Why would anyone in their right mind ever want to do that?
It's an extant mechanical framework, including (among other useful features) rules for exactly how many full-time managers you need to keep a given mass of workers effectively organized, and what sort of problems you run into when somebody in an important position abruptly goes missing.

Days being the smallest possible interval of consistent strategic action, with only occasional zooming in to scene-by-scene activity, is how the V:tM supplement Damned Cities handled things, and it seems to have been rather well-received.

"Courts" are already how the spirit world is described as being organized, and many dramatic actions are described as taking a particular number of days or weeks to complete. For this new bureaucracy/strategic-scale action system to really be useful, it needs to interlock with existing mechanics tightly and at multiple points, forming a more complete structure, Game Structures – Part 11: Complete Game Structures instead of yet another disjointed background minigame like raksha shaping combat or the Mandate of Heaven system.

Overland tracking, delivering a summons, and requesting an audience could then all be special cases of some general rule, analogous to a called shot initiating a duel in mass combat. Difference being that it would be the next step up the scale, possibly initiating a whole scene OF mass combat - or face-to-face negotiations. Or, y'know, a little of both. That's how these things go sometimes. If there's meaningful strategy involved in finding people and avoiding being found, all those "seven free hours per week" resplendency effects become strategic-scale action-long perfect defenses with quirky flaws of invulnerability, instead of mostly just a weird joke.

I don't think we should reinvent the wheel if we don't have to. If you've got a credible alternative in mind, or anything else constructive to say, I'd be happy to hear it.
 
It's also an inevitable consequence of the abilities that Solars have. It's always been possible to conquer a government with an army, and Exalts can be one-man armies that are also superhumanly charismatic.

...

In the real world, some people are good at managing organizations and other people are not. Bureaucracy Charms should take that difference to magical extremes. Unfortunately, the current approach seems to be to abstract that difference away while giving some random organization-themed magical powers to certain characters.
I mean these are all different things. It has always been possible to conquer a government with a sufficiently capable army, but that certainly does not translate into actually being able to rule the place after having conquered it. Moreover, being charismatic and being a good administrator are not at all the same thing, and - I would venture to say - people are not just "good at managing organizations" in some abstract way that lends itself to just slapping down some charms and walking away.

In particular, good management is not just a personal endeavor. One person, no matter how zealous or talented, can't be everywhere. Let's take the rule of thumb that suggests a team works most efficiently at five to ten people in size (six is commonly cited). That means you need one manager per basically every six people. It's one thing to suggest your Exalt is superhuman; it's another to suggest they can personally replicate the full-time effort - talking to people, learning about their foibles, understanding precisely what it is they are doing, and providing guidance - of dozens or hundreds of people. Good management is about building relationships - in an institutional sense, so teams, policies, processes, loyalties, and so on - as much as it is about being able to inspire people.

I don't think that the consequences of adopting a Great Man style of Bureaucracy - i.e., essentially subverting what we think of as bureaucracy entirely in favor of a system that could better be described as Inspiration - are necessarily bad. They are not 'realistic', but they are thematically appropriate and in some respects they have a kind of verisimilitude; most people don't really understand management and the idea that it's basically just a personal inspiration skill rating kind of flows into that. But again, I think it turns bureaucracy into primarily a logistical problem, which may not really be what you as a player want out of it.
 
The Byzantine Empire in the 11th century could transmit a message from the frontiers of Anatolia to Constantinople in an hour and meet with a fully mustered professional army in a week through a system of strategic bonfires so I'm really not sure why a semaphore system is particularly impressive. Infallible Messenger is limited to sorcerers who even in the Realm are rare and Stormwind Rider has been mechanically broken and nonsensical since 1st edition.

The real thing that the setting consistently fails to take account of in the Realm isn't IM, anyway; it's Wind-Carried Words, aka "every Terrestrial can pretty trivially get their hands on a way of sending short messages over long distances - and it's easy enough to learn that there's no great barrier in the way of anyone who thinks that would be useful getting it".

(Stormwind Rider is pretty awful for how it renders two whole Abilities functionally useless for wide swathes of games, though)
 
What's specifically are you referring to with this part?
Each college of sidereal astrology has three resplendencies associated with it. Every college from the House of Serenity, and one from each of the other four Houses, includes a resplendency for "laying low" and avoiding official scrutiny for weeks at a time by assuming some archetypal cover identity based on the college's themes. Statistically you'd get stuck with Pattern Bite about twice a year if you tried to keep it up indefinitely... except for the Mask, which costs three times as much paradox but also comes with deeper concealment, broader entry criteria, and a scrying option.
 
Do you happen to have a link to that or know a few keywords I can use to search for that discussion?

Unfortunately, no.

But I can tell you why I think the working system shouldn't be used for artifacts. The rolls for workings are pretty easy; you can do a whole bunch of workings with just good stats and an excellency. The real cost attached to a working is not the difficulty, but the xp cost.

This conflicts with the goals of the Craft system. We want powerful artifacts to be difficult, not just costly. We want to have legendary masters of artifact construction, who can make things others can't. And we don't want an xp cost to discourage them from actually doing so.

3e definitely goes too far with the Artifact-making Charms. But cutting the whole Artifact-related charmset down to three circles of artifice would feel pretty bad to me.

Also, this might be a me thing, but I feel like it would make Craft seem like an inferior cousin to Sorcery.

It's an extant mechanical framework, including (among other useful features) rules for exactly how many full-time managers you need to keep a given mass of workers effectively organized, and what sort of problems you run into when somebody in an important position abruptly goes missing.

...

I don't think we should reinvent the wheel if we don't have to. If you've got a credible alternative in mind, or anything else constructive to say, I'd be happy to hear it.

The 2e mass combat system is unfun, unrealistic, clunky as hell, and often just bizarre. It's terrible even for the purpose it was built for; it would be much worse for a system it wasn't built for. And its peculiarities make it particularly unsuited to organization management, since its core is assuming away the actual process of management.

My constructive suggestion is to do basically anything else. You shouldn't use a mass combat system for bureaucracy, but if you must, at least make it the 3e system and not the 2e one.

I mean these are all different things. It has always been possible to conquer a government with a sufficiently capable army, but that certainly does not translate into actually being able to rule the place after having conquered it. Moreover, being charismatic and being a good administrator are not at all the same thing, and - I would venture to say - people are not just "good at managing organizations" in some abstract way that lends itself to just slapping down some charms and walking away.

Indeed. The problems of having taken over should be a major focus of Exalted's bureaucracy system. I want to dig into the struggles of a conqueror who wants to change everything. I want to see games where running the kingdom is as difficult, and as character-skill-intensive, as acquiring the kingdom was in the first place.

One thing I'll say in Exalted's defense is that it actually does cover the difference between an effective conqueror / politician and an effective leader. Your Intelligence + Bureaucracy pool can be very different from your Charisma + War pool and your Manipulation + Socialize pool, after all. Obviously skills like Bureaucracy and Socialize are still much broader than real abilities, but that's an unavoidable abstraction.

I don't think that the consequences of adopting a Great Man style of Bureaucracy - i.e., essentially subverting what we think of as bureaucracy entirely in favor of a system that could better be described as Inspiration - are necessarily bad.

I think they are. Suppose you came up with a really well-made great-man-style bureaucracy system. A system for using people as sound as the system for using swords. What then?

Such a system would only support stories in which organizations are used like daiklaves. The actually-interesting stories would be left by the wayside. A game about the difficulties of being powerful shouldn't gloss over the "and then what" stage of taking over.

Each college of sidereal astrology has three resplendencies associated with it. Every college from the House of Serenity, and one from each of the other four Houses, includes a resplendency for "laying low" and avoiding official scrutiny for weeks at a time by assuming some archetypal cover identity based on the college's themes. Statistically you'd get stuck with Pattern Bite about twice a year if you tried to keep it up indefinitely... except for the Mask, which costs three times as much paradox but also comes with deeper concealment, broader entry criteria, and a scrying option.

And they all give you 7 hours per week to do stuff. Whether you're using Best Friend's Couch to become a perpetual houseguest or Frenzied Courtship Dodge to get deeply entangled in romantic nonsense, you have exactly seven hours of free time per week.
 
In our current Lunar game we completely bungled a basic murder plot and keep traumatizing the widow of the dead man.

And how I stole the widows form and stabbed a noble in that form by accident. Well, we did solve it sort of.
 
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The 2e mass combat system is unfun, unrealistic, clunky as hell, and often just bizarre. It's terrible even for the purpose it was built for; it would be much worse for a system it wasn't built for. And its peculiarities make it particularly unsuited to organization management, since its core is assuming away the actual process of management.

My constructive suggestion is to do basically anything else. You shouldn't use a mass combat system for bureaucracy, but if you must, at least make it the 3e system and not the 2e one.
"Anything but that" isn't terribly constructive, since it tears down a proposal rather than building anything up.

Admittedly I'm not as familiar with the 3e mass combat system. Does it have rules for exactly how many junior officers are required to keep a formation together, or to communicate with other groups, or relative challenges of promoting them internally vs. hiring from outside? Mergers and splits? Skill and time requirements to regroup after a major disruption? How many survive when a group is shattered by cataclysmic violence, and how long it takes to replace the fallen with new recruits? How long people can carry on by institutional momentum in the complete absence of effective leadership?

It's not exactly the combat parts of the system I'm most interested in adapting, but rather features 3e seems likely to have dispensed with entirely.
 
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That sounds great for gurps, but this is Exalted. Banal minutiae is to be abstracted away from combat systems to keep the pace up and focus on the importance of major figures like PCs on the battlefield, not wallow in hiring quotas like a pig in mud.

Besides, what you describe sounds more like a Bureaucracy subsystem, which we could probably do with but would ideally not be used to gum up the gears of combat.
 
I think they are. Suppose you came up with a really well-made great-man-style bureaucracy system. A system for using people as sound as the system for using swords. What then?

Such a system would only support stories in which organizations are used like daiklaves. The actually-interesting stories would be left by the wayside. A game about the difficulties of being powerful shouldn't gloss over the "and then what" stage of taking over.
I'm not sure that this is entirely fair. Nor do I think that such a system glosses over the "and then what" stage of taking it over. It just presents it in a way that is distinctly different from a social system.

Put another way, suppose what you want to do is run a "and then what" Solar-style scenario. (I think this is dumb, but that's neither here nor there at the moment). As I see it, you can run it effectively two ways.

First is that you can run that as a social exercise: you, the new ruler, are placed into a knives-out social milieu that you must navigate in order to get everyone rowing in the same direction that you want. Aristocrats are vying for position in the new order, the deposed government is plotting to get back into things, the peasants are revolting, all of the usual fantasy tropes. You get the idea.

Second is that you can run it as a logistical exercise. You, the new ruler, are Generalissimo Exalto Supremeo, nobody can stand against you, and the difficulty is merely that your time and attention is limited. You can personally fix every problem you encounter, but you can't fix every problem. The peasants are starving because their crops have all burned in the fields, the merchants are having trouble traveling across the Eastern Traverse because with the collapse of the old regime there's no security for trade caravans, the bureaucracy is terrified and half of them are being influenced or bribed by the old aristocrats under the table, the shoemakers can't make shoes because all of the cows have bolted and there's no leather, there's Fae attacks, you're getting nasty messages from the Satrapy to the south because they want to take over your gold mines, and there are goblins in the gold mines! And yet there are still only 24 hours in a day, so Mr. Generalissimo Exalto Supremeo, how are you going to spin this flax into gold?
 
Admittedly I'm not as familiar with the 3e mass combat system. Does it have rules for exactly how many junior officers are required to keep a formation together, or to communicate with other groups, or relative challenges of promoting them internally vs. hiring from outside? Mergers and splits? Skill and time requirements to regroup after a major disruption? How many survive when a group is shattered by cataclysmic violence, and how long it takes to replace the fallen with new recruits? How long people can carry on by institutional momentum in the complete absence of effective leadership?

No, it doesn't, and you should be glad of that. There's no way rules for such things would ever be realistic, fun, or narratively satisfying. None of the questions you're asking the rules to answer have a clear answer even in the context of war, and all of them would be answered entirely differently (but just as unclearly) in a bureaucratic context.

The rules for those things in 2e were / are just busywork that occasionally spits out nonsense. Rules for such things will always be so.

Put another way, suppose what you want to do is run a "and then what" Solar-style scenario. (I think this is dumb, but that's neither here nor there at the moment).

I think that's entirely here and there, actually. Why?

As I see it, you can run it effectively two ways.

...

I don't think the two are particularly different, really. Whether you can personally fix every problem or not, it remains both a social and a logistical exercise.

Running through how those stories would play out in my head, they're pretty similar except that the second has worse challenges and a commensurately more powerful protagonist. Although you phrase the problems differently in the two examples, most of them are the same problems, and would be solved more or less the same way. (Just more easily in the second example.)
 
There is also the wonderous and horrifying interconnected and fractal nature of such problems especially as far as solving one tends to create one or more new problems.

King Conan was a better ruler than any of the people around him could be, but he constantly had to fight with them and could not just smash open their faces despite still possessing that physical capability. He was able to rule, partially, by using the Social to accomplish the Administrative.
 
I don't really think that the Solars are the central focus of the game, and I think that it's a much better game if you just... get rid of them.

Actually, just eliminate the celestial exalted entirely.
I... don't honestly know how you could possibly come to this conclusion. The entire setting at present is built on the consequences of their action in the distant past, and is now reeling in shock that they've returned.

You'd have to rewrite the whole history of the game from scratch if decided to remove them, and it would be completely unrecognizable from the Exalted we know.
 
i mean, I am constantly complaining that they only want to write more Wuxia and epic whatever, and here I am desperate for more sociopolitical spirit wrangling and animism and getting almost nothing.

So yeah, exalted is primarily about the exalted, but we can find other setting elements much more interesting than the exalts.
 
I don't really think that the Solars are the central focus of the game, and I think that it's a much better game if you just... get rid of them.

Actually, just eliminate the celestial exalted entirely.
Squishy confirmed for Immaculate Dragonblood? :p

(Perhaps that's what happened to the Scarlet Empress; Went on sabbatical to run a webforum for a few decades.)
 
what you describe sounds more like a Bureaucracy subsystem,
That's exactly my point. If we're trying to build a Bureaucracy system, fiddly minutia of the 2e mass combat rules seem like a decent pile of half-melted wreckage from which to start. Inventing completely from scratch is almost always more difficult than incrementally adjusting and fleshing out an existing skeleton.
No, it doesn't, and you should be glad of that. There's no way rules for such things would ever be realistic, fun, or narratively satisfying. None of the questions you're asking the rules to answer have a clear answer even in the context of war, and all of them would be answered entirely differently (but just as unclearly) in a bureaucratic context.

The rules for those things in 2e were / are just busywork that occasionally spits out nonsense. Rules for such things will always be so.
So you're staking out the position that there's no such thing as a good set of game mechanics for the Bureaucracy skill, and never could be, even in principle? If you have absolutely nothing constructive to offer, I don't think there's anything to be gained by continuing to engage you on the subject. Atomic Robo - v6ch1 Page 3
 
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Squishy confirmed for Immaculate Dragonblood? :p

(Perhaps that's what happened to the Scarlet Empress; Went on sabbatical to run a webforum for a few decades.)
I'm a bit surprised that this comes as a surprise, I'm pretty vocal about my belief that PCs should only be dragonblooded. The existence of other Exalted isn't necessarily bad, but certainly they shouldn't be PCs, and getting rid of them entirely is good too.
 
I'm a bit surprised that this comes as a surprise, I'm pretty vocal about my belief that PCs should only be dragonblooded.

Most people have no idea who you are. Or who anyone here is.

As for the broader question, well, Solars have always been the central focus of the writers and the central focus of the players. But maybe in a broader philosophical sense, the real heart of the game has always been the last panel of the introductory comic of MOEP: Alchemicals.

That's exactly my point. If we're trying to build a Bureaucracy system, fiddly minutia of the 2e mass combat rules seem like a decent pile of half-melted wreckage from which to start. Inventing completely from scratch is almost always more difficult than incrementally adjusting and fleshing out an existing skeleton.

Well, that's just straightforwardly false.

So you're staking out the position that there's no such thing as a good set of game mechanics for the Bureaucracy skill, and never could be, even in principle?

Not at all. But having mechanics for the number of junior officers an organization needs is like having mechanics for how you need to move your head in a fist fight.


Hm?
 
I'm a bit surprised that this comes as a surprise, I'm pretty vocal about my belief that PCs should only be dragonblooded. The existence of other Exalted isn't necessarily bad, but certainly they shouldn't be PCs, and getting rid of them entirely is good too.
I wouldn't characterize my reaction here as "surprise." My involvement in this thread, and Exalted as a whole, is a pretty on and off thing, and I can't recall it overlapping with your presence in it prior to now.

If any, I would be more surprised to wonder how I missed you all this time than to hear you voice the kind of opinion I would generally expect from a fandom old timer or someone similarly invested in their community. But see above for the apparent answer to that.
 
I'm a bit surprised that this comes as a surprise, I'm pretty vocal about my belief that PCs should only be dragonblooded. The existence of other Exalted isn't necessarily bad, but certainly they shouldn't be PCs, and getting rid of them entirely is good too.
ya have a total of 40 posts in the entire thread squishy, yere a small fish here, nobody KNOWS about those opinions bcos you only share them on DISCORD
 
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