I think it might work better as evocations from Bargain with Mara style tatoos.
"It" what? The kraken transformation, or the whole "oil wrestling" style?


That way you're not invalidating the use of a chosen weapon
The oil wrestling style isn't compatible with any weapons, not even the ink ones. Not in the sense that it has any Charms for attacking or parrying with weapons.

The synergy between the Style and the weapons is that the weapons create the kind of battlefield that the Squid/Pig Stylist excels in using, and offers a ranged attack that the Style lacks.


and you don't have to go past a Form charm, which means Essence 2 in all known E3 martial arts.
Again, there's more to the Style than the Kraken.
 
If you have no reason to think it's not a base part of being an Exalt, you have no compelling reason to think it can be 'cured.'


Sigh. Mechanics are abstractions, not pure in-setting reality, as I keep saying.
Well, not cured, of course. I'm talking strictly about Exalts becoming aware that something is psychologically wrong with them, that the good comes with the bad, and that they have methods (and most likely needs) to mitigate the bad. And so Exalts trying to mitigate the bad, as a result mitigating the First-Age Insanities that keep getting used as a justification for the Usurpation by the DBs (the justification for Sidereals are another matter, I know).
(Note: perhaps I'm misunderstanding the motivation behind all the DBs and/or mortals joining in back then.)
 
Well, not cured, of course. I'm talking strictly about Exalts becoming aware that something is psychologically wrong with them, that the good comes with the bad, and that they have methods (and most likely needs) to mitigate the bad. And so Exalts trying to mitigate the bad, as a result mitigating the First-Age Insanities that keep getting used as a justification for the Usurpation by the DBs (the justification for Sidereals are another matter, I know).
(Note: perhaps I'm misunderstanding the motivation behind all the DBs and/or mortals joining in back then.)
Keep in mind that this is not canon, but IMO the Great Curse -- the part that makes the Solars crazy -- is only an aggravating factor on the First Age. The Solars in that societal structure were always going to go mad with power, because they grew increasingly distant from everyday mortals and there was no one to gainsay them, even each other (remember, the Deliberative as set up in DotFA is deliberately designed so that Solars can't interfere much with one another's territory). Why would they have a twinge of conscience at doing whatever they feel like to ants beneath their feet? Why wouldn't they just do whatever they wanted with the world with their lives?

And keep in mind that Solars -- Exalts in general -- are not satisfied with small things; they are the sorts of people to actually execute their grand projects, and call those who call them mad fools. The Salinan Working wasn't the product of a Limit Break, it was a very socially adept Zenith talking a bunch of other Solars into her plan and then just up and doing it. And by "doing it" I mean "rewriting fundamental elements of reality."

The First Age was never going to end well.
 
Last edited:
Well, not cured, of course. I'm talking strictly about Exalts becoming aware that something is psychologically wrong with them, that the good comes with the bad, and that they have methods (and most likely needs) to mitigate the bad. And so Exalts trying to mitigate the bad, as a result mitigating the First-Age Insanities that keep getting used as a justification for the Usurpation by the DBs (the justification for Sidereals are another matter, I know).
(Note: perhaps I'm misunderstanding the motivation behind all the DBs and/or mortals joining in back then.)

Keep in mind that this is not canon, but IMO the Great Curse -- the part that makes the Solars crazy -- is only an aggravating factor on the First Age. The Solars in that societal structure were always going to go mad with power, because they grew increasingly distant from everyday mortals and there was no one to gainsay them, even each other (remember, the Deliberative as set up in GotMH is deliberately designed so that Solars can't interfere much with one another's territory). Why would they have a twinge of conscience at doing whatever they feel like to ants beneath their feet? Why wouldn't they just do whatever they wanted with the world with their lives?

And keep in mind that Solars -- Exalts in general -- are not satisfied with small things; they are the sorts of people to actually execute their grand projects, and call those who call them mad fools. The Salinan Working wasn't the product of a Limit Break, it was a very socially adept Zenith talking a bunch of other Solars into her plan and then just up and doing it. And by "doing it" I mean "rewriting fundamental elements of reality."

The First Age was never going to end well.
Building on this, in the game I'm in, we had three major-grade freakouts in the same session. Two players Limit Broke at the same time. Two players, one of whom was me, broke an Eclipse Oath, which caused another player to Limit Break and try to maim them as punishment for violating a sacred oath to Heaven. My character got thrown out a window and ended up gaining a point of limit, I forget exactly what set it off, but he ended up going full Heart of Tears. Two Limit Breaks, one session. Then the third player, whose character had been under a truly ridiculous amount of stress for months, completely flipped out, turned into a giant flaming bird, and threatened to burn the city to the ground because of how corrupt and horrible everything had been.

This was not a Limit Break. This was a young man being forced to carry the world on his shoulders, counsel teammates with dangerously violent tendencies, and generally make all the choices the adults of the group should have been making, but didn't because none of them were competent/mentally healthy enough to do so. And his flip out was arguably the most dramatic and impactful of them all.

The moral of this story? Limit Breaks are not necessarily obviously magical, because limit breaks, at least in how they're intended to work, 2E kinda makes them a bit more common than they're supposed to be if you don't houserule it, as I recall, come after you've been under repeated stress for a long time. The Great Curse exacerbates it, yes. But to everyone else, it looks like you've finally had enough and you freaking snap. Two limit breaks, one complete meltdown, none of them particularly distinguishable from each other in terms of how blatantly magical they were.
 
Going mad with power is something RL people do in a normal lifetime. It's not a stretch to imagine that supernaturally powerful people who literally rule the world might take a few steps to the left of sanity. The Great Curse might be brushed off as "oh, he's just on another one of his tangents" or something to that effect.

Remind me, does it make any difference if the Yozi-like in question is the head of a single unit made of its Third-Circles with its seven or whatever Third- and Second-Circle Heroes/Sorcerers?
I don't think so. The example given by the charm has Malfeas, Ligier and Gervesin attacking the Solar and he applies his free combo to all of them. The important part is that the discount only lasts until the Solar's next action, forcing the demons to attack him in single combat or walk into a blender.

As a funny note, this is a mechanical justification for the Conservation of Ninjutsu.

Edit: apparently it is of no use in a War, at least no mention of such a use; also, it very explicitly says that it offers no discount against an Exalt who grows extra souls, though it does offer the discount against those souls if originally used against the Exalt, so it is important for Devil-Tiggers to be the last one to jump into a flurry. Teh weirdness.
First off, the bolded segment made me lol hard. What caste might Tigger exalt as?

Secondly, the charm offers a discount against the Exalt's souls, but not the Exalt himself. My guess is that the intent is to encourage Exalt-on-Exalt combat rather than sitting back and ordering your demons forward.
 
what is the functional difference between knowing about all the effects but not the name/origin, and knowing it with the name/origin?

"Oh no Mr Directive Detective, I can't be responsible for unleashing Ligers full wrath upon that city, I was in the grip of that neverborn curse. It had nothing at all to do with one of them accidentally spilling water on my cloak and refusing to throw me a glorious feast and offer up ten virgins as an apology, they just happened to be the closest target when the underworlds nightmares gripped my heart!"

*Guile 20 bitches, try and prove me wrong*
 
Last edited:
I think it might work better as evocations from Bargain with Mara style tatoos. That way you're not invalidating the use of a chosen weapon, and you don't have to go past a Form charm, which means Essence 2 in all known E3 martial arts.

Turning every exotic effect into a martial art is a bit of a slippery slope.

Most of them are available at E1, actually: Snake, Tiger, White Reaper, Ebon Shadow, Silver-Voiced Nightingale, Black Claw, and Steel Devil. It's just I think Crane, Righteous Devil, and Dreaming Pearl Courtesan that require E2 - which makes me wonder if maybe they intended to reduce those to E1 as well.
 
an uncapped lifespan

Also, note that the capped lifespan for Infernals was only added in the same book. It wasn't a core trait of Infernals.

That's why I utterly ignore it. It was only put in to force you towards the Devil Tiger path, or force you to Essence-escalate. And I consider neither of these to be desirable.

But the real reason that the Devil Tiger path is lame is that because by the time you can access it, you're an Essence 6 Infernal. You've taken a bunch of personality-changing charms. More than that, you've internalised the use of your own charms. Infernal Charms work by giving you a hammer and letting you turn your problems into nails. If you've invested in GSNF and expansions, you will have internalised the Malfean mindset that problems can be solved through blatant force because blatant force is how you solve your problems and it clearly works for you. Same as heavy investment in Kimberyian poisons. You will use poisons a lot and rely on weakening opponents with horrific painful debuffs, because that's an incredibly effective playstyle. If you've invested in Metagaos heavily, you're going to be getting stronger by eating things and always hungry. That's part of who you are.

By the time you're able to become a Devil Tiger, you've already internalised the mindset of the mix of Yozi Charms you've learned - especially if you do the common way of learning Yozi Charms, which is getting your Charms based off your personality and your desires. You've created a watercolour using the Yozi Charms as paints, which describes their character as you currently are. The Devil Tiger Charmset is pointless, because any player who can write the extensive homebrew required for a working balanced Devil Tiger is a good enough Charm writer to just get the same effects in the Yozis they already have. There's no need for a personalised Charmset, because by the time you could learn it, you've already made your Yozi Charmset into your own. And if you can't contort the existing Yozi Charmsets into doing what your character wants to do, you can't write a proper Devil Tiger tree - because Devil Tiger trees should also be Yoziesque trees that follow symbolic logic and don't take you exactly where you want to go.

Keris would laugh at the idea of the Devil Tiger tree. What point would there be in her doing it? What kind of effect that she would want can she not find or invent in Metagaos, Adorjan or Kimbery (with occasional forrays into other Yozis for easy-to-access useful things, like LSD)?
 
Also, note that the capped lifespan for Infernals was only added in the same book. It wasn't a core trait of Infernals.

That's why I utterly ignore it. It was only put in to force you towards the Devil Tiger path, or force you to Essence-escalate. And I consider neither of these to be desirable.

But the real reason that the Devil Tiger path is lame is that because by the time you can access it, you're an Essence 6 Infernal. You've taken a bunch of personality-changing charms. More than that, you've internalised the use of your own charms. Infernal Charms work by giving you a hammer and letting you turn your problems into nails. If you've invested in GSNF and expansions, you will have internalised the Malfean mindset that problems can be solved through blatant force because blatant force is how you solve your problems and it clearly works for you. Same as heavy investment in Kimberyian poisons. You will use poisons a lot and rely on weakening opponents with horrific painful debuffs, because that's an incredibly effective playstyle. If you've invested in Metagaos heavily, you're going to be getting stronger by eating things and always hungry. That's part of who you are.

By the time you're able to become a Devil Tiger, you've already internalised the mindset of the mix of Yozi Charms you've learned - especially if you do the common way of learning Yozi Charms, which is getting your Charms based off your personality and your desires. You've created a watercolour using the Yozi Charms as paints, which describes their character as you currently are. The Devil Tiger Charmset is pointless, because any player who can write the extensive homebrew required for a working balanced Devil Tiger is a good enough Charm writer to just get the same effects in the Yozis they already have. There's no need for a personalised Charmset, because by the time you could learn it, you've already made your Yozi Charmset into your own. And if you can't contort the existing Yozi Charmsets into doing what your character wants to do, you can't write a proper Devil Tiger tree - because Devil Tiger trees should also be Yoziesque trees that follow symbolic logic and don't take you exactly where you want to go.

Keris would laugh at the idea of the Devil Tiger tree. What point would there be in her doing it? What kind of effect that she would want can she not find or invent in Metagaos, Adorjan or Kimbery (with occasional forrays into other Yozis for easy-to-access useful things, like LSD)?
Are homebrewed/new charms in Yozi trees a thing every Infernal can do? As in, a Charm invented by an Infernal that is as good as Yozi Charms and/or as good as Devil-Tiger Heretical Charms? I mean, Solars seem to have more freedom than Green Sun Princes in general, and had been around long enough to invent, hone and customise more Charms. (I sincirely don't know whether they can do that; at a minimum, I suspect the Yozis will pull their leashes if they're unhappy with the direction the Infernal takes.)

If the GSPs are free to do all that, then yes, the Devil-Tiger path is underwhelming. However, if they normally have no equivalent alternative, then it's the one they have to take if they want to get what it gives.

Honestly, if the word scientist come up in describing a character, and its not for Modern or Heavens Reach (even for Autochthonia I'd be wary), then the character is probably wrong for Exalted. Mainly because the term is absolutely loaded with implications and ties to modern understanding of how the world works. A lot of which doesn't apply to Exalted in general, and definitely don't apply to the Age of Sorrows. Natural philosopher, alchemist, and sorcerer are terms that just plain work better with the intended genre of Exalted, and tend to describe people in the world better.

(Sorry for the mini rant, but 'I want to be a mad scientist' in vanilla Exalted is one of those things that really annoys me. What, people can't take the time and effort to come up with a concept that actually fits the time period? It's not like the differences between a sorcerer and a mad scientist aren't paper thin in any case.)
So, I got a bit idly curious about the themes of science in Exalted. Turns out there are scientists in it. Thaumaturgy explicitly calls out scientists: "Even so, mortal savants, scientists, holy men and shamans can learn minor miracles that set them above their peers". MoEP:Alchemicals even mentions the 'mad scientist' as a concept. Some Abyssal books also mention scientists. So do artifact books. And of course the term 'magitech' implies it being based on magical science.

Perhaps the word is loaded, but I'm starting to see the hints of the setting being weird (occult) sci-fi and not fantasy that Keris Aleph seems to like mentioning.
 
Last edited:
So, I got a bit idly curious about the themes of science in Exalted. Turns out there are scientists in it. Thaumaturgy explicitly calls out scientists: "Even so, mortal savants, scientists, holy men and shamans can learn minor miracles that set them above their peers". MoEP:Alchemicals even mentions the 'mad scientist' as a concept. Some Abyssal books also mention scientists. So do artifact books.

Perhaps the word is loaded, but I'm starting to see the hints of the setting being weird (occult) sci-fi and not fantasy that Keris seems to like mentioning.
This is a thing 2E did. This is a thing that people vehemently disagree on. 3E is moving away from all that sort of thing, which I approve of and am glad for. Others are disappointed/think it's a dumb move.
 
Are homebrewed/new charms in Yozi trees a thing every Infernal can do? As in, a Charm invented by an Infernal that is as good as Yozi Charms and/or as good as Devil-Tiger Heretical Charms? I mean, Solars seem to have more freedom than Green Sun Princes in general, and had been around long enough to invent, hone and customise more Charms. (I sincirely don't know whether they can do that; at a minimum, I suspect the Yozis will pull their leashes if they're unhappy with the direction the Infernal takes.)
I believe Infernals can Innovate new charms if it's in character for the Yozi and not something that treads upon the themes of another Yozi (and if the Storyteller doesn't hate it of course).

If they want to do something not covered by the themes of any Yozi, they have to get Heretical.
 
This is a thing 2E did. This is a thing that people vehemently disagree on. 3E is moving away from all that sort of thing, which I approve of and am glad for. Others are disappointed/think it's a dumb move.
Do people disagree on the factual matter of 2e being skiffy* or not, or whether sci-fi elements are a good thing for such a setting? Because tech-wise, Exalted seems to firmly give a WH40K/Star Wars feel to the First Age tech. I.e. it's definitely tech, though it works by mysterious and often inconsistent laws of nature, and has an about 50% chance of being powered by pathos**. (As far as/the way I see it when reading 2e, this observation applies as much to the laws of sociology as to other areas of science such as laws of physics or biology. But I see many people see it differently. Incidentally, the alleged non-handling of the Primordial War/Usurpation/Founding of the new Realm by 3e seems to also support this approach even in non-sciency matters.) Now, I of course expect people to have different opinions about whether or not sci/tech stuff makes it a better or worse setting.

As far as I'm playing, my character has nothing to do with science, but our Twilight Samurai can be described as a scholar at minimum and a scientist-gadgeteer at maximum; he's the one trying to reassemble the warstrider, he disarms the Essence Bomb(s), he wants to reinvent airships etc. But so far, not even once did the science/tech bit of the setting threaten to ruin my enjoyment of the setting. Playing an actual scientist/gadgetteer in Exalted would probably be painful for me for the same reason as playing on in Star Wars: because I can't think fully in-character due to having very little understanding of where and how the natural laws of the setting differ, and how does one apply them to achieve desired results. But I'm not playing one, so I'm feeling fine (as far as this part of the setting goes; Elder Problem still makes me recall VtM too much -_- ).

* == Sorry, but I don't believe one could consider it hard-sci.
** == As in, the appeal to emotions, glorious speeches etc.; nothing to do with the angsty pathos of WtO!
 
Are homebrewed/new charms in Yozi trees a thing every Infernal can do? As in, a Charm invented by an Infernal that is as good as Yozi Charms and/or as good as Devil-Tiger Heretical Charms? I mean, Solars seem to have more freedom than Green Sun Princes in general, and had been around long enough to invent, hone and customise more Charms. (I sincirely don't know whether they can do that; at a minimum, I suspect the Yozis will pull their leashes if they're unhappy with the direction the Infernal takes.)
Sure they can. There's no reason they wouldn't be able to - in point of fact, the Yozi don't have a leash over the Green Sun Princes; remember, the idea that Torment is something under Yozi control is part of Chapter 1&2, and 'pop out of the Chrysalis, immediately ignore the welcome wagon and zoom over the horizon' is a valid character background.
This is a thing 2E did. This is a thing that people vehemently disagree on. 3E is moving away from all that sort of thing, which I approve of and am glad for. Others are disappointed/think it's a dumb move.
Worth noting, Creation still absolutely has scientists, they're just avoiding the terminology because of its baggage.
 
Last edited:
Do people disagree on the factual matter of 2e being skiffy* or not, or whether sci-fi elements are a good thing for such a setting?
It's a disagreement over what's good for the setting. A more eloquent friend of mine put it best, I think: "Please keep your sci-fi out of my epic fantasy." Some feel it kind of detracts from what Exalted is supposed to be: High fantasy in a fallen age. It's not supposed to be Fallout. 3E is moving away from this post-apocolypse half-fantasy-half-sci-fi setting to be fantasy. First Age Wonders aren't going to be tech anymore, they're going to be weird magical bullshit in a way that isn't just 'magic power armor' or 'magic artillery piece' or 'magic hovercar'. I suspect things will be more like...an orichalcum chariot pulled by bound wind elementals type stuff, rather than a magitech flying car using an essence battery.

There are many who disagree with this being what Exalted should be, of course. But the current devs are going this route, and it's what I, personally, prefer the canon line to take.

Edit: To be clear. I do not think that post-apoc sci-fi Exalted is badwrongfun and shouldn't be done. One of my favorite games I've ever been in was an Exalted/Fallout crossover, and my other favorite is Exalted Modern as a conspiracy/supers setting. I just think that magitech and the sci-fi influences and such shouldn't be in the main gameline.
 
Last edited:
It's a disagreement over what's good for the setting. A more eloquent friend of mine put it best, I think: "Please keep your sci-fi out of my epic fantasy." Some feel it kind of detracts from what Exalted is supposed to be: High fantasy in a fallen age.
Honestly, I think a lot of this is down to a misunderstanding of what terms like "science fiction" and "high fantasy" actually mean.
 
... No, no I think I'm going to have to stick with 'misunderstanding.' For example, one of the iconic features of High Fantasy is a clash of overt, start-with-capital-letters Good and Evil, whereas Exalted makes a point of rejecting that entirely. High Fantasy also trends more towards the gonzo scale of latter-period 2e; the heroes are generally out to save the world rather than a kingdom.
 
Last edited:
... No, no I think I'm going to have to stick with 'misunderstanding.' For example, one of the iconic features of High Fantasy is a clash of overt, start-with-capital-letters Good and Evil, whereas Exalted makes a point of rejecting that entirely. High Fantasy also trends more towards the gonzo scale of latter-period 2e; the heroes are generally out to save the world rather than a kingdom.
Is it, though?

There is no Temple of Literature in which the exact definition of the literary genres are written in stone so that none may ever gainsay them. I think Fenrir does have a point in that the exact definition of "high" fantasy is blurry at best. Is "Good vs Evil" an iconic feature or merely a common one? Can we really say that Tolkien's Legendarium isn't high fantasy outside of LoTR because a ton of it is about tragic flawed heroes fucking up epically? Is A Song of Ice and Fire not high fantasy? It's certainly not low fantasy, and it's not sword and sorcery either. How many subdivisions of the genre are we willing to accept for the sake of keeping each category tidy and clearly-defined? It seems to me a fool's endeavour, since many great fantasy authors are characterized by their ability to play with the conventions of their genre or subgenre.
 
... No, no I think I'm going to have to stick with 'misunderstanding.' For example, one of the iconic features of High Fantasy is a clash of overt, start-with-capital-letters Good and Evil, whereas Exalted makes a point of rejecting that entirely. High Fantasy also trends more towards the gonzo scale of latter-period 2e; the heroes are generally out to save the world rather than a kingdom.

This is not accurate. The moral outlook of the setting is not sufficient to characterise high and low fantasy.

High Fantasy is a story that exists in a world other than our own, with its own rules. It also needs to be a setting with epic or otherworldly stakes, conflict, themes etc.

Exalted is high fantasy, though it contains peripheral trappings of some low fantasy stories.
 
Last edited:
Sure, the definitions are squishy, but there's definitely certain things that are characteristic of High Fantasy, Heroic Fantasy, Low Fantasy, etc, albeit not absolutely so and... Fundamentally, what about Exalted is evocative of High Fantasy? I mean, 3e is explicitly rejecting the epic scale for the stories people are expected to tell, and Exalted has always rejected the clean-cut divide between good and evil. You can say it's because it's set in a fantastical world of its own, but that seems a pretty weak claim to High Fantasy in particular to me.
 
Sure, the definitions are squishy, but there's definitely certain things that are characteristic of High Fantasy, Heroic Fantasy, Low Fantasy, etc, albeit not absolutely so and... Fundamentally, what about Exalted is evocative of High Fantasy? I mean, 3e is explicitly rejecting the epic scale for the stories people are expected to tell, and Exalted has always rejected the clean-cut divide between good and evil. You can say it's because it's set in a fantastical world of its own, but that seems a pretty weak claim to High Fantasy in particular to me.

Being in a fantastical world that contains magic is not sufficient alone to make it high fantasy. Conan, for example, battles several sorcerers and fantastic beasts throughout his adventures, and Conan is archetypal low fantasy. It might be argued then that a game of sufficiently small scale might have similar status.

However, if Conan wielded great magical powers (and enjoyed a millenia long lifespan) granted to him by Crom then his stories would be high fantasy. This is not the only thing that distinguishes the typical Exalted game from low fantasy, but it is the most inarguable one; you play one of the Exalted. They exist beyond a mortal scale however you play them.
 
The most sane definition of how 'high' a fantasy story is I've ever seen depends on the prevalence and convenience of magic. The more magic is at the forefront and the more convenient it is in use and effect the 'higher' the fantasy rating. This is especially important when it comes to how often the common folk get in contact with magic.

Which means that Exalted is... sort of low fantasy. There's a lot of magic going on, but unless you are already a supernatural it's not going to be easy or convenient, and most of the common folk may end up seeing magic done once or twice in their lifetime. And usually it means they just drew the short end of the stick.
 
The most sane definition of how 'high' a fantasy story is I've ever seen depends on the prevalence and convenience of magic. The more magic is at the forefront and the more convenient it is in use and effect the 'higher' the fantasy rating. This is especially important when it comes to how often the common folk get in contact with magic.

Which means that Exalted is... sort of low fantasy. There's a lot of magic going on, but unless you are already a supernatural it's not going to be easy or convenient, and most of the common folk may end up seeing magic done once or twice in their lifetime. And usually it means they just drew the short end of the stick.

The version of Exalted I use is... strange in that aspect, of course. Because magic is everywhere, but it's everywhere in a way which makes it utterly mundane because that's just the way the world works and that's how a lot of humans have thought the world works for most of history.

The example I like to give is that peasants in An Teng know there's a bad storm coming in during the start of monsoon season because they can see the storm bears herding the storm clouds in. This is a perfectly mundane part of weather forecasting, because it shows that there's a lack of water essence in the area and so air elementals are herding storm clouds in. That's just how the world works. When there's a storm after an extended dry period, you'll see a storm bear herding the cloud into place. It's an repeatable and reliable phenomenon. Likewise, everyone knows blacksmiths are a bit magical and know things normal people don't, much like the village priest, because dangerous spirits lurk around forges which hurt people if you don't know how to keep them happy. Normal people don't know these things, but blacksmiths do.

That's what I consider to be one of the defining things of the Exalted world, along with the "Fallen Earth" general feel of living in a fallen age full of towering ruins which are used for different purposes than they were intended. It's high fantasy, but written with the attitude of low fantasy. It doesn't matter that monsoon storms are pushed in by storm bears, because that's what storm bears are for. In fact, it makes a lot more sense than a "scientific" explanation. Which is why I find the 3E attitude so repellent - it loses both the things I like and replaces it with a much more dull and generic fantasy set-up.

Which admittedly is to be entirely expected from the people who wrote things like Sun Jesus and the utterly terrible Jarish in COCD: Autochthonia.
 
The most sane definition of how 'high' a fantasy story is I've ever seen depends on the prevalence and convenience of magic. The more magic is at the forefront and the more convenient it is in use and effect the 'higher' the fantasy rating. This is especially important when it comes to how often the common folk get in contact with magic.

Which means that Exalted is... sort of low fantasy. There's a lot of magic going on, but unless you are already a supernatural it's not going to be easy or convenient, and most of the common folk may end up seeing magic done once or twice in their lifetime. And usually it means they just drew the short end of the stick.
Except the game is about the Exalted. Not the mortals.
 
Back
Top