Because you like the idea of pulpy Bronze Age action in an intensely animist setting with an eye for realpolitik, wuxia flavoring, and consistent anthropological consistency and realism? If you only liked Exalted because it accurately modeled battles thousands of years ago that have no bearing on the actual game you play I don't think you ever liked Exalted. Because it never did.
So why am I using Exalted's mechanics instead of Feng Shui or Burning Wheel or FATE (all of which do either wuxia or pulp quite well)? And I wouldn't say "this thing that
was critical for the entire game line to happen" has no bearing on the actual game I play. For example, in D&D, I can gain enough levels and stab gods to death. This exists because the setting says that gods were occasionally defeated by heroes, but you could just as equally argue that it doesn't need to exist because it has 'no bearing on the actual game I play'.
Which is wrong. The Usurpation has
plenty of bearing on the game I play, because
it is the very thematic core of Exalted. Lessers getting together and overthrowing their greaters by force. I should be able to overthrow a rival Solar who had a decade to set up his own empire and get Essence 5 by force, instead of "oh, it was another fucking Doombot." Because that being a Charm is a statement that it's something
any Solar Exalt could theoretically get.
The question had an easy answer in 1E and 2E: "Because FATE or Feng Shui or Burning Wheel might be better engines at being
pulp or wuxia, but they're not better at being
Exalted." By blatantly ignoring whether this makes sense within the setting, Ex3E's engine may have issues succeeding at that.
The rules and the setting do coexist very well! But the game isn't simulationist, the rules are not physics, etc., etc. The rules are here to provide a fun experience for the world as-is, not the world as-was-a-bajillion-years-ago-when-titans-walked-the-earth.
Except they don't. The rules make the setting impossible. I get on D&D's case on wizard supremacy because the rules people use for wizards make the setting described impossible. I don't see why I shouldn't get on Exalted's case because the rules people use for Exalts make the setting described impossible. And as for 'fun experience for the world as-is', why, specifically, does this make the world more fun? There's the whole "invincible Elders" criticism here.
And Exalted wasn't simulationist? Despite the fact that motes were a thing that actually existed, that Health Levels actually represented your health, etc etc? Exalted, and the Storyteller system are
fundamentally simulationist, instead of fundamentally narrativist systems like FATE, where instead of health and willpower you have 'consequences' which are arbitrarily defined.
I'm honestly not sure how to respond to this sort of meltdown. The things the game has it has because the devs decided to put them in. The things it doesn't for the same reason. Creation is arbitrary fiat based on personal preference.
Just because you don't understand what I'm getting at doesn't make it a meltdown. What I'm getting at is that if you're going to start justifying things that ignore the setting out of 'it makes for a fun game', it opens you up to a
lot more questions, because every one of these things you add in makes it increasingly hard to defend your artistic vision. A game isn't just a setting, or a series of mechanics.
It's also not what I said.
No, it's just what the implications of "who cares if this Charm that any Solar, even a very young one, could theoretically get, breaks the most important part of the setting which illustrates the thematics of the setting best?" is the conclusion "we don't care if the setting is reflected in the mechanics at all".
Roadie's wrong. It wasn't gonna happen. The Twilight reactor was invincible.
Again, the point being made was that one of the criticisms leveled there was that it wasn't Usurpation-OK and it also sucked. In fact, I would daresay that Exalted 2E's problem was more one of
failing to think about how to best simulate the setting it was supposed to simulate, rather than being too close to the setting.
Chung is very good at math and has a specific playstyle that's fun and okay to have. He is not actually deciding anything about 3e. I repeat: modeling the Usurpation (or the Primordial War, or the First Age in general) is not a goal. Modeling the current age is.
So what was so different about the First Age, in terms of metaphysics, that modeling the current age doesn't model the First Age? The Primordial War is a
maybe thing (of course, if you model a Primordial as a
campaign module, instead of a
character... suddenly things start working a lot better), but the First Age was supposed to have Solars and Lunars and Sidereals with much the same powers as existed today, just with more wacky magical artifacts and whatnot.