Commentary on the commentary, here you go
@Aleph !
Yes, stepping up the 'coercion' would have been a way to go. You
always graduate to higher tiers, instead of starting high. There is however a time and place for a 'Pow, punch in the face' sort of difficulty spike- this was not it.
So yes, drugs, starvation, beatings last. One thing you could have done was, if I was floundering, tutorialize how to approach this problem. A common issue with players in general is that they get tunnel vision, and can't think outside of their current conception. If I feel this is a 'Resistance' challenge, then you the ST are perfectly fine with reminding me of my Medicine 5. Conversely, if I the player decide to fight back
with my specialty, then you arguably should allow it.
I completely forgot about Touch of Blissful Release, as well, and that kind of Charm was really a good one that I would have liked learning as part of the 'struggle' against Hinna. Alternatively I could have bought up Resistance 3, and then Body-Mending Meditation- imagine being able to heal from bashing wounds in
fifteen minutes. If I remember the Charm correctly, a Solar who'd been knocked out in her incap level, can go from incap to 'Healthy' in
two hours. I might be wrong on the specific execution, but it's still pretty damn fast.
And you did acknowledge after the fact that you ought to have let my 'crazy plan' happen, even if it would've been hard. Part of 'tutorializing' is being willing to put up a really tough wall and then being impressed/pleased when your players beat it. The ST's job is not to
win, but to get their players fired up and thinking!
Characters want to win, but STs win when their players win.
This leads to another key point- Hinna was always in control of how far she could take hurting Inks. There was always gradations- unlike
combat, where the line between 'whiff/splat' is so frighteningly slim, we weren't using Join Battle. I would have definitely appreciated a roll to endure damage and keep myself from hurting a lot, up to and including acknwoledging the Twilight Anima (at the same time, we're using exhaustion rules, so just beat Inks up while she's unconcious)'
The other thing I want to underscore here, is that the most valuable resource in this whole endeavor is Session Time. Beyond that, the only completely precious, unrecoverable thing is
death. You could have lopped Inks's arms and legs off, and while I would have been
upset I admit, not so much in the sense of 'Oh god you traumatized my character' (though I'd feel pretty upset), it'd be more that you're
forcing me to spend oodles of experience on a suite of medicine charms just to get out of this. Now I as a player don't really like torture-porn content. I made my alchemical explicitly to play up the 'superhuman regenerator' trope, and he's
meant to get chewed up and spat out. Inks, bluntly, is an immaculately gorgeous hyper-idealized supermodel figure. I really don't want to imagine her covered in blood or scars. That being said, getting an arm lopped off in combat or whatnot adds spice and after a certain point, becomes a meaningful status effect vs a terrifying trauma.
Now, sometimes you
want to do that. Sometimes it's important for a story to have those kinds of things, to push a player so hard they
have to do something like that. The problem is, I was clearly and openly earmarking XP for Essence 4. If I had not had that as a primary goal, I would have been likely a lot more okay with 'Well I guess I'm buying a bunch of Medicine Charms now!' because the experience I'd been saving was just
potential growth.
Another note is that this kind of 'sequence' is actually something you almost want to mark as a Storyline end- to refresh virtues and more freely give out bonus XP to offset any 'reactive' purchases that might've thrown the player off. Being a session or even two sessions (realtime weeks) behind on a plan is much less awful than being 4-5. Remember that in Sunlit Sands, I get about 1 mortal xp and 4 magical xp every session, as well.
Back to Hinna and graduating 'tension/control', the other thing, is that if you had
inflicted damage on Inks, actual HLs of damage, without giving me a roll to resist, and I had
remembered (because at the time I admit I was not paying attention, too enraptured trying to Escape), i would have had an issue.
Always give a resistance roll, if for no other reason than to just show the player 'hey, something worth resisting is happening'.
Now you start bringing up Inks's Conviction 5- I think i touched on it already, but part of the genius of Virtues is that they are Always On. You don't get to choose when to be Conv 5, you just Are, 25/7. Part of Inks's 'lack of focus' is not because she doesn't pay attention (though more seriously it's because I forget and want to build my empire), it's because she gives everything she does or feels 120% of her attention. Friend, foe, lover or employee. Idle fancy or diehard cause, she can't
not dig into that wellspring of commitment.
Now in practice, in roleplaying, Inks actually comes off a lot more light-hearted and flippant, but drive to her goals is a fundamental part of her character... and Hinna put herself in her way.
'Mean to my character'... that's an interesting thing to tackle. If you're familiar with the idea of 'friend or idol' decision, that's in my opinion the thing you want to avoid. Putting the screws to Inks, demands on her time, her morals, her health and so on is all part of the social contract of playing a game with rules to
do those things to each other. I as a player generally want a fair, 'trust the dice' approach to this sort of thing, as well. The line you want to not cross is mean to the
player. Mean-to-player is like constant surprise costs or 'gotchas'; or unreasonable burdens that hew into melodrama.
I think that's the important part- you want to be Fair. Hinna using drugs, starvation, beatings and so on to inflict penalties is 'fair', but it would have gotten
unfair if you piled them on so high, I'd have had no chance of making even Difficulty 1 actions. Or you inflict a lot of penalties and keep the Difficulties very high. Making the characters weak raises the tension, sure, but it also can raise negative emotions and a certain, adversarial angle.
Like, I was felt like I was not playing
against you Aleph, which is a good thing, but I also was not playing
with you, either- also a good thing.
Okay I meandered a lot, but I finally gathered my thoughts re: Fire web plan-
Aleph, you haven't had a lot of experiences with setpieces like I have l. I
live for setpieces. Grand venues to stunt off of and embellish details, vistas or intimate enclosures. A setpiece is akin to a highly speciaized, stuntable location. It is the place in which Chases happen, Duels occur, and so on.
Like, tossing this out- Where's the giant vat of chemicals I can dash at and tilt over, using Graceful Crane to dance along the tables and heads of dog-demons as they wail and melt in the face of the kimberian acids? Or maybe Hinna had bound demon spiders working like the movement gear from Attack on Titan, allowing her to hang from the ceiling, and force me to jump around dodging?
Now, Inks is actually very bad physically, stat wise. She is a sexy, sexy nerd, but she's got the stamina and athletics of one as well. (Amusingly though she is Str 3, so she is Fit, from heaving Chronicle around).
Having said all that though, I need to stress this for both you and the thread at large- Setpieces are not just about
physical action. The Cuban Missile Crisis was a setpiece, that sequence from Jet Li's Hero, where he approaches the emperor in stages is a setpiece, rapid trading on the stock markets is a setpiece. Ostentatious, bold, colorful characters even if they're one-offs are part of the culture of Exalted I came from- so I do see things in those terms possibly more than I should.
Range of options- I think you covered what you should and should not have done pretty well here, but I want to say that while Inks is the
player character, the Storyteller is as much a player, and both sides need to be respected. The ST's job is often many times more difficult than the PC's, after all.
Now you say 'curve back to Inks's goals', and I admit the outline you've drafted here sounds like a good idea... it almost sounds
too good, which is in my mind always a concern about both the storyteller, and writing homebrew content for the game and a whole bunch of other related things. I think... the best advice I can give you is not describe
purposes, but in term describe
rules. Back in SNG, I had a one-off artifact that was a memory crystal show up. The PCs back then realized 'wait, it's not paper, so
Ryzala, Lady of Paperwork can't read it!'.
I didn't tell them that at all. I didn't even
intend it. I allowed it, because it
made them feel good.
Now, there's a time and place to be permissive, sometimes you
shouldn't allow something, no matter how logical or well argued, if it's unbalancing or athematic. This is why every time it comes up, I always tell people 'No, you cannot do Nanoha or Nasuverse style 'barriers' to prevent damage from happening to mortals or the countryside. You
will break eggs making this omelette.'
So with regard to the sun storage crystals, I would have focused more on what they were and how they worked, and waited for me to 'remember' that Sunlight/Solar Essence is one of the key elements of cleansing Shadowlands. If you have to, tell me 'rethink what you have access to' or 'take another look at that'; both in character and out.
I should point out as well that in a multiplayer game, or even a game that has people discussing it between sessions without playing, means a lot of these things get noticed
faster. Sadly, Sunlit Sands does not have a huge discussion base, so I don't get to workshop ideas or plothooks with many people, including Aleph.
I think a thing to avoid is the 'fall into your lap effect'. I felt like I earned Hinna's lab and all her works, but it's still somewhat convenient- I will admit though that I'm
very gunshy about 'convenience' from other games I've been in, because I'm used to being appeased so that I stop arguing, which isn't what I want. Being
given things undermines the goal of
earning them. I have an irrational streak when it comes to some things, because I'm seeing them more as 'Wait, this completely invalidates my character arc' vs the intended opportunities like 'Wait, I can knock down
mountains?'
You haven't been
doing either of those things Aleph, but that's where I come from often.
I think the thing about Bidaha comes from the idea that I'm used to portraying demons as
wanting to stay in creation, either by other STs or myself as player. The idea of sending a demon back to hell, even empowered as an agent of a Solar, seems
strange to me. Hell is a nasty brutal place where you
die in the gigadeaths and it feels unreasonable to even try to establish any persistent force there outside of an allied 2nd circle. So in this case, more tutorialization is needed. I am glad you clarified your intentions here, though I'm bemused that you might've outed your Master Plan for Bidaha a bit too early.
Now I know that there's a fair amount of evidence or homebrew push that demons want to get out of Creation too- the sunlight hurts them, for example, or their grasp of social mores alienates them from humans, and humans don't 'get' demons either, all sorts of things. See Hopping Puppeteers and their fascination with children.
Of course, the joke also is that clearly Inks is just going to have a full on harem anime cast living in her estate at some point. She's already got an Elemental, is working on the DB, likely an Abyssal Waifu (I haven't confirmed what Tatters is though), and now a first circle demon. There's a god-blooded bootycall on the side, Sulieman as her heroic mortal mancandy- all she needs are a few gods, a couple more Exalts and the other Circles and she'll have the whole set. (I am going to again remind you that honestly, Exalted don't
fantasize about threesomes).
Mechanizing things like Hinna's comeuppance is often fun when you really dial it in- and like with many things, hindsight is 20/20.
I
did like the demons and I did pick up quickly that aside from the anhules, (which were not clear as to how they were summoned/bound), Hinna only could have gotten her patrons' assortment of demons. I had actually read their writeups in the exalted thread an hour or so before the session, so when I first saw them described I was like 'Well clearly ES has been helping Aleph with the session today.' This is not a bad thing, mind.
I did touch on it in my original post I think that Hinna was 'entertainingly wrong'. I
did like it. I can also say though that 'Exaltation solipsism' is one of the hardest things to get right and extremely easy to get wrong. People spend session after session hamming up the
question of 'am I a good and just person? Am I a monster like my predecessors? Look at how noble I am for loudly speaking out how much i repudiate the people I had once been!" I've done it, I've seen a bunch of other people do it- it
can be done well, but it's really hard.
This is partially why I play Inks as a brazen open solar, because I'm
dead tired of the furtive, clandestine, on-the-run Solar. I wanted to play someone with an ego but not an asshole. I don't want to, as a player,
waste time with doubt, when I could be
doing things instead. It's not that I dislike melodrama, it's that I've had a
lot of it.