It has been quite clear that the Coxati are a feudal group, so don't sweat that. It's the decision to not present a singular point of contact that's the challenge, because again, most games/players assume that 'nations' are big blobs you talk to one on one. So good work on the deliberate subversion, @Aleph - I'm trying to tease apart how to run that sort of game so everyone can do it if they like.
 
It has been quite clear that the Coxati are a feudal group, so don't sweat that. It's the decision to not present a singular point of contact that's the challenge, because again, most games/players assume that 'nations' are big blobs you talk to one on one. So good work on the deliberate subversion, @Aleph - I'm trying to tease apart how to run that sort of game so everyone can do it if they like.

Really? Because in itself, that's kind of alien to my play experience.

The way things have always worked in my experience is that upon encountering a new nation, you'll do a bit of investigation and wind up encountering a number of internal factions that want things for the nation. Usually, at least three of them will be amenable to having a deal of some kind with the PCs, though they'll usually be in at least implicit opposition so you can't just work with all of them without a bunch of effort and at least some backstabbing and political finesse (which is non-trivial). Likewise, none of them are "objectively" better for the PC than the others - one might be willing to cut them the best deal but be offensive to their moral sensibilities, while the other might be virulently anti-slavery, but also jingoistic and wanting to challenge the PCs' regional hegemony.

In essence, rather than nations being a big blob, instead each faction in a nation has a face who the PCs can associate as the representative of a given interest group and viable person to ally or align themselves with.

It's a cheap and easy way to provide easy agency to the PCs, because it immediately gives them a choice as to who they want to deal with and which arrangement is most acceptable to them. Plus, it also serves to allow you to populate a new nation with antagonists as well as heroes, because if you're going to side with one group, you're probably going to piss off their rivals. Hell, even Bioware games do it, although they usually only offer you two competing factions so one can be GOOD and the other EVIL.

Naturally, of course, this is the point where I recommend Damnation City for Vampire: the Requiem as a sourcebook on how to assemble regional and local power structures, because I'm paid by White Wolf to shill an out-of-print book it really is just that good at defining how to build up power relationships in RPGs.
 
Ok. Several questions.

1. hair. The thing is, long hair. Its a stuff that's bad for battle. How do you deal with it? I know you can undo any possible penalty, but how? the hair turning immaterial? slipping through your fingers like water?

2. Is it out of theme for thaumaturgy to do stuff like Shirou's projection? Just mundane blades.

3. If you have an artifact that replicates the effect of a martial arts/ dragonblooded charm, and its essence 1, what level would the artifact be?

4. Is it possible to, like, task bind a Nemazek to search through Orabilis's glass libraries for you?
 
1. hair. The thing is, long hair. Its a stuff that's bad for battle. How do you deal with it? I know you can undo any possible penalty, but how? the hair turning immaterial? slipping through your fingers like water?
Have you never seen a Wuxia movie? Long, flowing hairs that follow the character's actions aren't a penalty, they're scenographic.
2. Is it out of theme for thaumaturgy to do stuff like Shirou's projection? Just mundane blades.
Yes, do it with actual Sorcery.
 
I mean, besides that, if the long-hair is actually a problem you could just, you know, bind it a little?

Actually, maybe the enemy having long hair might be stunt-fodder for some sort of grappling attack. But that's it. Penalties themselves seem a little absurd considering the general dice-pools that a game in this system have. It's either 500 times more crippling than it would be IRL (when you're a trained mortal soldier who can count their dice pool on two hands even after they lose a few fingers in that one accident, a -1 is basically, you know, doom!), or it's completely meaningless because you've broken the system with excellencies and massive dice pools, in which case why bother tracking such a tiny, fiddly penalty?

So yeah, stunt fodder.
 
Really? Because in itself, that's kind of alien to my play experience.

The way things have always worked in my experience is that upon encountering a new nation, you'll do a bit of investigation and wind up encountering a number of internal factions that want things for the nation. Usually, at least three of them will be amenable to having a deal of some kind with the PCs, though they'll usually be in at least implicit opposition so you can't just work with all of them without a bunch of effort and at least some backstabbing and political finesse (which is non-trivial). Likewise, none of them are "objectively" better for the PC than the others - one might be willing to cut them the best deal but be offensive to their moral sensibilities, while the other might be virulently anti-slavery, but also jingoistic and wanting to challenge the PCs' regional hegemony.

In essence, rather than nations being a big blob, instead each faction in a nation has a face who the PCs can associate as the representative of a given interest group and viable person to ally or align themselves with.

It's a cheap and easy way to provide easy agency to the PCs, because it immediately gives them a choice as to who they want to deal with and which arrangement is most acceptable to them. Plus, it also serves to allow you to populate a new nation with antagonists as well as heroes, because if you're going to side with one group, you're probably going to piss off their rivals. Hell, even Bioware games do it, although they usually only offer you two competing factions so one can be GOOD and the other EVIL.

Naturally, of course, this is the point where I recommend Damnation City for Vampire: the Requiem as a sourcebook on how to assemble regional and local power structures, because I'm paid by White Wolf to shill an out-of-print book it really is just that good at defining how to build up power relationships in RPGs.
Usually (in my super limited experience) STs go with the "Planet of Hats" approach. Everyone of a particular nation - or worse, species - is roughly speaking on the same side and has the same ideology, excepting limited cross-nation independent groups. It doesn't make much sense from an in-universe perspective (or, uh, really any), but it is the unfortunate default.
 
1. hair. The thing is, long hair. Its a stuff that's bad for battle. How do you deal with it? I know you can undo any possible penalty, but how? the hair turning immaterial? slipping through your fingers like water?

4. Is it possible to, like, task bind a Nemazek to search through Orabilis's glass libraries for you?
Alternatively, if you don't like "It's not a problem" or "use it as Stunt fodder", there is the Martial Art Style called Dreaming Pearl Courtesan.
It let's you use things like long sleeves, sashes, and long hair as what are effectively it's form-weapons.
And there is a Mutation that lets your hair act as an additional limb.

IIRC they would try to do that with or without your opinion on the matter, and trying to get them to look for something specific instead of learning as much as possible might cause them to gain Limit.
 
Really? Because in itself, that's kind of alien to my play experience.

The way things have always worked in my experience is that upon encountering a new nation, you'll do a bit of investigation and wind up encountering a number of internal factions that want things for the nation. Usually, at least three of them will be amenable to having a deal of some kind with the PCs, though they'll usually be in at least implicit opposition so you can't just work with all of them without a bunch of effort and at least some backstabbing and political finesse (which is non-trivial). Likewise, none of them are "objectively" better for the PC than the others - one might be willing to cut them the best deal but be offensive to their moral sensibilities, while the other might be virulently anti-slavery, but also jingoistic and wanting to challenge the PCs' regional hegemony.

In essence, rather than nations being a big blob, instead each faction in a nation has a face who the PCs can associate as the representative of a given interest group and viable person to ally or align themselves with.

It's a cheap and easy way to provide easy agency to the PCs, because it immediately gives them a choice as to who they want to deal with and which arrangement is most acceptable to them. Plus, it also serves to allow you to populate a new nation with antagonists as well as heroes, because if you're going to side with one group, you're probably going to piss off their rivals. Hell, even Bioware games do it, although they usually only offer you two competing factions so one can be GOOD and the other EVIL.

Naturally, of course, this is the point where I recommend Damnation City for Vampire: the Requiem as a sourcebook on how to assemble regional and local power structures, because I'm paid by White Wolf to shill an out-of-print book it really is just that good at defining how to build up power relationships in RPGs.

Right- so most games I have been in or run have generally gone with the idea that players are told a fair amount during the introduction to a new area or upon their interest in said area, and that they also usually have an idea of what they want to do. Remember, I Shyft, wanted to play a court-and-mercantilism game with building infrastructure. I've never really played one before, so I don't know how except in the theorycraft I've built in my head. I can't assume Aleph or any storyteller knows what I know and vice-versa though.

Anyway, what I'm trying to say is that in my experience, most 'new places' were plot points, not new environments with new people and new opportunities. All of that stuff came after the players solved plot-event-of-the-day. You go somewhere because something relevant to the story at hand is there- and remember, most of my play experience did not have codified or even generally agreed upon story structure. It was all ad-hoc and emergent. We did not sit down and go 'this is the introduction' and 'this is the [blank]' arc. We were too immature or unaware or unskilled to ask those kinds of questions.

Speaking for the games I ran, the last time I had 'factions' was... Greyfalls arc, at about the 400-600xp mark in SNG give or take. After that I stopped having the time or energy to really run multiple factions, focusing primarily on singular actors or whatnot because it was easier than juggling 4-5 player plots and personalities at a time. Note that the game ended around the 3000xp mark.

A good example from SNG was how the players decided "We're going to track down these plot-coupons held by other Exalts, using sorcery!" so they did, and one led them to wavecrest. I did not have time or energy to lay out the politics of the situation and there was no need to- they weren't there to trade, they were there to get the macguffin. I had my fun by showing them an interesting character who HAD the macguffin, and their reactions to it.

Most of my game experience simply was not episodic, nor was it safely contained by geography or other factors- players mine or otherwise were gaining access to powers or assets that let them call upon whatever NPC or move to whatever previous or new location they wanted with game-supported ease, so the mental overhead was increasing dramatically.

Remember, I chose not to give Inks a travel spell at chargen or even learn one soon, because I wanted to keep her actual area-of-impact small for Aleph's benefit and my own.
 
1. hair. The thing is, long hair. Its a stuff that's bad for battle. How do you deal with it? I know you can undo any possible penalty, but how? the hair turning immaterial? slipping through your fingers like water?

2. Is it out of theme for thaumaturgy to do stuff like Shirou's projection? Just mundane blades.

3. If you have an artifact that replicates the effect of a martial arts/ dragonblooded charm, and its essence 1, what level would the artifact be?

4. Is it possible to, like, task bind a Nemazek to search through Orabilis's glass libraries for you?
1. Make it prehensile and fill it with knives.
2. Yes.
3. Depends to some extent on the utility of the Charm and where it lives, but artifacts generally shouldn't exactly replicate Charm functionality anyway.
4. Don't recognise the breed, but one would assume it's possible as long as you roll with being able to use Summon Demon of the First Circle in Hell.
 
What exactly does deities of objects put in their report? Since I have a bunch of such gods in my mind but I kinda stucked on what their everyday work routine in Yu-Shan consist of.
 
Actually, maybe the enemy having long hair might be stunt-fodder for some sort of grappling attack. But that's it. Penalties themselves seem a little absurd considering the general dice-pools that a game in this system have. It's either 500 times more crippling than it would be IRL (when you're a trained mortal soldier who can count their dice pool on two hands even after they lose a few fingers in that one accident, a -1 is basically, you know, doom!), or it's completely meaningless because you've broken the system with excellencies and massive dice pools, in which case why bother tracking such a tiny, fiddly penalty?

The funny thing is that a -1 penalty is actually relevant at high level combat.

The probability curve for the storyteller system is stupidly sharp.
 
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I've linked this before, but its always a worthwhile refresher for anyone theorizing about combat math:

It's a good chart, but Ex3 players should note that the vertical axis is your probability to exceed the given number, and since Defenses are treated as difficulties in Ex3 (i.e. you only need 5 successes to hit someone with a parry of 5) you'll want to look at the 9 row to find the probability that they hit a defense of 10.
 
So @Shyft made a good post recently about the use of pop-culture reference, superficial aesthetics and pastiche in Exalted, but I think something which helps tie that into the cycling argument of "how much 'Magic Thing' is Too Magical" comes down to good use of pacing and escalation. Creation is full of many wild and amazing things to tell stories about, but the strength of the setting lies in how it presents a solid bedrock of familiarity to serve as a jumping-off point for those stories, rather than serving them from the outset.

So that was a long bit of blather to link this which, while I would hesitate to call it particularly evocative of Exalted, is certainly is worth a watch for being a sterling example of the Pacing and Escalation where Exalted's ramshackle assemblage of pop-culture and myth truly shines.
 
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So, I know we're not really supposed to get to LotR with our Exalted most of the time, and I haven't slept in a good 20 hours, but I've had this image I can't get out of my head as something very apropos for Exalted.

Sure, you should avoid the cliche stuff that makes up the conventions of "Tolkein-esque" fantasy but 99% of the Silmarillion only requires a new paintjob to fit right in with Exalted.
 
And, like, the themes of a dying decaying world, the irreversible loss, the temptation of power, the shiny sparkly superhumans running around making life harder for the poor folk and whose rage and passions keep breaking the world further....
 
And, like, the themes of a dying decaying world, the irreversible loss, the temptation of power, the shiny sparkly superhumans running around making life harder for the poor folk and whose rage and passions keep breaking the world further....
On the other hand, it isn't impossible to bring the world back to its former glory
 
The funny thing is that a -1 penalty is actually relevant at high level combat.

The probability curve for the storyteller system is stupidly sharp.

That is why the first commandment of Exalted homebrew is never touch the goddamn dice cap or bypass it in any way.

Of course, that's one of the more popular things people do, so, amusement is generated. Did you know the E2 corebook's version of Glorious Solar Sabre let you make a +10 Accuracy Glorious Solar Monowhip?
 
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To all practical intents and purposes, as in, what is within the scope of all but the longest campaigns or those with a lot of timeskipping... It kind of is.

There's the difference, though? Even a story that never gets to that part might end with, "And things are getting better, and perhaps they're going to keep on getting better off-screen."

Basically, there's a difference between a story that can only have an unhappy end[1], or a story where the world is doomed and nothing can be done[2], and a story where such things are possible.

[1] Example--Vampire: The Requiem never has 'Happily ever after' it just has 'And things were okay as we end the Chronicle and ignore the etc, etc.'
[2] Too many to count
 
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