This is pretty long and rambling. Just a warning.

I was originally woo'd by exalted during second edition, where I found it through fanfiction. In fact, Earthscorpion's Zero no Tsukaima crossover was one of the early influences for me.
The big, neat thing which initially drew my interest was the notion of a game wherein the rules and the setting make sense together. Specifically, I was seduced by the notion that physics, all of it, was explained in the various rulebooks of 2e. I know, that's comical, but bear with me.
Over the years my interest grew, I read every decent piece of fiction I found, and my understanding slowly grew.
I didn't even consider playing the game at first. I had a role-play group but I had never run a game myself. We played old world of darkness, which bore similarities, but I couldn't bring myself to pitch Exalted to a GM who already worked very hard on his own games.
Over the years I read more about Exalted, and I started to run my own, other, unrelated games. I ran new WoD, Mutants and Masterminds, and finally, when I built up the courage and forced my players to read the rule book, Exalted.
Now I had long since gotten over the notion that Exalted somehow explained the whole of physics. I enjoyed the setting for the kung-fu and the magic and the odd combination of grittiness and phenomenal power. More on that last bit later.
So, I tried to run 2.5 for my group. We struggled. The rules were spread across edited PDFs, so there was constant confusion on what the accurate charm text was, and I had a very poor grasp of balance, along with an amateurish notion of storytelling.
I tried to introduce a Dragonblooded sifu for one of my PCs, and the player loved the idea, but when I tried to introduce the combat system to everyone through a spar, it was intensely difficult to offer any resistance to the solar party.
I had read a lot about paranoia combat, and hadn't played it myself, so I didn't see the problem until we got into play. Exchanging perfects destroys tension, and ruins the Wuxia elements of the setting.
Social combat, too, was a disaster. Players who wanted to engage in it found the system trivial, players who didn't want to engage in it joined battle when they could, and were very upset when they couldn't.

All in all, my 2e game was a learning experience. It did suffice to introduce the group to Exalted, and for all of my woes the party did have fun. I'm glad it ended due to scheduling conflicts, so that it couldn't come crashing down on its own.

I ran several more unrelated games over the years until third edition came out, and I'm running two 3e campaigns now. The theme I try to emphasize for Exalted is in the consequences of the actions of the powerful. The PCs are rarely challenged in their areas of focus, but they spend a lot of time picking up the pieces after they use their power. They're happy to show off what kind of absurd feats their solars are capable of, and we enjoy the drama that ensues after their feats.

Today, I run and play Exalted because the breadth of supernatural power available to players (kung-fu magic, paperwork magic, building magic, etc etc) is still novel to me. I find building charm combos satisfying, and unlike other games the setting is robust enough to stand up to the crazy powers you can throw together. I especially love the harsh reality that mortals deal with. It provides endless opportunity for stories, tragic or otherwise.
 
Celestial Bliss Trick arguments were banned because they got really creepy and also very intense, not only because of the flame wars but because of the frequency and the argument that it caused rape to be mechanically optimal which is well...

It's something.

(and let's not dwell on it :sad:)

Not to try to dwell on it too much, but having read a lot of the Homebrew, there's honestly equally (or more) agency-defying/potentially skeevy charms out there that don't get that sort of debate. Admittedly, many of them are Homebrewed Infernal Charms, which is something of a justification for them being kinda horrific and disgusting on a moral level. (To the point, honestly, where I'm not sure how I'd feel about playing a game where the Charms (or their equivalent in another game system that interests me more, since I've wisely kept out of learning too much of Exalted's mechanics as a fool's errand) featured prominently.)
 
Sometimes, I wonder why we do so love Exalted;

For a different perspective, my interests started with the dumb memes interesting me enough to join a game without any kind of mechanical knowledge whatsoever. This state continued until I actually somewhat grokked the mechanics at which point at which point I was struck with how elegant they were from an in universe perspective. Any system that can have people be threats to the makers of the universe while also still being vulnerable to five guys with sledgehammers is doing something interesting*.

That's the thing that got me hooked and led to me exploring everything that people have mentioned about the game i.e. mythogeopolitics and the verisimilitude. That's the spark that got me hooked on the same impossible, contradictory, shining vision of the Ideal Exaltedtm ​that people have poured blood and sweat into chasing.

*I know that's not the best example but I think you know what I'm trying to get at here.
 
Last edited:
Not to try to dwell on it too much, but having read a lot of the Homebrew, there's honestly equally (or more) agency-defying/potentially skeevy charms out there that don't get that sort of debate. Admittedly, many of them are Homebrewed Infernal Charms, which is something of a justification for them being kinda horrific and disgusting on a moral level. (To the point, honestly, where I'm not sure how I'd feel about playing a game where the Charms (or their equivalent in another game system that interests me more, since I've wisely kept out of learning too much of Exalted's mechanics as a fool's errand) featured prominently.)
That's because there is a difference between a random skeevy homebrew Charm and something on page 368 of Exalted Third Edition Core, written to be legit one of the best social Charms in the game at it's level.
 
Other people can argue against the Guild as written but the deeper question is more 'Why aren't supernaturals always on top?'

Generally speaking, the main reason for that is time and effort. Magic as Exalted presents it to players, exists to compress timescales down into playable times. The conceit of perfect and keyword defenses is to compress 'Fight the Titans' into human-comprehensible endeavors.

Basically, the limiting factor is that to achieve any lasting Change in Creation, one must invest time, and supernatural beings generally don't have time. What I mean by this, is that like the proud nail that stands tall, their time and attention is in demand by dozens of interests, their own and others. They are the best in the area, so their talents are in demand. Not using them means the power that people invest them wanes, overusing them or using them unjustly unbalanced the equation until bloody revolt becomes a reasonable response.
Seems like I should just use Godbound then; since it actually has a system for this and with far more transparency then all the Exalted books I've read then; because it sure has hell wasn't made clear to me when I've read them.
 
Seems like I should just use Godbound then; since it actually has a system for this and with far more transparency then all the Exalted books I've read then; because it sure has hell wasn't made clear to me when I've read them.

That's because, bluntly, what I just described was a synthesis of years of digestion of post-book forum posts/compiled developer notes, discussion with other people, and general critical thinking. I agree that the books don't tell you this. From my interpretation, I take it as present present.
 
That's because, bluntly, what I just described was a synthesis of years of digestion of post-book forum posts/compiled developer notes, discussion with other people, and general critical thinking. I agree that the books don't tell you this. From my interpretation, I take it as present present.
Does that really jive though how a lot of charms are just one shot things that change things once done with no maintenance required like taboo inflict diabtree though?
 
Does that really jive though how a lot of charms are just one shot things that change things once done with no maintenance required like taboo inflict diabtree though?

Somewhat, TID and the like were written at the beginning of the 2nd edition lifecycle, and Borgstrom/Moran along with Grabowski were pretty much on the idea of 'Charms aren't used against PCs, don't do that'. (we did it). This is why I mentioned upthread the notion of 'if they're doing it wrong, consistently without prompting, are they really wrong?'

So no, Solar Socialize is not 'balanced' or setting-compliant. We know that from hindsight, however.
 
Somewhat, TID and the like were written at the beginning of the 2nd edition lifecycle, and Borgstrom/Moran along with Grabowski were pretty much on the idea of 'Charms aren't used against PCs, don't do that'. (we did it). This is why I mentioned upthread the notion of 'if they're doing it wrong, consistently without prompting, are they really wrong?'

So no, Solar Socialize is not 'balanced' or setting-compliant. We know that from hindsight, however.
I see your point; but then I feel like it contributes to the atmosphere in this thread of this hypothetical version of Exalted that exists in scattered bits of homebrew and in peoples heads in this thread that contributes to the flame wars; since its something held tenuously and whenever someone new comes in to the discussion who doesn't know about the thread consensus means they get talked down to when they bring up stuff people don't like "crossbows are a secret weapon" or the triremes thing.
 
I see your point; but then I feel like it contributes to the atmosphere in this thread of this hypothetical version of Exalted that exists in scattered bits of homebrew and in peoples heads in this thread that contributes to the flame wars; since its something held tenuously and whenever someone new comes in to the discussion who doesn't know about the thread consensus means they get talked down to when they bring up stuff people don't like "crossbows are a secret weapon" or the triremes thing.

That's a problem with the community yes- ages and ages ago, a phrase was coined that best described the 'impression' of Exalted- people did not want to fix it, as they were tired of trying to reconcile an ever-shifting cloud of house rules. They wanted a preserved, concrete thing they could agree on, 'like a butterfly pinned up for preservation. '

Like with a lot of fandoms or hobbies, there is a certain amount of buy-in, and Exalted is fairly notorious for how high it is, both at a rules level and fandom level. The best we can do at the moment is seek out like-minded souls and marshal what good grace we can to have civil discussions- even when in terms of the wider forums, we are often less than.
 
What do you mean? From what I've read from the book it explicitly systematizes the difference between the whole "Short term influence" and "Long term systematic change" Shyft talked about.

It's unfortunately bolted onto a standard d20 open source system, which has its own issues. Like with many things in game design, it has Good Ideas, but questionable execution. Mind, i haven't played with it, so I am only assessing in the theoretical.
 
It's unfortunately bolted onto a standard d20 open source system, which has its own issues. Like with many things in game design, it has Good Ideas, but questionable execution. Mind, i haven't played with it, so I am only assessing in the theoretical.
Worse; its not a standard d20 system, its a OD&D retroclone throwback. :p Which I agree its a big turn off for me.
 
What do you mean? From what I've read from the book it explicitly systematizes the difference between the whole "Short term influence" and "Long term systematic change" Shyft talked about.
No, and yes.

Godbound assumes that the world can be changed through three options:
  1. Player action: Through your own actions and use of powers like gifts and invocations, you can cause action in the world that can change it and modify it.
  2. Influence: Through dedicated focus, you can maintain a specific change as long as you focus on this.
  3. Dominion: Through singular actions abstracted into a system you can create a permanent change.
Godbound is the kind of game that looks really elegant on the surface, and then you start getting into the meat of it and you go "okay it has a couple of problems, but I can fix them right?" and then you fix problem after problem after problem and you cry tears of blood and the weeping will not cease but at least it's better than Exalted, it has to be worth it it has to it has to.

Then @Stormwhite makes a sorcery build and you delete all magic from the game and commit to the fact that your game likely won't be Godbound once you're finished. :V
 
Godbound is the kind of game that looks really elegant on the surface, and then you start getting into the meat of it and you go "okay it has a couple of problems, but I can fix them right?" and then you fix problem after problem after problem and you cry tears of blood and the weeping will not cease but at least it's better than Exalted, it has to be worth it it has to it has to.

Then @Stormwhite makes a sorcery build and you delete all magic from the game and commit to the fact that your game likely won't be Godbound once you're finished. :V
Can you explain what exactly are the problems you are referencing? Haven't played it myself.
 
Come now, I'm sure your supervisor would be proud of you using company time to compare different ways your made up character can punch reason in the face. /s

I rather liked reading through Godbound but even as somebody wiht almost no interest in system mastery, I did notice some problems. Of course part of this is that Exatled and Godbound are trying to showcase very different kinds of divinely empowered human but even so.
 
I used to think this way; but I'm no longer convinced of Exalted's verisimilitude because it really fails IMO to actually integrate the Exalted into the setting that actually makes sense; because its great that it dwells on these details but then it fails to convince me that why the mortal polities even should exist and people don't really matter outside being ammo for slinging at the other side's ivory tower. Its just all a sandcastle that should logically be knocked down whatever supernatural that's in the neighborhood.
Actually, the real problem is the exact opposite one, the Exalted have been too integrated into the setting, to the point they have now become utterly indispensable for the general-audience conception of Creation. And a lot of this has to do with increased narrative focus, and the fact that mortals were given neither the tools nor the wordcount to credibly compete with the Exalted as obstacles, nevermind as challenges.

This was actually workable back in 1e, when the majority of text about the Exalted as a whole and Exalts in particular was tucked away into their respective splatbooks and the occasional dropped reference to the nigh-mythical Scarlet Empire and the Wyld Hunt here and there. Reading about the setting properly, it was entirely feasible to imagine a game where only the players were empowered by the Incarna, perhaps without any sign or mention of other Exalts at all, placed somewhere out in the Threshold but still within the span of civilization. There was implicit impressions that Exalts were rare in the greater world outside the Blessed Isle, and that if your PC Exalt went somewhere exotic enough, they were possibly the first one to have done so in centuries, possibly since even before the Great Contagion. Your Circle was presented as a grand fluke, or unlikely anomaly to have found eachother, while every other Exalt was fixated on petty infighting or pursuing the lingering goals of their mortal life.

The remainder of the books were all more concerned about fleshing out the Creation beyond the Exalted's reach, with the First Age being so distant as to barely even be worth a mention when there was new and more important shit to being worrying over. Relics of the past existed to be fought over, and create conflict in the Now rather than being held up as something to reclaim, and the world was so big you could broadly say that nothing outside your local region existed for the purposes of plot, not even the signature/example characters who were forgettable examples of Type and nothing more.

The turning point came about early-2e, when slowly, as a result of the breakneck "world-spanning events bring every single Exalt ever into conflict!" metaplot push of late-1e starting with the Alchemicals campaigns, inevitably people began to tout "Exalted is the name on the book, and Exalt stuff sells books, so everything should come back to Exalts one way or another." And so more and more things became, if not directly ruled or created by an Exalt, then by someone actively employing one, while the powers of Exalts themselves began to become more broad and sweeping in scale. The Guild is a victim of mortals having nothing new to bring to the table as a counterbalance once the focus drifted away from the point mortal rulership was feasible anymore, even as the books breathlessly aped Rathess' backstory model across every single direction to detail a who's who in holding grudges against specific Exalt types for crimes committed in one of three points in time: The Primordial War, the First Age, and the Usurpation. Nowhere else.

The signature characters became more than just Suggestions, but the active movers in various places, moreso than even the important regional NPCs, despite their unaltered blandness. The "Desus" in Oliphem's wrtieup became a Particular Person, and now part of Swan's story, not yours, rather than history any given Solar could have had accidentally. The Bull of the North wasn't some potential story hook or a cover thrown over the loss of the Tepet Legions, he was The Dude who you had to deal with now to break shit in the North, and the same went for everyother vaguely supernatural power from the top down. NPCs like King No Key and such were phased out or dropped as the books built up the revised idea of a First Age which was more directly about the Exalted, their old domains and tools than anything else, culminating with the "primary cast" of Dreams of the First Age being the former-incarnations of the corebook Signature circle, making them now completely inescapable as a result.

2e is very much an "Exalts First" view of the setting, while 1e was more fixated on telling you how many more things could be fit into this kitchen-sink worldbuilding. And to be honest, the view doesn't look to be changing much either.
 
Last edited:
You are not gonna like Godbound then, speaking from experience with @NonSequtur and the bullshit that is The Blind Lie. :V

As a level one character, I destroyed a society with a megaphone and one use of Conviction of Error.

Gift design very obviously assumes they won't be used on players. The combat system incentivizes Glorious Godbound Gunplay. Low Magic is a more effective combat tool than the divine word for close combat murder. Theurgy is an athematic conglomerate. A number of gifts let you generate societal resources for cheap without interacting with the dominion system.

Et cetera.
 
Legyallat, the Fly Ogres
Demon of the First Circle
Progeny of the Assayer of Men


When Tereki finds that a soul is too impure for her purposes she discards it, dumping the waste into the pool behind her workshop. From the mixing of a hundred failures are born the legyallat. Though by their nature they should be horned and furred, the toxic brew from which they are born dissolves their skin. The insects of the Demon Realm flock to their raw forms, covering them in a layer of buzzing insects. Given the scale of their ape-like bodies which stand two metres high at the shoulder, the noise of the bugs covering them can be deafening up close.

The fly ogres are hulking clumsy brutes strong enough to lift a horse in one hand and are inured to agony. In their creator's eyes, though, they are utterly without worth for they are creatures lacking any virtue. Intemperate, cowardly, weak-willed and callous, the legyallat flinch from the scorn and whips of Tereki. They believe in their hearts that they are as valueless as she says they are and any praise or respect they are shown only convinces them that they are being mocked.

In their worthlessness, though, they have a wonderful capacity to detect things of value. Though their pain means they have no sense of touch and they are nearly blind, their sharp noses can smell out precious metals through metres of rock, and their bloated tongues can easily taste traces of brass adulterating gold or opal dust in dirt. They swallow such precious things in their greed, but they cannot digest things of value even though the alchemical brews of their innards can dissolve rock and stone. As a result, within Hell they are also used to purify ores and adulterated metals.

Summoning: (Obscurity 2/3): Sorcerers call upon the legyallat for brute labour. A team of legyallat can manhandle heavy loads, though sorcerers must be cautious to avoid letting them near things that could be ruined by the insects that swarm around them. They are too clumsy to be truly skilled fighters, but their sense of smell is remarkable - at least if the sorcerer can avoid thanking them for it. A fly ogre is pained by praise or respect - each scene they are shown kindness or appreciation inflicts one point of Limit on them. One of these demons can escape Hell whenever meat is left to rot in an alchemist's discarded waste, called to feast by the scent.

Kezkutya, the Nimble-Handed Dogs
Demon of the First Circle
Progeny of the Assayer of Men

The four hounds of Tereki are Manan, Salnan, Ganan and Nan, and they are the only four creatures that their mistress trusts. From their pups, therefore, the Assayer of Men wrought a race of demons to serve as her aides and assistants. The kezkutya resemble hunting dogs with hides of many colours, save that their forelimbs are six-fingered hands and they have two goat-like horns made of glass protruding from their brows. They move on all fours or on their hind legs as they see fit, and converse in Old Realm, making notes in a flowing, elegant hand.

To aid them in their work, these dogs wear many belts of strange intricate tools that they shape from their shed horns. When in the service of their maker, they wear robes of red, white, yellow or black. The colour marks her estimation of their skills. The kezktuya are snobbish, arrogant demons who look down on any who cannot match their own alchemical talents - but on the converse. they will loyally serve any who can exceed them. Such loyalty does not replace that to their creator, though, and they bring back tales and rumours of the work of others in Creation to the Assayer of Men.

The alchemy that Tereki performed upon the souls of these demon-dogs has redirected their natural instincts. They are still driven to hunt and chase, but their prey now dwells in the intellectual realm. Given a task or alchemical problem to solve, a pack of nimble-handed dogs will chase it down unerringly. Such a transmutation was not perfect, however, and older instincts will still surface at unexpected times. Their mannerisms are an odd blend of men and dogs, and a fleeing rabbit or tossed stick can distract them from their set tasks and lead them to forget what they were working on.

Summoning: (Obscurity 3/5): The obscurity of these demons is largely representative of how many sorcerers pay little attention to the arts of alchemy - among those who specialise in such magics, they are more well reputed. Sorcerers make use of the kuzkutya as research assistants and aides, capable of working independently or making accurate notes. They are also glassblowers of some skill, and know many other skills that come in useful around a sorcerer's workroom. Their old instincts still surface - a nimble-handed hound gains one point of Limit if prevented from chasing fleeing prey. They can escape Hell when an alchemist's experiment fails due to inadequate preparation, and their mishaps slay a beloved pet dog. The kuzkutya subsumes the corpse, taking on the appearance of that breed of dog until cast back to the Demon Realm.
 
Last edited:
If I had to bring up my own personal issues with Godbound's mechanics, it's that it repeats a lot of the things I disliked about 2E but with a d20 instead of d10's, especially where combat is concerned.

Godbound can make attacks that never miss, and can block or dodge any attack, for the cost of one Effort. Defenses trump attacks. Which means that for many combats where you're expected to fight a Godbound tier enemy, the winner is always the one who retains the most Effort, or else seeing who is spammed to death with auto-hits the quickest if one lacks applicable defenses. Combat, by and large, becomes a binary that's mostly settled before any dice are rolled.
 
Last edited:
As a level one character, I destroyed a society with a megaphone and one use of Conviction of Error.

Gift design very obviously assumes they won't be used on players. The combat system incentivizes Glorious Godbound Gunplay. Low Magic is a more effective combat tool than the divine word for close combat murder. Theurgy is an athematic conglomerate. A number of gifts let you generate societal resources for cheap without interacting with the dominion system.

Et cetera.

I'll confirm that Gift design very obviously assumes they won't be used on players. Indeed, the combat system assumes that conflict between players won't happen; as evidenced by the existence of the True Strife of the Scorned Lover.
 
Here we go with Session 24 of Sunlit Sands. @Aleph presides as storyteller, with I, Shyft, as Twilight Solar Inks.

Hooboy, this was a big one.

Session 24 Logs

So, opening this up I must underscore that I have discussed the idea of a 'prisoner' plot. I have never played one as PC or ST. I however do believe that they're a valid and valuable tool in an ST's kit, so long as they're handled well.

We had a few discussions prior to the session itself about the use of ST authority and the separation of character, asset and trait.

For the sake of discussion, Exalted defines an attack as 'an action that would seek to harm the character's mind, body or traits'. This includes things like Intimacies, Virtues, Motivation and Backgrounds.

Last session, Hinna 'attacked' Inks's assets, but not her traits. The stomach bottle bug Inks had was not a Background, so it was not 'defendable' per se. This is an ege case mind- i would caution Storytellers against doing things like this, but it IS possible.

The other thing is that if Inks had not been a public demonologist, Hinna should not have tried her banishment trick without sufficient justification or investigation- she would have had no idea Inks HAD a stomach bottle bug. Now it's not to say that she couldn't have Guessed, but a storyteller guessing too much and too accurately leaves bad feelings.

What we discussed among other things was the Wovlerine Effect and the Worf Effect.

Wolverine Effect: A character who has a power (regeneration) is shown using that power often; done badly it makes them look bad- does Wolverine suck at fighting if he has to heal so much?

Worf Effect: A character is SAID to be tough but SHOWN to be a chump, to upsell the threat-of-the day

back to hinna and last session, the thought is that Storytellers often have an unfair information advantage over their players, and handled badly, leads to the opposition being full of gotchas and threats specifically tailored to attack the player's weaknesses.

Now, sometimes, the ST needs to attack weaknesses, to encourage the player to shore them up. This touches on however, the idea of reactive purchases. I've been trying to save for Essence 4, and if I in response to this session buy out a bunch of charms that prevent it from happening again, that's fine....

The problem then is if those Charms never come up again. This leads to the 'Tabletop' extension of the Wolverine effect: If a character is immune to something, does it ever happen to them again? Aleph has assured me that if Inks ever becomes immune to poisons and sickness, they will still happen. As advice to Aleph, the use of poisons and disease should tell me about my opponents, what does that say about them?

Anyway, moving on to the actual session-

In these first scenes, we are introduced to a neomah by name of Bidaha. I identified fairly quickly that this was another one of Aleph's tutorializing sequences, because Bidaha and by extension Hinna were meant to be an active example of Anchors rooted in demonic backgrounds like Backing, Ally and Cult.

Bidaha was interesting, and Aleph had a clear trajectory in mind for her character, which I noted, but honestly did not have the time to really focus on.

I can safely say that the first few scenes of the session, the pacing felt off. Neither of us had done a captured plot before, after all. With the benefit of hindsight, I would have actually started Inks off in the extractor device we see later.

Now, I as a player felt reasonably safe through this whole sequence- much safer than I thought I would, and Hinna continued to reinforce this impression throughout the session. For one, we're using the 2e corebook Twilight Anima, so at a certain point, I can tank damage at a level that vastly extends my lifespan in combat.

The main thing that threw me, I think, is that Aleph and by extension Hinna were almost too easy on me, but this was justified by Hinna not being 'prepared' to contain a Solar. Now, there is a judgement call here, what's FUN for the player? Inks being drugged to the gills, with her hands and feet cut off would've been 'safe', but sure as hell not fun for me.

I at the very least expected more poisons to force compliance or docility, but it ended up not being the case.

As the session goes on, a picture is slowly painted that Hinna is a member of an infernalist cult, who seek to steal the power of the Sun as the Immaculate Order declares the Solars did. There's a link in the logs for the actual writeup.

Her family is revealed, conninving and jealous, brutishly loyal, or crippled. Husband, Son, Daughter. Lots of demonblooded, unsurprisingly.

Above all else, Hinna is entertainingly wrong. Part of what makes Exaltation, the process, work so well, is that it's almost impossible to, from an in-setting perspective, pin down its objective traits. Someone can say they're Exalted, but most people only believe Dragonblooded are Exalts.

Now, here's my pacing critique of the 'first chunk' of the session. I fell into what I like to call 'respectful innactivity'. I clearly understood Aleph had a plan and wanted to go through it, and I was more or less at a loss as how to move forward- it's one of those tone mismatches which i think is underscored by a question:

Can a player be wrong? Unpacked more- can a player's strategy or tactic be wrong? The obvious answer is 'yes', but te more nuanced answer is 'depends'. The fact is, whenever a player chooses wrong, has a bad idea, that failure is magnified, compounded by the fact that their roll might have succeeded.

It's like saying 'you are facing someoen with impenetrable armor' and then you roll 20 successes on an attack- the attack does no damage becuase impenetrable, but you're left feeling dumb because you wasted that roll- now obvious, a properly signaled challenge shouldn't result in that.

The issue here is that the signals I was getting as a player were muddled by the gradually unfolding plot. There was a setpiece, a scenario, but I was not fully grokking how to engage with it. This is why you see me stunt partway through and then hard-abort it without a word- I quickly realized that my ideas were simply incompatible with whatever Aleph was planning.

So perhaps, if you look at it the right way, I was on rails- but not being rail-roaded.

Some of that incompatability was due to not having the right Charms and not being willing to spend XP on them just yet- but if I had pushed my thoughts further, I might have.

This is why at about the 3 hour mark, we both sort of agreed to do the seek-weakness montage, and I made a trio of pretty stellar rolls. This is another example where I felt like I was in a 'tutorial' zone. I wasn't being penalized, I did not need to watch my motes (as I was left alone every night and could regenerate at my leisure). This in turn made my successes that much more impressive.

This was not a bad thing, mind, but it was definitely easier than it could have been.

Having been presented with a cloud of options, I started now to more strongly drive towards one I wanted. Aleph was impressed by my stunting, my ability to gradually build up assets by describing what I did or acquired versus just straight 'Oh I make it up on the spot'.

The pacing kicks up to the positive here, and I think this underlines the session's weakest point- I as a player could not think of a goal that Aleph understood or could engage with. The moment I picked a goal she DID understand, she could more rapidly account for and arbitrate the results of my actions.

So a small part of me was a little frustrated that I could not concieve of a wholly original solution- I was however having too much fun filling in the wide blank spaces Aleph left in her offered aveneues of progress. Novelty is memorable, but it's not always Good.

Another note here is that Inks is Conviction 5 WP 10; for all of her personable, flirtatious quirks, she can be a terrifingly driven, focused being. Part of the beauty of the virtue system, is that it's fair. Inks is conviction 5 in everything she does. it makes it more difficult to build lasting attachments, sure, but it also means she guards those attachments and causes with even more fervent energy.

To be Conviction 5 is to stick to your job despite boredom, hunger, pain. To endure when weaker wills falter. The Task is Not Done- that is Conviction.

It was that she leaned on, commiting to her goal of seeing Hinna brought up by the very powers she bargained with.

Now, the other thing about this session, is that despite not being on camera, Inks's support network was both useful and involved, albiet distantly. It's a common problem for STs to treat NPCs as bumbling fools or incapble of holding the fort while the PCs are away, and it was not a surprise that Aleph instead had them be both competent and narratively supportive. I did not need a deus ex machina to get out of this.

The rest of the session proceeds as you see it in the logs, and until finally, all things come together.

The last two things I really want to touch on, are the +3 stunt, and Bidaha.

In the case of the stunt, I think this sequence underscores a better, more important metric for guaging stunt levels. A stunt that just describes something, no matter how long and flowery, is still just a description. A characterful stunt is nice, but the best stunts are the ones that describe risk. Inks could have failed! She gambled, hedging her bets of course, but still could have not rolled well and been in trouble! That was the root of the +3 stunt, not any artful phrasing or decadent prose.

Bidaha, finally, as I mention in-log, is interesting, because Aleph is again trying to tutorialize that Spirits can be falible. Maybe not in mortal ways, but still obviously changed or hurt- appropos for a doctor. I do admit Bidaha feels almost too tailored for Inks, but she is a neomah, so that's something of a given.

With that, the session concludes and we wait til next week!
 
Last edited:
Back
Top