavy enterprise.

Now, before modifiers/other magic, this complex will produce fifty 'people' worth of Hepatizon. Be it armor, weapons, or in this specific case, mining tools. Hepatizon itself if you don't know is one of the Herenal's secret crafting recipies, among which include making bowstrings from the strings of time, or using Ligier's light to harden silk. Of the available recipes, it was the one Inks could make a lot of.

Further, we are using Aleph and ES's 'Thaum Materials' fluff/crunch, with the intention of testing it. One issue we ran into that I forgot to mention, is that there is an issue of Specificity versus Playability.

For example, Tumbaga as per Aleph requires Lava or Sunlight Furnaces. I'm going to focus on Lava for the moment, but I won't forget sunlight. Note that it's specifically lava- not 'hot molten rock' or 'magical heat sources'. The problem is that the specificity doesn't always matter if it's abstracted during the Planning or Setup Phase of a project. I as a player am not empowered to make a Cool Clever Stunt. I'm instead obligated to Find Lava as a Cost to make this material.

I'm not against paying costs, but any RPG experience is one that demands effective time management, especially one with an ad-hoc or wildly variable schedule. We've had weeks separate some sessions due to my retail job and Aleph's own obligations.

So breaking it down, if 'Lava' is articulated as an Obligation or Cost, it becomes a burden. It's not properly conveyed as a Challenge to overcome, but a checkbox to satisfy. Further still, and we touch on this further post Session 8, that it's not in and of itself a set piece. What I mean is that if Lava is Required, then Going To Get Lava should be a fun, engaging setpiece.

But that is sort of a compromise, and similar to the issue with Exotic Components from 2e.

@EarthScorpion and Aleph both design from a position of 'incentivize the player to act in a manner that is setting-compliant'. Unfortunately, Exalted as a culture encourages a degree of entitlement that actively erodes 'meaningful investment'. I as a player am somewhat conditioned/biased in favor of 'I am the Exalt, why can't I get this obstacle out of my way?'

Further still, obligating a cost or requirement without fleshing out means to approach it means that such things are burdens instead of opportunities. I personally as a player WANT to go to exotic locales and claim them for their rare magical potent resources. I however don't want to be told that I must follow a specific MMO-esque recipe.

So this comes back to Tumbaga- if I wanted to make Tumbaga under Aleph's current model, I would need gold and lava. Getting lava is easy in Gem and hard pretty much anywhere else, and is not articulated in a manner that makes this obligation fun or challenging. Further, I am given the impression that I am not allowed to say 'well what if I make an okidaci crucible' or 'I convince an earth/fire elemental to help me out'. It MUST be lava, because the intention of the obligation is to prevent a player from abusing the otherwise freeform nature of the thaum material 'rules'.

I can't speak with total accuracy, and I gladly invite correction, but the goal of any sort of obligation or minimum requirement is to guarantee 'points of failure' or a logistical trail that can be interacted with both by players and NPCs. I as a player am perfectly happy with the idea of a lava source that's six days travel away through a really treacherous pass guarded by jealous mountain spirits- that's cool and part of the pagentry of Exalted. I'm less cool with the implicit, possibly unintentional limit on creativity and optimization. And that latter point is the other major issue:

Exalted has a problem of enabling people to do too much at too little cost, so a great deal of Aleph and ES's ideas/proposals exist in the space of 'this should cost more'. But so far, nobody's pinned down a certain alchemy of cost-to-play that is fun to participate in. You either have it or you don't, and getting it is abstracted or it isn't. I don't want to enable a thoughtless "I magic up a lava source in my back yard at no cost to me' situation. I however firmly believe that 'magic up a source in my back yard' should be viable, at appropriate cost.

Hypothetically, a better system for someone in my position is keyword-based, where I am able to plug in or satisfy requirements by sourcing the right keywords. Lava in and of itself is a pseudo-keyword, but it has to be lava, and I don't understand how to get lava in Aleph's Creation.

Extending on the idea of appropriate cost, I should also state that Goals should influence costs/investment as much as anything specific. Fundamentally you want tradeoffs, not all-eggs in one basket. Exclusivity breeds dynamism, but too much exclusivity creates frustration because you can't make anything interact.

To elaborate, if Inks wants Lava, and she wants it In Her Back Yard, those two statements should have mechanically relevant and approachable parameters.

Hah, that digression went on longer than I thought.

So to re-emphasize thaum materials, Inks is producing 50 sets of artifact-statline mining equipment. We don't have a mechanical representation of this, but essentially imagine she's making 50 '1 and 2-dot' daiklave stat line equivalents for the act of mining gems/digging out volcanic tubes.

Now, we move on to the other thingie! The neomah bordello!

Like the first time Inks set up a Neomah as part of her industries, she had to deal with the fact that she's got many many more Neomah, and many more patrons for their services, both Heranhal and citizen of Gem. We established that a Neomah makes one child per week, and I summoned [Magnitude 3] Neomah to meet the demands of [Magnitude 3] Hepatizon project/Heranhals.

As per log, Aleph makes me aware that the bordello right now will probably produce 100 children per season, to say nothing of any demons that need banishing. Enough that actually feeding, clothing and caring for them is going to be a Challenge. So much so that I made a point of doing an 'establishing' roll for an orphanage, which may get expanded into a proper Project sometime in the future.

I also am utilizing the new custom style I wrote for Inks, growing out of the fact that she created the hepatizon refinery in the first place.

Trailblazer Style (Bureaucracy)
The vibrant, fierce and always-moving entrepreneur, the [stylist] seeks out new markets and industries. Companies and assets rise up in her wake. Unfortunately, this forward focus does not lend itself well to directly growing existing assets.
Novice: +1d when identifying untapped markets
Adept: +1d when seeking investors
Master: -1 Difficulty when setting up new companies, facilities or industry-market entities.

As a Style, it's focused strongly on New New New, and would require a secondary style that is specific to management and growing businesses. Fortunately, sourcing investors is relevant at all levels of management, so there's a degree of continuity.

Since I rolled 11 successes, the actual result of Inks's effort was above and beyond my actual expectations- having secured goodwill with the local population and absorbed existing orphans and such from the greater Gem area.

Having taken care of these issues, Inks moves on to securing Ryabu's services as a 'Ranger'. I don't have a cohesive vision of his character yet, or his organization, but he's likely one of the civic groups that defend Gem against foreign threats.

Here Aleph also does a good job of fleshing out more of Gem by bringing up the Families and even Ryabu's connection to them. This paints the picture that Gem is a tangled morass of alliances and 'family businesses' that interweave with each other, despite their pretense of 'monopolies'.

I'm also bemused that Ryabu is as old as he is- I'm used to playing or running games for characters who err on the young side for various reasons. Creation is very much accommodating of the old gnarled master or touch-of-grey experienced hand though. Not that being in their thirties is 'Old'; I'm 31! We've kind of waffled on Inks's age, for the record, as she's sometimes in her mid 20s or early 20s.

[11:01] Ahh, Inks, I love playing her up-front approach to problems. "I want to do something about this. I need more information. First hand."

And Aleph, gracious Aleph, has Ryabu respond as one would to such a desire. As I make the rolls to convince him, I can't help but note that Aleph is much more transparent about these traits and desires than I expect- mostly because I still function under the assumption that a lot of this information is gated behind either specific actions like the Read Motivation rules, or Charms.

Like, from a design perspective, a Charm is a flag that says 'before this is purchased, you either need to take action, or it never comes up'. Once you buy a charm, it's a flag saying 'ST, the player wants this to be a thing'. But that's not the same as giving the player things.

It's worth noting however, that not even corebook Solar Charms have a specific 'Identify all Intimacies' effect.

Now, El-Galabi as far as I recall is actually ES's creation from a few pages back, and I am actively not searching for it as to avoid metagaming. Aleph assured me she's tweaked it slightly as well to keep it fresh.

Here we have a brief OOC conversation about travel magic, and while I very much enjoy Stormwind Rider, I specifically decided against getting a lot of travel magic early because I wanted to keep 'downtime' on the table where appropriate. Once travel magic becomes widely availible, players and games compress themselves down into breakneck, day to day affairs that leave almost no time to pull back.

Like, one of the major failings of most dramatic action rules is time management. If you tell me I have 3 months of downtime, and I know how long a task will take, I will likely try to do as much as I can in the block of time. Optimization is just something people do. Allowing too much optimization breaks game balance though. A good example of this is tracking hours worked and sleeping. Tireless Sentinel Technique can let you work almost the entire day save for food/water. If you use hours-worked in your game, this invites a complexity explosion that most STs aren't equipped to handle. ES and Aleph of course basically gut anything that deals with 'Hours' beyond linear blocks of time like Tiger Warrior for that exact reason.

On the note of travel magic, I very specifically avoided Agatae as one of Inks's summonables, because I am dead tired of the pretty wasp meme. I have nothing against the demons themselves, I just don't want Inks to be a wasp-rider. As a player I am generally disinclined to 'Randumb' things.

Like as a digression, I remember a Lunar player who's totem was a Mantis Shrimp. The only reason this player picked that, was because of the youtube fad about their supersonic forearm strikes. Non-sequitur gags are fine and dandy- I know I built Maji and Inks to have one, but I have been inundated with Bad 'Flash in the Pan' ideas over the years.

Anyway, the Expedition! Camels, caravans, one of Inks's freed-slave employees plus Ryabu heading to El-Galabi! I still snicker at Alephs' crack about palm-leaf shading.

As the scene transition carries on, we are shown more of the local terrain, which unfortunately isn't as relevant as I would hope- we weren't stunting survival or attempting to navigate treacherous setpieces, so it mostly just was there to flesh things out. This is good, but it wasn't very interactive. I couldn't grab the ash and DO anything with it, for example.

Advice to anyone playing smart characters: TAKE NOTES. do it in character- paper while not cheap in 2nd age Creation is still something you can carry with you, and one of the easiest 'smart person' things you can do is write stuff down. Aleph and I both agree that writing down plans for a magical creation means you can make it again faster the next time, or hand those plans off to someone else. This is huge.

The log describes El-Galabi itself, and we had an interesting meta-moment were I wondered if Inks's anima was sunlight, and if she knew how sunlight affected the dead. Now, inside a Shadowland, I'm pretty sure that 'Shadowland' takes precedent over 'Sunlight', so ghosts are material, but I'll have to doublecheck with Aleph.

Also puns- no lie that was actually a really good one on Aleph's part.

Minor squee note: I get to leverage Exalted resilience without relying on Charms! Staying up late and wide awake! Thinking about it, you gotta wonder how Exalted feel while resting/sleeping. Can they just go full bore and then decide, I'm gonna lie down, and doze off? Do they get tired/drowsy like regular folks?

Character point: Being nice to the help. Inks, who basically is a runaway mafiya princess, is making camp-breakfast in the middle of nowhere for a camel-riding sentinel of Gem and her employee.

Here, Inks and Ryabu has out the details of the first major excursion, and while Inks could totally have pushed the issue, I as a player didn't feel the need to go in hard the first visit. If I had pushed my luck, Aleph could have rightly caught me out with a combat scene of some sort or similar challenge, and I'm confident that while she wouldn't rocks-fall me, I would have suffered a hazard comesurate with my misjudgement, compounded by any lack of preparation.

Having negotiated the proper vantage point, I make some final observations, and a greater picture of El-Galabi and it's situation beings to form.

El-Galabi is in my opinion a great place to start in terms of experimenting with a 'Plot' that is player driven but built out of materials the Storyteller provides. So far Inks is providing the pace, because she hasn't committed to a course of action that locks her progress to forward-only. I'm allowed as a player to approach and retreat as circumstances dictate. This is not to say that all plots should be this gracious, but it is nice that this one is.
 
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Alright, at @Aleph's request, I will be posting the logs faster so that she has a centralized place to go and find them for reference. I'll keep it to one-log-per-post though, and maintain the core index. Note in advance, I may sound fairly critical of the projects and thaum materials in this post-mortem, but I am doing so with the intention of it being constructive. I welcome counterpoints/discussion.

Session 7 Logs For Real This Time

After our test-run of the Project Rules, we now calculate the results. It's worth noting that Aleph's ST style tends to decouple character traits from result quantity/quality. I almost never will roll to produce Hepatizon, instead we use Inks's pools and that of her underlings to establish a minimum level of competency. Aleph can go into further detail as she likes. The significance of this, is that we will not see any swings in efficiency or flourishes from getting lots of threshold successes.

For clarity, when I say Difficulty 1-5 task, Aleph will likely use the phrase '1-3 dicepool'. I mentally do the conversions in my head of 10 heroic dice equal an average of 5 successes.

Anyway, the session begins with the resolution of the hepatizon complex. It's finished, built, and we have a concrete location for it outside the caldera/outer wall of Gem, specifically placed so that incoming trade traffic doesn't see it. Even so, multicolored smoke and strange portents linger around such a demon-heavy enterprise.

Now, before modifiers/other magic, this complex will produce fifty 'people' worth of Hepatizon. Be it armor, weapons, or in this specific case, mining tools. Hepatizon itself if you don't know is one of the Herenal's secret crafting recipies, among which include making bowstrings from the strings of time, or using Ligier's light to harden silk. Of the available recipes, it was the one Inks could make a lot of.

Further, we are using Aleph and ES's 'Thaum Materials' fluff/crunch, with the intention of testing it. One issue we ran into that I forgot to mention, is that there is an issue of Specificity versus Playability.

For example, Tumbaga as per Aleph requires Lava or Sunlight Furnaces. I'm going to focus on Lava for the moment, but I won't forget sunlight. Note that it's specifically lava- not 'hot molten rock' or 'magical heat sources'. The problem is that the specificity doesn't always matter if it's abstracted during the Planning or Setup Phase of a project. I as a player am not empowered to make a Cool Clever Stunt. I'm instead obligated to Find Lava as a Cost to make this material.

I'm not against paying costs, but any RPG experience is one that demands effective time management, especially one with an ad-hoc or wildly variable schedule. We've had weeks separate some sessions due to my retail job and Aleph's own obligations.

So breaking it down, if 'Lava' is articulated as an Obligation or Cost, it becomes a burden. It's not properly conveyed as a Challenge to overcome, but a checkbox to satisfy. Further still, and we touch on this further post Session 8, that it's not in and of itself a set piece. What I mean is that if Lava is Required, then Going To Get Lava should be a fun, engaging setpiece.

But that is sort of a compromise, and similar to the issue with Exotic Components from 2e.

@EarthScorpion and Aleph both design from a position of 'incentivize the player to act in a manner that is setting-compliant'. Unfortunately, Exalted as a culture encourages a degree of entitlement that actively erodes 'meaningful investment'. I as a player am somewhat conditioned/biased in favor of 'I am the Exalt, why can't I get this obstacle out of my way?'

Further still, obligating a cost or requirement without fleshing out means to approach it means that such things are burdens instead of opportunities. I personally as a player WANT to go to exotic locales and claim them for their rare magical potent resources. I however don't want to be told that I must follow a specific MMO-esque recipe.

So this comes back to Tumbaga- if I wanted to make Tumbaga under Aleph's current model, I would need gold and lava. Getting lava is easy in Gem and hard pretty much anywhere else, and is not articulated in a manner that makes this obligation fun or challenging. Further, I am given the impression that I am not allowed to say 'well what if I make an okidaci crucible' or 'I convince an earth/fire elemental to help me out'. It MUST be lava, because the intention of the obligation is to prevent a player from abusing the otherwise freeform nature of the thaum material 'rules'.

I can't speak with total accuracy, and I gladly invite correction, but the goal of any sort of obligation or minimum requirement is to guarantee 'points of failure' or a logistical trail that can be interacted with both by players and NPCs. I as a player am perfectly happy with the idea of a lava source that's six days travel away through a really treacherous pass guarded by jealous mountain spirits- that's cool and part of the pagentry of Exalted. I'm less cool with the implicit, possibly unintentional limit on creativity and optimization. And that latter point is the other major issue:

Exalted has a problem of enabling people to do too much at too little cost, so a great deal of Aleph and ES's ideas/proposals exist in the space of 'this should cost more'. But so far, nobody's pinned down a certain alchemy of cost-to-play that is fun to participate in. You either have it or you don't, and getting it is abstracted or it isn't. I don't want to enable a thoughtless "I magic up a lava source in my back yard at no cost to me' situation. I however firmly believe that 'magic up a source in my back yard' should be viable, at appropriate cost.

Hypothetically, a better system for someone in my position is keyword-based, where I am able to plug in or satisfy requirements by sourcing the right keywords. Lava in and of itself is a pseudo-keyword, but it has to be lava, and I don't understand how to get lava in Aleph's Creation.

Extending on the idea of appropriate cost, I should also state that Goals should influence costs/investment as much as anything specific. Fundamentally you want tradeoffs, not all-eggs in one basket. Exclusivity breeds dynamism, but too much exclusivity creates frustration because you can't make anything interact.

To elaborate, if Inks wants Lava, and she wants it In Her Back Yard, those two statements should have mechanically relevant and approachable parameters.

Hah, that digression went on longer than I thought.

So to re-emphasize thaum materials, Inks is producing 50 sets of artifact-statline mining equipment. We don't have a mechanical representation of this, but essentially imagine she's making 50 '1 and 2-dot' daiklave stat line equivalents for the act of mining gems/digging out volcanic tubes.

Now, we move on to the other thingie! The neomah bordello!

Like the first time Inks set up a Neomah as part of her industries, she had to deal with the fact that she's got many many more Neomah, and many more patrons for their services, both Heranhal and citizen of Gem. We established that a Neomah makes one child per week, and I summoned [Magnitude 3] Neomah to meet the demands of [Magnitude 3] Hepatizon project/Heranhals.

As per log, Aleph makes me aware that the bordello right now will probably produce 100 children per season, to say nothing of any demons that need banishing. Enough that actually feeding, clothing and caring for them is going to be a Challenge. So much so that I made a point of doing an 'establishing' roll for an orphanage, which may get expanded into a proper Project sometime in the future.

I also am utilizing the new custom style I wrote for Inks, growing out of the fact that she created the hepatizon refinery in the first place.

Trailblazer Style (Bureaucracy)
The vibrant, fierce and always-moving entrepreneur, the [stylist] seeks out new markets and industries. Companies and assets rise up in her wake. Unfortunately, this forward focus does not lend itself well to directly growing existing assets.
Novice: +1d when identifying untapped markets
Adept: +1d when seeking investors
Master: -1 Difficulty when setting up new companies, facilities or industry-market entities.

As a Style, it's focused strongly on New New New, and would require a secondary style that is specific to management and growing businesses. Fortunately, sourcing investors is relevant at all levels of management, so there's a degree of continuity.

Since I rolled 11 successes, the actual result of Inks's effort was above and beyond my actual expectations- having secured goodwill with the local population and absorbed existing orphans and such from the greater Gem area.

Having taken care of these issues, Inks moves on to securing Ryabu's services as a 'Ranger'. I don't have a cohesive vision of his character yet, or his organization, but he's likely one of the civic groups that defend Gem against foreign threats.

Here Aleph also does a good job of fleshing out more of Gem by bringing up the Families and even Ryabu's connection to them. This paints the picture that Gem is a tangled morass of alliances and 'family businesses' that interweave with each other, despite their pretense of 'monopolies'.

I'm also bemused that Ryabu is as old as he is- I'm used to playing or running games for characters who err on the young side for various reasons. Creation is very much accommodating of the old gnarled master or touch-of-grey experienced hand though. Not that being in their thirties is 'Old'; I'm 31! We've kind of waffled on Inks's age, for the record, as she's sometimes in her mid 20s or early 20s.

[11:01] Ahh, Inks, I love playing her up-front approach to problems. "I want to do something about this. I need more information. First hand."

And Aleph, gracious Aleph, has Ryabu respond as one would to such a desire. As I make the rolls to convince him, I can't help but note that Aleph is much more transparent about these traits and desires than I expect- mostly because I still function under the assumption that a lot of this information is gated behind either specific actions like the Read Motivation rules, or Charms.

Like, from a design perspective, a Charm is a flag that says 'before this is purchased, you either need to take action, or it never comes up'. Once you buy a charm, it's a flag saying 'ST, the player wants this to be a thing'. But that's not the same as giving the player things.

It's worth noting however, that not even corebook Solar Charms have a specific 'Identify all Intimacies' effect.

Now, El-Galabi as far as I recall is actually ES's creation from a few pages back, and I am actively not searching for it as to avoid metagaming. Aleph assured me she's tweaked it slightly as well to keep it fresh.

Here we have a brief OOC conversation about travel magic, and while I very much enjoy Stormwind Rider, I specifically decided against getting a lot of travel magic early because I wanted to keep 'downtime' on the table where appropriate. Once travel magic becomes widely availible, players and games compress themselves down into breakneck, day to day affairs that leave almost no time to pull back.

Like, one of the major failings of most dramatic action rules is time management. If you tell me I have 3 months of downtime, and I know how long a task will take, I will likely try to do as much as I can in the block of time. Optimization is just something people do. Allowing too much optimization breaks game balance though. A good example of this is tracking hours worked and sleeping. Tireless Sentinel Technique can let you work almost the entire day save for food/water. If you use hours-worked in your game, this invites a complexity explosion that most STs aren't equipped to handle. ES and Aleph of course basically gut anything that deals with 'Hours' beyond linear blocks of time like Tiger Warrior for that exact reason.

On the note of travel magic, I very specifically avoided Agatae as one of Inks's summonables, because I am dead tired of the pretty wasp meme. I have nothing against the demons themselves, I just don't want Inks to be a wasp-rider. As a player I am generally disinclined to 'Randumb' things.

Like as a digression, I remember a Lunar player who's totem was a Mantis Shrimp. The only reason this player picked that, was because of the youtube fad about their supersonic forearm strikes. Non-sequitur gags are fine and dandy- I know I built Maji and Inks to have one, but I have been inundated with Bad 'Flash in the Pan' ideas over the years.

Anyway, the Expedition! Camels, caravans, one of Inks's freed-slave employees plus Ryabu heading to El-Galabi! I still snicker at Alephs' crack about palm-leaf shading.

As the scene transition carries on, we are shown more of the local terrain, which unfortunately isn't as relevant as I would hope- we weren't stunting survival or attempting to navigate treacherous setpieces, so it mostly just was there to flesh things out. This is good, but it wasn't very interactive. I couldn't grab the ash and DO anything with it, for example.

Advice to anyone playing smart characters: TAKE NOTES. do it in character- paper while not cheap in 2nd age Creation is still something you can carry with you, and one of the easiest 'smart person' things you can do is write stuff down. Aleph and I both agree that writing down plans for a magical creation means you can make it again faster the next time, or hand those plans off to someone else. This is huge.

The log describes El-Galabi itself, and we had an interesting meta-moment were I wondered if Inks's anima was sunlight, and if she knew how sunlight affected the dead. Now, inside a Shadowland, I'm pretty sure that 'Shadowland' takes precedent over 'Sunlight', so ghosts are material, but I'll have to doublecheck with Aleph.

Also puns- no lie that was actually a really good one on Aleph's part.

Minor squee note: I get to leverage Exalted resilience without relying on Charms! Staying up late and wide awake! Thinking about it, you gotta wonder how Exalted feel while resting/sleeping. Can they just go full bore and then decide, I'm gonna lie down, and doze off? Do they get tired/drowsy like regular folks?

Character point: Being nice to the help. Inks, who basically is a runaway mafiya princess, is making camp-breakfast in the middle of nowhere for a camel-riding sentinel of Gem and her employee.

Here, Inks and Ryabu has out the details of the first major excursion, and while Inks could totally have pushed the issue, I as a player didn't feel the need to go in hard the first visit. If I had pushed my luck, Aleph could have rightly caught me out with a combat scene of some sort or similar challenge, and I'm confident that while she wouldn't rocks-fall me, I would have suffered a hazard comesurate with my misjudgement, compounded by any lack of preparation.

Having negotiated the proper vantage point, I make some final observations, and a greater picture of El-Galabi and it's situation beings to form.

El-Galabi is in my opinion a great place to start in terms of experimenting with a 'Plot' that is player driven but built out of materials the Storyteller provides. So far Inks is providing the pace, because she hasn't committed to a course of action that locks her progress to forward-only. I'm allowed as a player to approach and retreat as circumstances dictate. This is not to say that all plots should be this gracious, but it is nice that this one is.
Hmm.

Children as a byproduct of an industrial operation is ethically iffy at best. Especially given that said children are likely to be demonbloods, and thus, magically potent. Enough to interest some farsighted individuals looking to raise agents or in the short term, sacrifices. Or people who object to children not born of woman.

I suspect those demonbloods will draw Yozi cultists sooner than later.
Or the machinations of a 2CD, since Inks is banishing neomah back to Malfeas with at least some knowledge of her op, and they do know were they came from. Possibly both.

Also to invite future political complications should any look like their gene donors.
Some local heir decided to try out exotic hookers.

Regarding the Dead, Inks could talk to the local spirit court and see what aid they can offer; I suspect they aren't any happier than the Gem ranger about the local shadowland and it's effects on property values:)
And she has a godblooded tiger as a familiar/ally to act as an in.

That's all that comes to mind right now. I need to go to bed.

EDIT
And what's the Twilight's anima power do in this tale?
I assume Inks is not using Ex2's unerrata'd anima power, hilarious as it may be.
 
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After our test-run of the Project Rules, we now calculate the results. It's worth noting that Aleph's ST style tends to decouple character traits from result quantity/quality. I almost never will roll to produce Hepatizon, instead we use Inks's pools and that of her underlings to establish a minimum level of competency. Aleph can go into further detail as she likes. The significance of this, is that we will not see any swings in efficiency or flourishes from getting lots of threshold successes.

For clarity, when I say Difficulty 1-5 task, Aleph will likely use the phrase '1-3 dicepool'. I mentally do the conversions in my head of 10 heroic dice equal an average of 5 successes.

[snippy snip snip]

For example, Tumbaga as per Aleph requires Lava or Sunlight Furnaces. I'm going to focus on Lava for the moment, but I won't forget sunlight. Note that it's specifically lava- not 'hot molten rock' or 'magical heat sources'. The problem is that the specificity doesn't always matter if it's abstracted during the Planning or Setup Phase of a project. I as a player am not empowered to make a Cool Clever Stunt. I'm instead obligated to Find Lava as a Cost to make this material.

I'm not against paying costs, but any RPG experience is one that demands effective time management, especially one with an ad-hoc or wildly variable schedule. We've had weeks separate some sessions due to my retail job and Aleph's own obligations.

So breaking it down, if 'Lava' is articulated as an Obligation or Cost, it becomes a burden. It's not properly conveyed as a Challenge to overcome, but a checkbox to satisfy. Further still, and we touch on this further post Session 8, that it's not in and of itself a set piece. What I mean is that if Lava is Required, then Going To Get Lava should be a fun, engaging setpiece.

Here, I think we have another assumption divide.

I, and Aleph, work from the assumption that Scarcity Is What Matters. Scarcity drives conflict, Scarcity makes you do stuff. If resources are not scarce, then it's just a commitment of downtime (because time itself is scarce). In a major city, "untrained manual labour" is relatively common and just requires money to hire dockworkers to unload a ship or demolish a slum, but over the scale of an entire nation the characters will need to make hard choices if they want to use untrained manual labour to build a new canal network quickly without moving people away from the fields. Because within a city, there's enough day labourers that you can just hire them for things on the scale of the city, but over the scale of a nation, there's not enough manpower surplus for national scale projects because the manpower is involved in agriculture and getting on with their lives.

Hence, yes, "I need Lava, but there's no Lava" is a significant problem which the characters will have to engage with to get around. Perhaps they're going to use their geomancy to find a flow of Fire essence below the earth and drill down to puncture it, letting the lifeblood of Creation flow out as lava. Perhaps they're going to find a Fire demesne and build a manse on it which channels its essence out as lava. Perhaps they're just going to find out where the nearest volcano is, and either colonise the place, conquer it, or come to an agreement with the local lord. If they need only a small amount of lava, they might call upon a demon or an elemental who oozes magma from their flesh - though a demon might result in Hellish traits warping whatever they make using that lava.

(This is also why we tend to look at dice pools rather than rolls - because the scarce thing here is "you need a master occultist to oversee the process", and so while your Solar PC may indeed be a master occultist, you're going to need to train a protege if you don't want to oversee everything yourself. Because people with 10-14 dice in their relevant pools are pretty damn scarce.)

And so on.

Essentially, if one wishes to begin more-than-casual-scape production of tumbaga using lava, one must either control a place where lava naturally occurs, or create a site where lava occurs. And this site is now part of the political power games of the region, and you may in fact be a Miyazaki villain who just made an artificial volcano that's poisoning the land and spewing out ash and polluting lakes and making trees die, just so you could forge your magical weapons for your armies.

If one wishes instead to use sunlight, you need to do things like building giant installations of concave mirrors, or arrays of crystals that trap sunlight, or venturing to the East to retrieve rare sunflowers that glow like the sun, or just personally do things as a Solar with a giant mirror and meditate there, exhausting yourself with anima flare to focus your anima-light on the process, etc etc.

Mmm. I think that I'm trying to say here is that scarcity is a fact of life, and thus to change the setting so a particular thing is non-scarce is a setting-warping action. It might be on the small scale, setting up a logging business that cuts wood in the winter months and which makes local farmers more prosperous because you're clearing land which lets them expand their fields (but what about the environmental degradation of the logging?), it might be on the medium scale (by setting up this trade route, now metal tools are common on this western island instead of being a rare thing only held by chiefs), or it might be radical (you made a volcano through sorcery and invoking the gods upon a fire dragon line; now there's a volcano there, doing volcano things) - but making something non-scarce that was previously scarce is not just an obstacle; it's a setting-changing deed, even if it's just locally.

Like, one of the major failings of most dramatic action rules is time management. If you tell me I have 3 months of downtime, and I know how long a task will take, I will likely try to do as much as I can in the block of time. Optimization is just something people do. Allowing too much optimization breaks game balance though. A good example of this is tracking hours worked and sleeping. Tireless Sentinel Technique can let you work almost the entire day save for food/water. If you use hours-worked in your game, this invites a complexity explosion that most STs aren't equipped to handle. ES and Aleph of course basically gut anything that deals with 'Hours' beyond linear blocks of time like Tiger Warrior for that exact reason.

Pretty much.

When it comes down to it, I want to actively discourage players from being mono-focussed working-bots who fill every hour of downtime with optimal behaviour like a perfectly scheduled computer. Because that's boring. I certainly don't want to have to break out the calculator to do work-day allocations, or have players complain because plot happens which interrupts their optimised workflow. I want enforced slack in the timetable that means they can just take a few days out for a few scenes.

To put it another way, being an unsleeping workaholic is just a stunt for your project, and no more effective than the Solar with a family who gets a genius idea for how to shape an essence construct for a spell while whittling a toy wooden duck for his son, or who leaps out of bed at 3am startling his wife with a sudden insight into the nature of essence flows.

Hence, the base unit of time for strategic scale actions is the Season (1 season = 3 months = 12 weeks = 84 days).
  • Major Strategic Actions take at least 6 weeks to do (ie, over half a season). By default, a character can take one Major action a season. For the case of Inks, overseeing and involving herself in a project to drill down to reach lava and build a facility around the lava vein would be a Major Action (and might take several season's of work).
  • Minor Strategic Actions take an amount of time measured in the weeks, but less than a month. By default, a character can take one Major and one Minor, or trade in their Major for two extra Minor (allowing three Minor). For example, for Inks, preparing the social event of the season to win over allies and show off her new lava forge would be a Minor action.
  • Trivial Strategic Actions up to a few days, and cover things that can just be be folded into natural inefficiencies and losses over the course of an entire season. Trivial actions often are resolved as standard scenes - for example, as a Trivial action, we have the actual party where she serves as hostess and feeds people lava-cooked steaks and demonstrates how very safe her meddling with the fundamental forces of nature. You can take any number of Trivial actions as long as it doesn't "take the piss", to use the technical term.
This scale is intentionally low resolution and non-amenable to attempting to nickle-and-dime out further efficiency gains. It further assumes that characters are not perfect rationalbots and will spend time sleeping, eating, frollicing hedonistically, having a family, and such things like that - and that characters who are trying to be inhumanly driven would be better off spending some time away from their work, getting a proper amount of rest, and getting some fresh inspiration from the world. One represents a character focussed entirely on their work by someone using all their Major and Minor actions on a single project - which comes a the cost that, for example, they can't use their Minor to handle the running of their organisation because they're also devoting that to making their army of clay soldiers.

Once you're a king or running an organisation, of course, you start having to devote actions to upkeep and handling problems for your organisation. That's when you really need your Dragonblooded lieutenants to handle day-to-day matters. Beyond a certain point, I'd probably expand this system and move the base unit to a year, zooming out further - but I haven't had any need to zoom out that much.

I would also consider these actions to be somewhat fungible - if you have two seasons of Downtime, I'd let a character take 3 Major Actions because they're welding their two Minor actions together across the join.

Note that, for example, one of the biiiiiiig things that travel sorcery does is it allows you to travel significant distances as a Trivial action, rather than a Minor action.

There is logical Charmspace here for things that carefully let you take a few extra actions. For example, one could consider a Solar Bureaucracy Charm that lets you take a bureaucracy Minor Action as a Trivial Action, or a bureaucracy Major Action as a Minor Action. Likewise, a SWLIHN Hivemind Charm might let you do organisational restructuring as part of a larger project as a Trivial Action. However, the scope for such upgrades would need to be limited to prevent excessive stacking of extra actions - which risks making things un-fun for other players if one character is just doing too much at the strategic scale.
 
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Can there be Solars who look less than perfect? Like, is a heavily fat merchant prince with a bunch of wives and concubines who exalts while driving off a group of bandits attacking one of his caravans a potential Solar?
 
Can there be Solars who look less than perfect? Like, is a heavily fat merchant prince with a bunch of wives and concubines who exalts while driving off a group of bandits attacking one of his caravans a potential Solar?

Don't see why not.

Appearance is a trait you can improve, so there should be initially as many ugly newby solars as they are those who can't swordfight, craft or bench a yiddim.

Now staying ugly would be a choice they have to make as they can invest experience into making themselves look better to make social interactions easier.
 
Can there be Solars who look less than perfect? Like, is a heavily fat merchant prince with a bunch of wives and concubines who exalts while driving off a group of bandits attacking one of his caravans a potential Solar?
Solars are no more special than other Exalted with regards to their Appearance, indeed in the Exalted Third Edition game that @Kaiya is STing for me and a bunch of friends, one of the characters explicitly looks downright ugly because his everything is a mess of scars.

(you could also be Chiming Minaret if you're Dragon-Blooded and end up with skin that is nearly transcluent, veins that are entirely night-black and eyes that are like ponds of darkness to go with your greasy hair, a far cry from the elegant hairstyles you used to wear.)

(but why would you want to be Chiming Minaret, is the question)
 
Don't see why not.

Appearance is a trait you can improve, so there should be initially as many ugly newby solars as they are those who can't swordfight, craft or bench a yiddim.

Now staying ugly would be a choice they have to make as they can invest experience into making themselves look better to make social interactions easier.

It'd be interesting to see someone who uses their looks as a sort of social game? Like, imagine someone who is kind of fat and homely, or whatnot, who uses/stunts it as part of the, "Look harmless" stuff for a lot of infiltration.

Nobody expects fat old Ron to be the one who plotted his revenge with such skill.

Make people underestimate you, and then murder them to death.
 
It'd be interesting to see someone who uses their looks as a sort of social game? Like, imagine someone who is kind of fat and homely, or whatnot, who uses/stunts it as part of the, "Look harmless" stuff for a lot of infiltration.

Nobody expects fat old Ron to be the one who plotted his revenge with such skill.

Make people underestimate you, and then murder them to death.
An Iroh-like Solar might be funny.
 
Oh, definitely. Is Iroh a Solar, do you think?

God, no. He's the Fire Aspect-iest Fire Aspect to ever retire after a lifetime of pillaging the Threshold as a feared general and spend his twilight years looking after his Fire Aspect nephew and being a Mentor.

His story is one of family, being an old retired general from the Evil Empire, and fire. He's just a plump old Dynast, gone to seed in his retirement and who's lost some of his edge after the death of his favourite son under his command.

(as imparted, Zuko is also very, very Fire Aspected in temperament and themes. Amusingly, Azula is actually more Air, palling around as she does with Mnemon Mai (Earth) and Cynis Ty Lee (Wood). They're basically just a sworn brotherhood.)
 
God, no. He's the Fire Aspect-iest Fire Aspect to ever retire after a lifetime of pillaging the Threshold as a feared general and spend his twilight years looking after his Fire Aspect nephew and being a Mentor.

His story is one of family, being an old retired general from the Evil Empire, and fire. He's just a plump old Dynast, gone to seed in his retirement and who's lost some of his edge after the death of his favourite son under his command.

(as imparted, Zuko is also very, very Fire Aspected in temperament and themes. Amusingly, Azula is actually more Air, palling around as she does with Mnemon Mai (Earth) and Cynis Ty Lee (Wood). They're basically just a sworn brotherhood.)

I was actually editing in and out a, "I think that Iroh's a DB" again and again, because I was running into the Exalted problem of the tiers of Exalted and all of that.

But yeah, thematically he's a Dragonblooded in a world where the Avatar is the only Celestial or whatnot. Or some sort of Super-Dragonblooded.
 
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I was actually editing in and out a, "I think that Iroh's a DB" again and again, because I was running into the Exalted problem of the tiers of Exalted and all of that.

But yeah, thematically he's a Dragonblooded in a world where the Avatar is the only Celestial or whatnot. Or some sort of Super-Dragonblooded.

It's just a pre-Breaking-of-the-Jade-Prison Realm game. You've got a few Celestials going around making trouble, but especially if you're going with @Jon Chung's "wyld-king" monster-Lunars there aren't many Celestials around. It's mostly just Dragonblooded - and you tweak the setting so there are more large Dragonblooded ruled polities, like the Granite Shogunate that rules the Scavenger Lands, guarded by the Impenetrable City of Lookshy.

It's just that instead of instead of hunting the Avatar, instead Cathak Zuko has orders that he needs to bring back the head of an Anathema he has slain himself before he'll be forgiven for publicly embarrassing his family in front of the Empress and losing them a satrapy. And then in the Far North, he sees the golden flare of a sunrise, at night...
 
For anyone who wants some inspiration, I found this neat CYOA that seems to be chock full of ideas for Exalted, L5R and the like.
 
If any bender in Avatar comes even close to being a Solar, it's Azula, and even then only by dint of her obsessive perfection.
 
Children as a byproduct of an industrial operation is ethically iffy at best. Especially given that said children are likely to be demonbloods, and thus, magically potent. Enough to interest some farsighted individuals looking to raise agents or in the short term, sacrifices. Or people who object to children not born of woman.

Byproduct? I thought that the whole idea was making an army of demonblooded indoctrinated from birth.

If they are really a side effect, there is no way that the bordello is rentable.
 
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