Blaque
Resident Catblob
- Location
- SLC UT
- Pronouns
- He/Him/His
To add to this: The Bond worked fine for folks in 1e when it was an optional relationshp and symmetrical Merit found in the Player's Guide. I still honestly think that was one of the better ways it was implemented.I'm just going to single this part out, because the rest of this I think has been addressed pretty well. The problem here is that if you mandate that the bond exists, you've stuck it to the rest of the Lunar concept. "I want to play a cunning shapeshifting trickster, or a warrior who transforms into a gargantuan warform and has her magic sword grow with her, or a forest witch who levels curses and prophecies on the local potentate and then turns into a bird to fly away from the throneroom while shrieking horrible laughter" is already enough on its own; all of these have a lot of support and fun mechanics to back them up. Lunars in this edition have a strong and interesting set of story hooks and powers all on their own. Lunars are the champions of Lunar stories. There is no need for the bond to make a Lunar matter, because it's not just Solars and their mirrors who matter.
Every single thing about the bond that was in 2e can still be there in 3e, if desired. You want to have a bond? Sure, it's there. You want to have it so the bond is the thing that can make an Abyssal or Infernal give up the path of evil and come back to protecting Creation? Well, Abyssals and Infernals are less automatically villainous, but there's certainly redeemable villains among them, and the bond is an easy in for caring about each other and doing something with it. Interested in playing a Lunar dominated by his bond, so he's acting specifically at the whim of the Solar because of reasons beyond his control or understanding? Sure, Solars can be incredibly good at being convincing.
It doesn't matter what parts you do or don't like; that's not the point. The point is that all potential plot hooks and basic relationship templates are still available. 3e only expands the options. Interested in playing a friendly rival, with the two of you always striving to outdo the other in any field from cooking to footraces to martial arts? We can do that. Interested in playing a vicious enmity where the two of you hate each other's guts at first sight and it turns out that she's a monster so your destined foe is truly as despicable as you think and you just have to convince everyone else of that fact? Go wild. Interested in that but inverting the end so you realize that your gut feeling of hatred is meaningless echoes of your previous lives when you were other people, and this feeling should be abandoned? Still works. This isn't right for your character? Then it's not even a possibility; you have no bondmate. There's no upside and some potential downside to keeping the bond as mandatory; if it's kept as something like "you just haven't met the right one yet", that's a dangling plot hook that can color a character concept.
Lunars can stand on their own without the bond. They don't need it. If a specific character benefits from it, all previous options and some additional ones are on the table.
How it was in 2e and how I feel the prior devs wanted it, it was going to be basically something that in effect made Lunars sidekick splat. A big factor of Lunars to me in 2e over tiem is they had a very big "You arne't my dayd" or "WHen's dad coming home?" vibe with the factions, things like MIshiko's tomb, and so on. They basically were defined by their relationship with Solar sin a way that was to me kind of unhealthy for bulding any Lunar heat. Since it was defiend by how they could support someone else, or was defined on who "They didn't reallly need Solars" in the case of again, the sorcery oriign they had or the way the TSR was presented. How little they talka bout the Realm despite it being what was murdering htem for twelve centuries compared to Solars who were agreed upon to be in effect extinct was kind of notable.
I also honeslty like how the Lunar-Solar bond is like...organic. I think that there's often a want in RPG settings for everything to have some teleos, some purpos that it is deemed there for a reason. Especially in fantasy settings with a lot of divine intervention like Creation can have. But instead, you have this thing where the Sun and Moon, whcih in Creation aren't that linked besides being siblings and the birhgtest celestial bodies, didn't design their Exalts to be that either. The Bond formed naturally, was an emergent property of themes of the Incarna that hte Incarna themselves don't really express, and which results in the Bond that thier Chosen have that shows how they can evovle past what the gods put in. This is nice too for other benefits like letting Lunar or Solar players opt-out of dealing with having the issues tha tmight arise with views of autonomy of emotion, independence from your past lives, or having a splat defined by the other splat.
Like, for a vibe It hink of how it can go bad, and not to bash it much, but I think that how Lunars are in the Exalted Demake is a good showcase of what a bigger emphasis on Bond would have looked like, and TBH, I kind of lik ehow in 3e in the end, Lunars are settingwise defined more by opposittion to the Terrestrial Host than brooding over the in-effect extinct Solar one.