*looks at the CMWGE main rulebook*
*578 pages long*
'light' rules, yes.

Personally, I would describe Chuubo's as an extremely crunchy, extremely simulationist game which is just simulating shit (i.e. narrative and dramatic structure) most games don't actually care about. I also don't think of it as being particularly "rules light" in ... really any way?

Like, here, let's look at one of The Ace's actual miraculous powers (specifically, the one called The Ace, for which the arc is named; and which I don't feel guilty about sharing verbatim because it's on Jenna's tumblr anyway so)
Fieldset:

The Ace

Arc 1+
Type: Miraculous Action
Cost:
  • 0 MP—starting mid-scene, take 1-2 enhanced actions
  • 1 MP—see "Push Yourself," below.
  • 2 MP—starting mid-scene, all actions are enhanced
  • 4 MP—enhance arbitrarily many actions for a scene.
Starting mid-scene, you may invoke the Ace to enhance the occasional mundane action with a +1 Tool bonus. As with A Higher Standard this only improves actions taken with an ordinary or Superior Skill.

You probably think of this IC as determination or the fruits of long practice, but from a game standpoint this is "wish power"—the power of your heart molds you into someone more like the person you want to be.

You can invoke The Ace and the mundane Intention it supports as a single action. Alternately, you can invoke the Ace to support an Intention that you already have.

Arc 2. At Arc 2 the bonus from the Ace becomes a +2 Tool.

Arc 3. At Arc 3 you perform the action "perfectly"—it flows from the power of your wishing heart, not from your fallible mortal flesh and brain. The HG may veto perfect execution of Obstacle 5 actions; otherwise, and for Obstacle 0-4 actions, this has the following effects:
  • your Intention is executed with perfect timing.
  • you may ignore level 1-2 Skill penalties.
  • your Intention is faster, more powerful, more graceful, and more skillful than any opposing miracle that loses a conflict with the Ace. More generally, it is better at any fundamentally human quality, if you're human, or, if not, at any fundamental quality of whatever else you may be. If this can provide a halfway plausible (or better) justification, this allows your actions to contend with miracles: incredibly powerful jacks-playing technique, for example, won't stop you from being turned into a bird, but an incredibly fast dive behind cover or an incredibly powerful meditative stabilization technique might.
  • if your Intention is in conflict with an Intention enhanced by a miracle, and that miracle loses a conflict with the Ace, your Intention may overcome the miracle's effects. It automatically overcomes any effect that says that it can't win or can't compete; for anything else, it must defeat the opposing Intention.
  • you receive a +2 Tool bonus, as above.
Ignoring level 1-2 Skill penalties does mean, as you might surmise, that you may freely expand your Skills into new domains. However, note that this power does not create information out of nowhere save through your Skills: spinning off painting talent from your Elegance Skill despite never painting before is possible, but you can't make an impressionist work without actually knowing what that is. An Ace mathematician without any actual mathematics Skill or experience can almost certainly crack any mathematical problem or puzzle eventually but it'll take them a while to get there—they're starting from the default assumed cultural knowledge of a random Fortitude resident!

Arc 4. At Arc 4 you may augment the Ace with:
  • the strength of a bear and/or
  • the mental speed and precision of a computer.
This always at least doubles your mundane strength and precision, so if you were already a bear with a cybernetic brain[1] you'll still be a little more effective than you were. Nominally the effect of this is to reduce Obstacles, make certain actions feasible, and provide up to 3 points of Edge in an otherwise fair contest (depending on how much raw strength and speed is involved.)

Arc 5. At Arc 5 you may augment the Ace with the benefits of Legendary Master (which we'll cover next time): a "light foot" technique, perfect body control, and the ability to flexibly exert your full strength through any part of your body (e.g. in a one-finger stand or a wall-breaking sneeze.)

[1] Don't judge me.

Examples

  • (Arc 2) a mountain cat wanders into your café while you're having a fun conversation. You give it a look, grabbing a +2 Tool bonus on top of 4 Will (1 + 3 from A Higher Standard) to make this impressively intimidating despite no relevant Skill. It hesitates, then wanders away.
  • (Arc 3) you're trying to remember to call your doctor—but the evil parasite in your brain is trying to make you forget! After some stressing and dialogue to get to mid-scene, you invoke the Ace. Your Intention 4 jumps to 6 and gains "perfect timing," meaning that if you do remember it'll be at a moment when you can actually make that call. You ignore any Edge the evil parasite might get from Superior Evil Parasite 1-2, but if it has Superior Evil Parasite 3 it can still overwhelm you with its brain-spike. If the parasite is using a power like Conversion to control you, and you somehow win the miraculous conflict against it, your will to remember is more powerful than its attack, and that control will fail; if it's physically erasing the data from your brain, though, and you're just "trying hard to remember," being "more powerful" won't help and you'll still forget. You'd need to be using mental discipline to move the memory around and constantly associate it with new things, or something like that, to win … even with a higher effective Arc + Strike!
  • (Arc 4) You're wrestling Jane Bjornsdottir, who is roughly bear-strength herself. This gives her Edge 3 against most people, which the basic Ace package won't cancel out—but being as strong as a bear, of course, absolutely will!
  • (Arc 5) You leave most scenes—specifically, the scenes where there's a roof nearby and you have uses left of the Ace—by jumping away along the roofs.

ANYWAY that said you are probably right that attempting to hack any of this into Exalted piecemeal is a bad idea which won't work, so, um, I don't really have a conclusion I guess.

...

though ...

Hmm. I'll think about how I'd attempt it. Everyone else, carry on

I think the argument could be made that Tianxia and Masks are rules-light, but I think it's a mistake to think that Chuubos is anything other than a very, very crunchy system. A starting Chuubos character can have a character sheet twelve pages long, packed with dense text. In Chuubos, specific descriptions of how your Skills and Perks work is rules text, and that's not even getting into how many moving parts there are when it comes to things like scaling Bonds and Afflictions and Issues.

I don't think that you need to make Exalted into a rules light engine to fit the kinds of rules like Masks 'Unleash Your Powers' move, you just need to make sure that you're putting all the crunch in the right places.

So, 'Unleash Your Powers' is a move that is rolled whenever a character in Masks wants to use their powers to reshape the environment, expand their senses, or overcome an obstacle, and the success or failure of their ability to do so is both in question, and would be narratively interesting. If a character who can casually outrace bullets wants to overcome the obstacle of 'the villain is escaping in a getaway car,' there's probably no need to roll the move - they just catch up and play continues from there. But, when all of these factors align, like if their level of speed is only mildly superhuman, the character rolls some dice and consults this move. The potential results of this move are as follows:
  • They do it. Whatever they were trying to do happens. In the case of someone with mildly superhuman speed trying to catch up to a getaway car, they manage to do it. Maybe they've been this fast all along, but just never had cause to push themselves?
  • They do it, but there's an issue. Maybe you have to mark a Condition (that's like taking an injury, basically) or they consult the GM, who tells them how their effect is unstable or temporary. Maybe, in the case of someone with mildly superhuman speed, they catch up to the car for a moment, but they can't maintain this level of speed for long.
  • The GM decides the outcome. This can mean a lot of things. It can mean that they just fail outright, they succeed at some great cost, they're offered the choice between one of several options, etc. One of the strengths of Masks is that the exact conditions of failure are something that is specified moment to moment. You can even roll a failure and still succeed, but often the GM will use that as an opportunity to twist the knife and make your success a bad thing.
This is a very robust move, and it covers a hell of a lot of edge cases systems like Exalted are content to sort of... ignore? You could implement a mechanic like this in Exalted with some sort of roll you make when you find yourself in an edge case, where maybe you let a character roll a special dice pool against some set difficulty (I dislike how Exalted still has both a soft- and hard-veto mechanic in the form of letting the Storyteller set difficulties arbitrarily), and consult a little helpful guide to adjudicate the results. I think all the best systems steal good pieces of design from other systems.
That's fair, I've never played these games and their description (and comparison to fate) mare me think they were if the rules-light/narrative genre.

And that's probably my own bias, because I am conflating two things:

The "crunchiness" of the system and it's place in the narrative/simulationist axis.

Basically, how I would define crunchiness here is the amount of "wiggle room" in the rules. A game with a lot of crunch is very concrete. The same rules work the same way basically all the time. DnD is an example of a game I would consider crunchy.

A crunch lite system is one where there is a lot more wiggle room, often because a lot more of the burden of arbitrating whether something works is placed on the DM. Mage the Ascension is a good (and beloved by me) example of this. The spheres are broad, and in many ways how powerful they are depends on how good I am at convincing the DM that what I am attempting makes sense. Again, this isn't better or worse than how exalted currently does it, but it is different and has different strengths and weaknesses.

Similarly, @Thelxiope as yourself said, CMWGE is attempting to simulate narrative conventions, rather than the real world. Which, again, is a different approach. CMWGE uses it's mechanics to try and emulate genres and stories, while Exalted uses it's mechanics to emulate a world, and those different priorities are going to, by necessity, create different games.


That said, CMWGE!Exalted sounds great, and I don't think you should take them having different system priorities as a reason to be discouraged. Rather, I would look at the stories Exalted wants to tell, and figure out how CMWGE can achieve those stories
 
I'm amused that It's only just occurred to me, that my current character's archetype, is best summed up as "Extremely Killy Aerial Aether-acrobat Idol".
 
So, these all sound like good systems to emulate exalted (CMWGE in particular sounds really fun, so if you ever run a game @Thelxiope hit me up) but they are also all very rules light systems. And so I don't think you can really integrate their fixes into exalted without using a similarly rules light engine.

And honestly, part of the appeal of exalted's system is the crunch. While I wouldn't be against using those systems, I also don't think I'd want them to be the mainline game either.

Well this whole tangent started when I suggested aping Godbound's Miracles for the Devil Fruit thing we were talking about, so the mainline game is safe. :V
 
Godbound also tends to inherit a lot of the same mechanical problems of 2e Exalted from what I hear, which rather tells against it for how much I'd want to use its mechanics.
 
Godbound also tends to inherit a lot of the same mechanical problems of 2e Exalted from what I hear, which rather tells against it for how much I'd want to use its mechanics.

I've been running a Godbound Ancalia campaign for most of the last... two years? Should probably have finished by now, but adult scheduling is a headache-and-a-half.

Anyway yeah, the comparison to 2e isn't unfounded (though there are differences that make it not so much an issue that can be a different conversation) but no one suggested using the whole mechanical chassis, just the one widget that is pretty universally applauded for its mechanization of improvised power usage to help cover.... the ability of Devil Fruit users to improvise new uses of their powers.
 
The continuing adventures of my dynast game.

In which we spend like 3 hours mostly talking without a real idea of where to go or what to do next. And make fun of my character some more.

Oh, and the cutscene at the end, that was a cool thing I quoted almost verbatim from our GM =3

docs.google.com

Session 1-8 recap

Last time, our heroes examined the crime scene of Letavo Thalia’s murder. They confirmed that this was likely a Lunar, with an owl shape and a strong set of martial arts skills. (Slight retcon: Will realized that the full moon is 3 days out of the month, not just one. So while both the matriarch...
 
I wonder what sort of abilities you might see in a Starmetal Warstrider. I'm imagining some decadent First Age Solar building this obscenely expensive thing, getting stabbed extra hard by salty Sidereals because of it, only for the hangar to be lost for ages until the story happens upon it.
 
I wonder what sort of abilities you might see in a Starmetal Warstrider. I'm imagining some decadent First Age Solar building this obscenely expensive thing, getting stabbed extra hard by salty Sidereals because of it, only for the hangar to be lost for ages until the story happens upon it.
My approach would be for the Warstrider to have been made as part of a larger project, with direct Sidereal assistance, as another one among many contingencies and just-in-case measures. The Indomitable Stellar Emissary. Its intent was to serve as an emergency stand-in should the Loom suffer catastrophic damage; when piloted by a Circle of Sidereals, one from each caste, it would draw in their anima and refract it through the starmetal of its superstructure, forcibly reimposing the order of Fate and suppressing any force or being Outside it for one thousand li in every direction. The obvious consequences for demons and various synthetic spirits placed Outside Fate by their makers were deemed acceptable in exchange for absolute surety that within the Emissary's sphere of influence, anything short of a faux-Incarna would swiftly wither and die along with whatever Wyld Sorceries it may have tried to insinuate into the world's fabric.

Naturally, the Warstrider was seized and weaponized during the Usurpation, allowing the Sidereal Host to destabilize the post-deific servants and Creation-defying Workings which had become commonplace in the Deliberative, giving other assets a crucial advantage in their own missions. It proved far too obvious a target to come through unscathed; the Emissary became increasingly battered as it was Sorcerously shunted from AO to AO, and its masters had no time to spare for repairs or even a full diagnostic intake of the machine. They had too much to lose by holding it back, and its pilots were the youngest, weakest members of the Fivescore Fellowship, chosen for this duty because this was the most useful purpose they could possibly be put to. When its internal conduction mandalas cracked under the hammer-blow of a furious Dawn, it was decided to provide only the absolute minimum maintenance to delay catastrophic failure. When one of its legs was reduced to a twisted length of crushed, warped starmetal, the Sidereal Host simply assigned a handful of behemothic auxiliaries to help guard it in the field (after all, its prime value was derived from its presence alone, and thus its tactical capacity was of secondary importance.)

When a crucial stabilizing engram set finally melted under the strain of refining its pilots' anima, removing the protective filtering which prevented its aura from indiscriminately calcifying everything around it, the Sidereal Host replaced the previous guard detachment and issued due notification to operatives within its AO. After all, they had all made their choice long before this: to raze the world to its foundation rather than allow the Deliberative to destroy it entirely. What was another irreplaceable wonder cast into the flames? If it offered even the slightest advantage to their cause, increased the odds of a decisive victory by even the slightest margin, then any sacrifice was not merely justifiable, but essential.

By some stroke of fortune, the great machine survived past the Usurpation, although as a pitiable shadow of its former self. Repairs continued across the breadth of the Shogunate era, and by the time of the Twin Calamities, it was mission-capable once more. The oligarchs of Yu Shan promptly "requested" that the Warstrider be placed at the center of their realm, where it could be used to supplement existing quarantine and sterilization efforts against the Contagion - and later, as a crucial strategic defense against the possibility of the Crusade pouring through the gates of Heaven itself. It was difficult to find five Sidereals willing to man it and lend their backing to the oligarchs, but not impossible.

During the Contagion, it was an infuriating but tolerable inconvenience. Their own plan to resolve the crisis already involved the Maidens themselves; in that light, the Warstrider had value only as a potential additional layer of redundancy in the Loom-stabilizing infrastructure being assembled to assist in regulating Fate while its five prime administrators were away.

By the time of the Crusade, only a single junior member of the original Fellowship remained alive, and he was far too busy finding the recipients of the other ninety-nine Sidereal Exaltations, contacting them, bringing them to Heaven for training in the bare essentials, sending them out again to assist in the defense of Creation, and then repeating the process with their successors.

The Indomitable Stellar Emissary was eventually returned to the Forbidding Ivy Manse, and Chejop Kejak then moved it once more into a Deliberative-era storage vault in Creation to put it out of the oligarchs' easy reach. There it lies: scarred and battered, but unbowed. While its full power only manifests when crewed by a Sidereal Exalt of each caste, it is still a Warstrider built for the speculated challenges of a threat to the Solar Deliberative, and sufficiently clever occultists could find ways of eking out a respectable portion of its potential through massive reservoirs of stellar Essence, pilots who have cultivated using the Essence of the Maidens or of Fate, or even the binding of certain gods or elementals into its frame, seeking to buttress its innate energies with the Five Elements of Creation which naturally complement the Loom.

A full Circle of Dragonbloods, for example, could do quite nicely as the centerpieces of such a scheme, each contributing their anima as pilots to power its secondary and tertiary systems before infusing it further with fivefold stellar Essence, which could then be spared exclusively for use by its active components...
 
Local Night Caste Beastwoman with crippling Kleptomanya and a ten jade brick bounty. Wyld hunts across the Realm in hot puursuit of this nyanathema.
 
My approach would be for the Warstrider to have been made as part of a larger project, with direct Sidereal assistance, as another one among many contingencies and just-in-case measures. The Indomitable Stellar Emissary. Its intent was to serve as an emergency stand-in should the Loom suffer catastrophic damage; when piloted by a Circle of Sidereals, one from each caste, it would draw in their anima and refract it through the starmetal of its superstructure, forcibly reimposing the order of Fate and suppressing any force or being Outside it for one thousand li in every direction. The obvious consequences for demons and various synthetic spirits placed Outside Fate by their makers were deemed acceptable in exchange for absolute surety that within the Emissary's sphere of influence, anything short of a faux-Incarna would swiftly wither and die along with whatever Wyld Sorceries it may have tried to insinuate into the world's fabric.

Naturally, the Warstrider was seized and weaponized during the Usurpation, allowing the Sidereal Host to destabilize the post-deific servants and Creation-defying Workings which had become commonplace in the Deliberative, giving other assets a crucial advantage in their own missions. It proved far too obvious a target to come through unscathed; the Emissary became increasingly battered as it was Sorcerously shunted from AO to AO, and its masters had no time to spare for repairs or even a full diagnostic intake of the machine. They had too much to lose by holding it back, and its pilots were the youngest, weakest members of the Fivescore Fellowship, chosen for this duty because this was the most useful purpose they could possibly be put to. When its internal conduction mandalas cracked under the hammer-blow of a furious Dawn, it was decided to provide only the absolute minimum maintenance to delay catastrophic failure. When one of its legs was reduced to a twisted length of crushed, warped starmetal, the Sidereal Host simply assigned a handful of behemothic auxiliaries to help guard it in the field (after all, its prime value was derived from its presence alone, and thus its tactical capacity was of secondary importance.)

When a crucial stabilizing engram set finally melted under the strain of refining its pilots' anima, removing the protective filtering which prevented its aura from indiscriminately calcifying everything around it, the Sidereal Host replaced the previous guard detachment and issued due notification to operatives within its AO. After all, they had all made their choice long before this: to raze the world to its foundation rather than allow the Deliberative to destroy it entirely. What was another irreplaceable wonder cast into the flames? If it offered even the slightest advantage to their cause, increased the odds of a decisive victory by even the slightest margin, then any sacrifice was not merely justifiable, but essential.

By some stroke of fortune, the great machine survived past the Usurpation, although as a pitiable shadow of its former self. Repairs continued across the breadth of the Shogunate era, and by the time of the Twin Calamities, it was mission-capable once more. The oligarchs of Yu Shan promptly "requested" that the Warstrider be placed at the center of their realm, where it could be used to supplement existing quarantine and sterilization efforts against the Contagion - and later, as a crucial strategic defense against the possibility of the Crusade pouring through the gates of Heaven itself. It was difficult to find five Sidereals willing to man it and lend their backing to the oligarchs, but not impossible.

During the Contagion, it was an infuriating but tolerable inconvenience. Their own plan to resolve the crisis already involved the Maidens themselves; in that light, the Warstrider had value only as a potential additional layer of redundancy in the Loom-stabilizing infrastructure being assembled to assist in regulating Fate while its five prime administrators were away.

By the time of the Crusade, only a single junior member of the original Fellowship remained alive, and he was far too busy finding the recipients of the other ninety-nine Sidereal Exaltations, contacting them, bringing them to Heaven for training in the bare essentials, sending them out again to assist in the defense of Creation, and then repeating the process with their successors.

The Indomitable Stellar Emissary was eventually returned to the Forbidding Ivy Manse, and Chejop Kejak then moved it once more into a Deliberative-era storage vault in Creation to put it out of the oligarchs' easy reach. There it lies: scarred and battered, but unbowed. While its full power only manifests when crewed by a Sidereal Exalt of each caste, it is still a Warstrider built for the speculated challenges of a threat to the Solar Deliberative, and sufficiently clever occultists could find ways of eking out a respectable portion of its potential through massive reservoirs of stellar Essence, pilots who have cultivated using the Essence of the Maidens or of Fate, or even the binding of certain gods or elementals into its frame, seeking to buttress its innate energies with the Five Elements of Creation which naturally complement the Loom.

A full Circle of Dragonbloods, for example, could do quite nicely as the centerpieces of such a scheme, each contributing their anima as pilots to power its secondary and tertiary systems before infusing it further with fivefold stellar Essence, which could then be spared exclusively for use by its active components...
This is incredible
 
You are ignoring content by this member.
I feel bad for ditching a game with some of my friends in it but good heavens, we had four sessions prior to my leaving and I think only one of them (session 1) had anything actually going on in it. Three sessions of planning what to do after the introductory session is madness to me
 
Some people prefer talking about the stories they're going to write to actually writing them.

Never seen that happen in an RPG before, but I always kinda figured it had to be happening somewhere.
 
I feel bad for ditching a game with some of my friends in it but good heavens, we had four sessions prior to my leaving and I think only one of them (session 1) had anything actually going on in it. Three sessions of planning what to do after the introductory session is madness to me
This kind of thing should be done in between sessions.
 
So got a contentious question. Which do you think is the better edition to introduce someone to Exalted with? Second or Third?
I know in terms of systems Third generally has a better thing going for it, but I also want to introduce them to the world of Exalted, and Second Editions chapter comics are what got me personally interested in it.
 
I recently did have to introduce multiple people to Exalted, and I just used the opening chapter to Exalted Essence, 3e material, and select excerpts from 1e*. It's worked fine so far.

Speaking from the standpoint of someone who got seriously into Exalted relatively recently by reading a bunch of 2e content then reading 3e, I am very confident when I impress upon you how extraordinarily badly a lot of 2e setting content has aged, and how much would have been bad even at the time it has published. Trying to sell someone on the setting with 2e content feels like trying to get a friend into an anime that you swear gets good, but the first few episodes are nothing but really embarrassing fanservice that has every chance of just putting them off the whole thing.

The lore and setting differences between 2e and 3e are also just significant enough that someone coming straight from one to the other can cause significant confusion. I would really recommend working with the current setting material wherever you can.

*1e has its fair share of yikes shit, but it's both less of a constant minefield than 2e and is more broadly compatible with 3e lore, so it's easier to just... Selectively grab a section that I know works and show that to someone.
 
Also you can just... drop them into the game, giving them only as much information as their characters would have? I'm pretty sure that like half my players have no idea what the heck an "Anathema" even is, and they're pretty happy that way.
 
3rd doesn't have Lilun.

Also while yes the 2e comics are cool and I like them (in the corebook at least) you could just show them the comics. There's also Tale of the Visiting Flare (I think that's what it's called) that serves as a good intro.

Also you can just... drop them into the game, giving them only as much information as their characters would have? I'm pretty sure that like half my players have no idea what the heck an "Anathema" even is, and they're pretty happy that way.

This is one reason why Solars are the Exalt given in the core book: you don't need to know anything about the larger world from the get-go. "Your world is animist, you have divinely-granted magical powers, you are being hunted by magical ninja monks that think you're a demon" is generally enough.
 
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For the one game I started recently, I grabbed some excerpts about the North from serval different books, and linked to a bunch of artwork, and linked those around in addition to Essence's writeup on the Direction, and made sure that everyone understood their splat and its place in the setting. Thankfully, that group was two Solars and a Dragon-Blooded, so it wasn't too hard.

The other game only had one new player, but I knew that he at least knew some things about the basic setting second hand, so I just made sure he had a crash course on Yu-Shan, the part of the world the game was intended to deal with, and what exactly a Sidereal's job was -- he caught on and bought in very fast there.

If you really like some of the 2e comics, though, honestly the better ones still hold up great and work fine out of the context they were published in. I like the 3e chapter fictions a lot, particularly from the newer books, but I understand there are a lot of people who just won't read a page of prose who will be into a comic.
 
Only somewhat related: The very first comic in the 2e core is great and I love it. I'm not sure who the Night Caste is beating up at the end which makes it a bit confusing but that aside it's wonderful.

Also love the last. Nara'O calling out Kejak is fun.
 
Also you can just... drop them into the game, giving them only as much information as their characters would have? I'm pretty sure that like half my players have no idea what the heck an "Anathema" even is, and they're pretty happy that way.
That kind of depends on your players, of course. Like, I kind of can't get into a complicated setting just by making a rando and parachuting them into things with no prior context, because I get into characters by finding a perspective I like and making someone who occupies it. Hence why someone suggested "well, it's okay if you don't know the setting that well, you could just play a farmgirl who has never set foot beyond the edge of her village and randomly Exalts", and I responded by saying "okay"... and then turning around and binging two and a half editions of Exalted books over the course of like three months instead. If I were playing without knowing about an important setting concept like Anathema and then only later found out about it in play, I would be kind of annoyed if it felt like it would be something my character should have known and made some of their past actions retroactively feel out of character.

This is probably why I don't really get into Solars much unless I have a very specific concept, though. They're the splat optimised for a kind of play that completely fails to hold my interest. I fortunately realise that most people are not like this.
 
Something that occurred to me is that a lot of my characters have a Getimian background, even if they don't have the Getimian backstory. They're usually severed from their past in some significant way (EX: my Dawn had to leave his love back in Lookshy... in part because she's a Deeb who now is out for his blood) or have little tie to it.

Looking forward to making a Getimian =3
 
My preferred solution to that problem is weaving all necessary setting conceits into the character creation minigame. Basically, I re-write the 20 questions thingy from L5R, and funnel players towards finishing character creation with a solid idea of not just the central issues of the campaign, but also where their characters stand on them.

This, of course, means both that players have a limited input re:what should be the premise of the campaign and that I have to put in a fair amount of extra work at the start, but no method is perfect (and I'd take these downsides over deep lore-induced brainspiders any day).
 
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