Green Flame Rising (Exalted vs Dresden Files)

[X] Try to stop Harry from forcing the issue
-[X] Point out that it's premature to have this discussion until wizards capable of essence use can be trained. It's not a given that everyone will be capable of it

Harry is too busy with other things to be assigned to this. Too important too. And if needed we can always apply exalted social dice to whoever the crafter is to convince them to our positions.
 
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This is why the politics stat is important. At least we bought the one dot. Let's stop looking at it as an afterthought please.
 
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[X] Try to stop Harry from forcing the issue
-[X] Point out that it's premature to have this discussion until wizards capable of essence use can be trained. It's not a given that everyone will be capable of it
-[X] Etiquette Excellency
 
[X] Calmly explain the situation to Harry.
Including how everyone else will see this,and what consequences you predict. Then remind him that a process that starts with "gain enligthenment" is not something easily organised.
-[X] Etiquette Excellency
-[X] Stunt:" Harry, I know you want to help, but you are going to open a lot of fresh wounds with this. Going in there will show people that you have authority, and upset a lot of people, many of which lost someone recently. Just let them have this. The first step of their plan is gain enligthenment. I think if they manage that, they deserve the win.



If this encourages more wizards to seek enligthenment, this sideeffect alone could be worth it.
 
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They suffer a bunch of other limits, off the top of my head:
  1. Life is a very rare sphere and thus so is healing
  2. They must follow the Laws or the go insane
  3. Even when they do things that are not law-breaking the magic will compel them to keep doing those things, there is a reason many wizards end up obsessed hermits
As for all of them being able to make splendors, that is not the case simply because not all of them can Enlighten. Harry can teach it because that is the nature of enlightening a mortal's essence, but not every wizard or even most of them can learn it. Mechanically you are encountering a lot of edge cases and Molly is actively wedging a hand in the door to make them wider, this isn't the natural state of wizards in setting anymore than it is the natural state of vampires to have perfect control of their Hunger (and that is just using a single charm). To get into this position in this place took an arc's worth of triumphs and unlikely circumstances

Edit: Anyway it's really late for me, will talk more in the morning. Good night
Those limits barely qualify because what they do have is still broken, and anyone of substantial power only goes mad in the sense that they're harmful to others. The warlock conspiracy proves they're still functional and capable of operating in an organized way.

A WoD mage is theoretically capable of a lot of deep magic, but is practically limited by the fact that casting fireball is so vulgar that each casting is a risk. In this scenario they're even more broken than the archspheres would make them. Hell, they're more broken than an exalt with infinite motes would be.

The basic description of the game line even calls paradox out as the reason mages don't rule the world*. Not having many life mages around doesn't make the forces specialist torturing gravity into doing tricks in the corner any less nuts.

DF wizards aren't intended to function like paradox free baby demiurges who can freely impose their will over reality and stick their fingers wherever they want. They have to work with the system in the way an electrical engineer works with electricity.

*
Practically, Paradox is the only thing that stands between a Mage and ruling the world. The world is a dark and unbelieving place, and most mortals cannot or will not accept anything outside of their normal expectations. The collective belief of mortals who do not trust Verbena rituals or understand Iteration X energy weapons drives paradox to stamp down these ripples in reality.

Paradox can take a variety of forms. Backlash, reality directly attacking the offensive mage, can cause temporary, long term, or even permanent wounds, flaws, or oddities. Quiet, a magical form of madness, forces the offending mage to resolve their guilt over disjointing reality. Exceptionally offensive mages can be catapulted into a Paradox Realm, or hounded by Paradox spirits.
Cite
 
Those limits barely qualify because what they do have is still broken, and anyone of substantial power only goes mad in the sense that they're harmful to others. The warlock conspiracy proves they're still functional and capable of operating in an organized way.

A WoD mage is theoretically capable of a lot of deep magic, but is practically limited by the fact that casting fireball is so vulgar that each casting is a risk. In this scenario they're even more broken than the archspheres would make them. Hell, they're more broken than an exalt with infinite motes would be.

The basic description of the game line even calls paradox out as the reason mages don't rule the world*. Not having many life mages around doesn't make the forces specialist torturing gravity into doing tricks in the corner any less nuts.

DF wizards aren't intended to function like paradox free baby demiurges who can freely impose their will over reality and stick their fingers wherever they want. They have to work with the system in the way an electrical engineer works with electricity.

*

Cite

Mages in WoD can create spells that are a lot more powerful and versatile. In practice most wizards in DF are a lot less powerful than even Harry even after centuries of experience. They stick for forces and matter since that's the core of the curriculum and for the most part it's all they need to live comfortable lives. That is the other difference, in WoD all mages have a significant ambition to change the world, in this world they are just port with the power to do with as much or as little as they care to grasp within the limits of their reach.
 
Well, the mages of the Old World of Darkness were very strong even without arch spheres and the like. Mainly in places where there is no paradox, where they could at least have Dyson spheres and other nice things. But the main ideological confrontation, of course, takes place on Earth for an obvious reason. But honestly, the problem has always been that the Setting changed wildly between editions... And also that the flexibility of the system is limited by its attempts at esotericism.
 
Mages in WoD can create spells that are a lot more powerful and versatile. In practice most wizards in DF are a lot less powerful than even Harry even after centuries of experience. They stick for forces and matter since that's the core of the curriculum and for the most part it's all they need to live comfortable lives. That is the other difference, in WoD all mages have a significant ambition to change the world, in this world they are just port with the power to do with as much or as little as they care to grasp within the limits of their reach.
I don't see how that's a balancing factor. You're essentially suggesting that being capable of breaking the game isn't a problem because they're not interested in using the power they have that way. Except for all the people who are because the inherent nature of the game will focus on the ambitious and involved.

10 million people who never show up on screen don't matter as much as 10 who make regular appearances.

Especially when the flexibility their spells do have extends to stuff that I at least think makes little sense.

Building their own laws of physics and unweaving the work of someone who can actually do so are wildly out of scope compared to any amount of raw force.

On a storytelling level I also think that the saying "once is a miracle, twice is amazing, and three times is mundane" applies to an extent.

Making something that eldritch and sublime functionally the same as the Warden's swords as far as effort from the council is concerned in many ways undercuts all the build up around it.

For this particular thing I think a good parallel would be if Harry somehow got Judas' noose from Nicodemus and started playing with it.

Making a copy of it reads just as ridiculously as this does to me.

Even if you could devise a way to justify it, how many people can repeat the trick before the noose stops being special?

You could spend thousands of words detailing how amazingly difficult the process is, and how only 10 people have ever managed it, but if they're always underfoot you're only a few chapters from them becoming completely unremarkable.
 
I don't see how that's a balancing factor. You're essentially suggesting that being capable of breaking the game isn't a problem because they're not interested in using the power they have that way. Except for all the people who are because the inherent nature of the game will focus on the ambitious and involved.

10 million people who never show up on screen don't matter as much as 10 who make regular appearances.

Especially when the flexibility their spells do have extends to stuff that I at least think makes little sense.

Building their own laws of physics and unweaving the work of someone who can actually do so are wildly out of scope compared to any amount of raw force.

On a storytelling level I also think that the saying "once is a miracle, twice is amazing, and three times is mundane" applies to an extent.

Making something that eldritch and sublime functionally the same as the Warden's swords as far as effort from the council is concerned in many ways undercuts all the build up around it.

For this particular thing I think a good parallel would be if Harry somehow got Judas' noose from Nicodemus and started playing with it.

Making a copy of it reads just as ridiculously as this does to me.

Even if you could devise a way to justify it, how many people can repeat the trick before the noose stops being special?

You could spend thousands of words detailing how amazingly difficult the process is, and how only 10 people have ever managed it, but if they're always underfoot you're only a few chapters from them becoming completely unremarkable.

First off no one has repeated the trick yet and they may never do so in the span of the quest, but secondly, making the miraculous into magic is kind of the whole narrative space of wizards. They do not always succeed and there is a price to pay, but they get a shot at it. That is part of why Charity for instance was leery of magic, because they infringe on the divine, because they can break things that man was not meant to break, just as they can make things man was not meant to make. For Exalted doing so is natural because they are they are human and divine at the same time, a wizard on the other hand is a Promethean figure with all the risks that involves hence the Laws and more subtle obsessions.
 
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