FaeGlade Plural
Semper Legens
- Location
- Land of Bureaucracy
- Pronouns
- Plural/They
<Fina>
This is IMO where "Exalted is a game about consequences", which is how I always thought about it, can come in quite strongly.
There's the tactical (and also operational) level of how you win a given conflicts - but for the Exalted, especially if they get to pick their conflicts, this is often quite easy. Whether you choose to fight directly, or use one of the skills you (or your circle, in which case it'll be many more skills) are supernaturally good at, you can just overwhelm most obstacles.
This need of course not be the case - a game or story may contain conflicts with opponents you can not overwhelm like that. But that hints at what @Aleph said - at some point, you'd have to sprinkle such strong opponents everywhere that it would get kinda weird, especially in Celestial games.
But that is where the strategic layer comes in. Your actual plans.
You want to get something out of any given conflict. So one simple way to make a game more interesting for the players, or a story for the readers, is to connect the consequences of how they solve a conflict to their objective.
Because whatever skills you may have with which you can win overwhelmingly may not always get you what you desire, at least if applied without finesse. For example, just taking a city by brute force my easily be within your means, but it may drive away it's wealthy merchants and thus deprive you of much of it's value.
And of course, even if that all works, you can always have follow-up consequences to deal with. A city conquered needs to be ruled. A rival seduced to your own side may have enemies on their own, now also yours.
These should not undo the players actions - if the players succeed, they succeed at the thing they set out to do. They're setbacks, as a consequence of hasty applications of overwhelming force. Or merely new story unfolding on account of how the players shape the world.
I would say that this does tie into the "interesting and narratively appropriate opposition" that @Aleph mentioned.
Opponents do not need to beat you at your own game. Those weaker do not typically win by doing the same thing as a stronger opponent. A mortal is not going to protect their interests by directly opposing one of the Exalted. But there is always indirect opposition.
The merchants of a conquered city leaving. A god who could never oppose a circle of Solars calling in century-old favors from their neighbours, so as to strengthen the opposition against them. Farmers hiding resistance fighters and guiding enemy armies. That can all be interesting, and it is narratively appropriate if you just approach things with a sledgehammer, whatever yours may be.
But what if a player group of Exalts has so many skills between them that they can handle any of that? Then I would say it should still matter how they approach it. How you handle resistance fighters, or discontent farmers, or an economic crisis, or any other thing, should always have interesting consequences, no matter how skilled your character is at it.
This is IMO where "Exalted is a game about consequences", which is how I always thought about it, can come in quite strongly.
There's the tactical (and also operational) level of how you win a given conflicts - but for the Exalted, especially if they get to pick their conflicts, this is often quite easy. Whether you choose to fight directly, or use one of the skills you (or your circle, in which case it'll be many more skills) are supernaturally good at, you can just overwhelm most obstacles.
This need of course not be the case - a game or story may contain conflicts with opponents you can not overwhelm like that. But that hints at what @Aleph said - at some point, you'd have to sprinkle such strong opponents everywhere that it would get kinda weird, especially in Celestial games.
But that is where the strategic layer comes in. Your actual plans.
You want to get something out of any given conflict. So one simple way to make a game more interesting for the players, or a story for the readers, is to connect the consequences of how they solve a conflict to their objective.
Because whatever skills you may have with which you can win overwhelmingly may not always get you what you desire, at least if applied without finesse. For example, just taking a city by brute force my easily be within your means, but it may drive away it's wealthy merchants and thus deprive you of much of it's value.
And of course, even if that all works, you can always have follow-up consequences to deal with. A city conquered needs to be ruled. A rival seduced to your own side may have enemies on their own, now also yours.
These should not undo the players actions - if the players succeed, they succeed at the thing they set out to do. They're setbacks, as a consequence of hasty applications of overwhelming force. Or merely new story unfolding on account of how the players shape the world.
I would say that this does tie into the "interesting and narratively appropriate opposition" that @Aleph mentioned.
Opponents do not need to beat you at your own game. Those weaker do not typically win by doing the same thing as a stronger opponent. A mortal is not going to protect their interests by directly opposing one of the Exalted. But there is always indirect opposition.
The merchants of a conquered city leaving. A god who could never oppose a circle of Solars calling in century-old favors from their neighbours, so as to strengthen the opposition against them. Farmers hiding resistance fighters and guiding enemy armies. That can all be interesting, and it is narratively appropriate if you just approach things with a sledgehammer, whatever yours may be.
But what if a player group of Exalts has so many skills between them that they can handle any of that? Then I would say it should still matter how they approach it. How you handle resistance fighters, or discontent farmers, or an economic crisis, or any other thing, should always have interesting consequences, no matter how skilled your character is at it.