- Location
- my house
*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)
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.Fieldset: The Ace
Arc 1+
Type: Miraculous Action
Cost:
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.
- 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.
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:
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!
- 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.
Arc 4. At Arc 4 you may augment the Ace with:
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.)
- the strength of a bear and/or
- the mental speed and precision of a computer.
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.
...
though ...
Hmm. I'll think about how I'd attempt it. Everyone else, carry on
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.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:
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.
- 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.
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