Sunlit Sands - An Exalted Campaign (Discussion)

I'm not even gonna lie here; I basically (gleefully) wrote Pangasutri White-Eyes to be "Klaus Wulfenbach rolled up a Druid at his weekly game night and is roleplaying as himself". I mean, he didn't start out that way, but once I made the connection I did not make any real effort to change course. A Greater Dead thing in his territory? Yeah, that wouldn't go down well. Especially since Tatters - and Inks - are by definition agents through whom powerful spirits do act in Creation. He's not going to believe any claim of "oh, let me take this deathknight away and I promise I won't use her to interfere in mortal affairs once I have her in my clutches", even if he heard the Baron out. Which he wouldn't.

The Xandia thing actually surprised me, because it honestly didn't even occur to me that @Shyft might make the offer to Xandia at the table. It wasn't so much picking Inks' option for her as genuinely not realising that making an offer of a massive strategic advantage over her neighbours like that would even be something Inks would consider doing when and where those rivals could hear her doing it. I got taken off-guard somewhat when Shyft brought it up, and while I would've let him make the offer the next day if he'd wanted to, I'm kinda glad he wound up agreeing with my assumption.
 
I'm wondering if White-Eyes can be induced to offer military(/thaumaturgical?) support to clearing out the Dead. The troops he brought obviously are capable of fighting supernatural foes, and that's the sort of ass-kickers Inks is going to need for the operation (and, being coldblooded about it, every fighter he antes up is one more person the Dead might attack instead of one more directly in Inks' employ), but while I can see him being persuaded to help purge the Dead, it's the price he would demand that I'm more concerned about. As an antagonistic force he may not be malicious, but I don't think he's going to be part of a long-term solution.

Interesting to note that while people at the table were wanting assurances that Piercing Sun wouldn't take the opportunity to attack them after this was done, no one insisted he didn't come fight the Dead. Either they're willing to let him risk getting killed by something ("Finally, now we can breathe easy") or they suspect that someone of his caliber is going to be required to deal with the situation. Or they'd not want to burn the political capital getting that concession, or it hasn't come up.
 
Sunlit Sands: Session 63 - The Campaign to El Galabi Part 6
I'm wondering if White-Eyes can be induced to offer military(/thaumaturgical?) support to clearing out the Dead. The troops he brought obviously are capable of fighting supernatural foes, and that's the sort of ass-kickers Inks is going to need for the operation (and, being coldblooded about it, every fighter he antes up is one more person the Dead might attack instead of one more directly in Inks' employ), but while I can see him being persuaded to help purge the Dead, it's the price he would demand that I'm more concerned about. As an antagonistic force he may not be malicious, but I don't think he's going to be part of a long-term solution.


Interesting to note that while people at the table were wanting assurances that Piercing Sun wouldn't take the opportunity to attack them after this was done, no one insisted he didn't come fight the Dead. Either they're willing to let him risk getting killed by something ("Finally, now we can breathe easy") or they suspect that someone of his caliber is going to be required to deal with the situation. Or they'd not want to burn the political capital getting that concession, or it hasn't come up.


Thinking aloud, I believe that no Coxati Lord would want to risk giving Piercing Sun any ideas by telling him he can't do something. It's just not best practices at staying alive/in power.

Having said that! We're on a roll! Session 63 of Sunlit Sands! Big Props as usual to @Aleph for running!

Session 63 - The Campaign to El Galabi Part 6

Today we bring the Coxati Talks to a dramatic conclusion!

One of the give/take aspects of a storytelling game like Exalted is that well, there's give and take. I had for the past several days (nearly a week) been planning my return to glorious dramatic extra sass, since last session I was particularly dissatisfied with my roleplaying.


Now having said that, Aleph wanted to do a scene, and oh did she drop one on me today!


This opening scene is something of a nod to a future concept that's in store for Vahti, which is also kind of a demonstration of some of the metaphysics changes Aleph and others have implemented throughout their shared gaming histories. Specifically that instead of Elementals all converging on 'Draconic' forms as per 2e canon, they can mature into higher more graceful forms of their 'Element' but they still cap out after a fashion.


So Vahti ostensibly could have become a Flame Swan or something, if she lived and enlightened long enough. Or even matured tangentially into a Garda Bird or something (unlikely as I understand it).


But, since a lot of Vahti's primary influences are Inks, Solar themes, methods and Essence, she's developing a very strong 'Solar' element to her nature as a Flame Duck. Which means that when she does ascend to a higher level of enlightenment, she may very well be some kind of Fire/Solar Elemental. (Note that there are no canonical 'Celestial' Elementals for a reason).


Today though, in a fit of introspection, Vahti realizes that the Maiden of Serenity and her themes speak to her. This is an interesting and welcome development to her character, which is a further improvement away from Vahti being a (fun, sexy) prop in a number of scenes she appears in.


Notable also is that Pipera had at some point, off camera, informed Vahti of her utility and the 'spot' she fills in Inks's support network. Details like this help really flesh out the world and make it clear that the PCs may be Important, the world still moves without them observing it.


Inks, being Inks, is big on self determination when she's conciously made aware of it. (If you don't actually SAY you aren't interested, she might just forget to ask- solipsistic tendencies). So that means that while I'm sure as a Player, I have a lot more say in what's going ahead, Inks as a character is more interested in what makes Vahti happy than what makes her a better ally. Ideally though, those two desires will at least not conflict.


---


I suppose if Aleph and I have a pattern, it's that Session a is heavy on exposition and setpiecing, and Session B is heavy on 'And then Shyft takes everything he learned and runs with it.' Ideally I'd like to make this a bit more even in tone, but it's a work in progress.


The point is, last session I was on the back foot, as both a player and in character. It... probably wasn't intentional on Aleph's part, but in hindsight I didn't really do a good job of 'preparing' the scene either. I wasn't doing enough critical thinking, so I just ended up being thrown into the deep end.


But it was still a good character moment, of Inks sort of flailing at the problem until she latched onto something she could pull- and she pulled Hard. She's a character with very low wits but high intelligence, so I should spend more time Planning than Reacting.


Note to self, talk to @Aleph about planning mechanics for this sort of thing...


---


The second scene of the session is basically a number of Dramatic and Charm Actions all condensed into a roughly 6 hour period. I got to leverage Inks's intelligence, her socialize, her bureaucracy ability and her Giant Bronze Tiger.


And I got to make Aleph sputter helplessly. Worth it.


With Aleph running a lot of NPCs today, Pipera was mostly allowed to drop out of focus in favor of being snarky- and we both used her to good effect as we played.


Of note is that I broke my actions up to stagger the rolls (and not just overwhelm Aleph with paragraph after paragraph). Pacing out digestible bits of information is crucial when running/playing a game.


I was particularly proud of invoking both the idea of the Coxati delegates bringing their own food, making the action Applicable (this is what good stunting is about), and Vahti for being able to do charming-sexy flame dancing while Inks took the food out to cook.


I think I could have in hindsight, made more of a specific show of Inks herself doing the cooking, street chef style, but I was on a roll in other directions.


And- Hah! I hadn't realized this but as per Aleph's phrasing-

Thought, research and a bit of early-morning flirtation - she had to spare time for the cooking! - bought Inks valuable information.

I had not fully realized she meant Inks was taking too long flirting. But it makes sense and is in character!


Interestingly, Aleph mentioned Moto's religious background, which I don't recall hearing about before, but it makes sense that he has one- almost everyone in Creation has some kind of spiritual or cultural faith system. Inks is somewhat rare because she's very pragmatic about gods- likely because of her upbringing in Nexus where she didn't constantly beg the spirits for aid as a beggar or whatnot.


Blueswell is a novel addition to the proceedings, adding more enriching detail with- and this is important- not bogging the session down! This is really hard to pull off with 'cute' characters like them.


And yes, inevitably, I got to describe yet another scandalously glamorous dress for Inks to wear.


---


An interesting bit is how Aleph used Pipera to change my execution, but it was a small detail so I wasn't particularly challenged by it - I had intended/expected to serve the banquet on the 'debating table', but Aleph thought it'd be better to do so outside of the actual demense center. It let her do something clever like letting Inks be framed in the two havles of the geode, which was a great touch.


But now we come to the standout elements of this session, (not counting Inks herself). Those being Etiyadi and Moto.


Both are for Aleph, wonders to play as. They let her slip into modes and a persona that in turn can drive the plot (or me) to distraction or dismay.


NPCs, and Moto, are essentially the ST's form of power/player fantasy. The ability to do/say whatever they want, not because they're immune to consequence, but because while they might lose or 'lose' an NPC to a player's actions, the PLAYER is the one who has to deal with the aftermath.


So Moto can be as much of a dick as he likes, and Aleph gets to enjoy playing that. And I get to enjoy her enjoyment.


And it lets me play Inks as an Extra. Dramatic. Sassy. Bitch. (Note to self, write a charm that abreviates to EDSB). Specifically, it let me play up Inks as the Fun kind of vampy, as opposed to the 'vamp as leverage' or 'vamp as vulnerability'.


I do think Aleph over-estimated Inks's lingering annoyance/animosity w/ Moto though, when she described the reaction and Inks's feelings about it. It was hardly bad or anything worth derailing the session over.


Moto is however, the type to always want and makes good on getting the last word, so small victories.


In terms of 'play', I also made the adhoc decision not to jump straight ahead to the talks. Instead I stunted my own little montage, deliberately invoking and 'playing' the coxati lords to give Aleph a break and flex my own understanding of their characters. All of which segued into my attempt at using Wise-Eyed Courtier's Method, which worked!


A bit of my own work that I'd like to call out is how Inks treated Eityadi- I had gotten the impression that most of the Coxati lords didn't respect her as much as they could or should have, seeing her as a spoiled princess type (which she is). While that may be true and even Inks agrees with it, she still made a point of treating Etiaydi as a peer and invoking her perspective as such, instead of patronizing her for her lack of interest or relative shallow interest in statecraft.


But, Etiyadi. Oh Etiyadi. I think the word that sums her up is 'Animated'. Due to being a godblooded, and by extension meant to be a 'Unique, one-off, dare I say it special snowflake', Aleph has a lot of room to maneuver in terms of her character and mannerisms. And her aesthetic.


Compare a Solar- or even a DB. They basically have a handful of Specificaly Obvious Charms or their Animas, and that's it. Etiyadi meanwhile, beyond being a hilarious tsundere ojousama, has bright scarlet twintails that get brighter (and in my headcanon, bouncier/fluffier/more body) as she's excited, up to and including glowing orangered-


The point is, Aleph has a comparatively massive budget to just add little details and flourishes to Etiyadi that an Exalt just wouldn't have. Etiyadi is stuntable in a way that few PCs or NPCs I have seen can be. Some of this I put down to Aleph having a lot of practice with Keris, emoting with the latter's hair and the like, but the point stands.


---


So originally, I had intended/expected this whole sequence to be more a Debate or Discussion, but Aleph repeatedly nudged it more and more towards 'Inks has to if not endear them, appease them', because fundamentally- the Coxati are already in a good position. El Galabi doesn't help them and does help Gem, therefore it's not in their interests to help Inks even if she is sincere and authentic.


Therefore, the public meeting I had originally envisioned ended up being... kind of superfluous. The real deals happened behind the scenes, and I don't think for a minute that Pangasutri or Moto aren't aware something went down behind closed doors. Maybe someday in the future the 'rhetoric' scene Inks envisons may become a reality, but not today.


That being said, unlike a number of times before, where a solution was given to me, I felt that today, I had enough control over the solution that I the player could feel clever. I was the one who tee'd up for Etiyadi, (and sweetened the pot with a fortress or two). Little things like that can let you own a plan, and in turn feel great about it.

So that's the session!
 
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I wonder if Blueswell ever said something like "This otter be good" when watching the proceedings. Also, if he had a bowl of prawns he was eating like popcorn shrimp while enjoying the show.

More seriously, the discussion about 'they are a bunch of kindergarteners about to throw tantrums' and the difficulty of getting Etiyadi to move troops around was amusing enough I had to share that with minimal context as part of an attempt to lure some people to read this. Good stuff.

I wonder though if Pangasutri really thought that not agreeing to Inks' proposal would mean the end of it. He's a stubborn man, but not a stupid one near as I can tell. If he doesn't think a demon-summoning Solar is an improvement over having the Dead right on his border, what's he going to do when El Galabi has been cleansed and Inks is setting up shop? Tolerate her like he did the Dead? Turn a (if you'll pardon the pun) blind eye to what she's up to so long as it's not causing problems in his back yard? Or will he be keeping an eye out for the chance to put a spoke in her wheels, either locally or in general? Also, you know, wondering what exactly is going on with him. I'm mentally modelling him as an enlightened mortal (with the caveat that "this is probably not correct") but given his access to supernatural martial artists I wonder if he has access to training materials from El Galabi before it fell and has been operating a dojo in his territory off of that as one of his primary assets. That doesn't explain the apparent Tiger Warrior training they've got going on but I can accept that's part and parcel of whatever gives them supernatural martial arts. Being able to detect the bottle bug in Inks' stomach is thematically consistent with Golden Janissary Style's Where Is Doom Inquisition (though there is the matter of the Touch keyword) and that seems like something a Zenith monk would teach.

One thing is clear however; Inks has to keep bribing his birds to keep the peace. I wonder what Resources 4 worth of birdseed would look like this far south.
 
I wonder though if Pangasutri really thought that not agreeing to Inks' proposal would mean the end of it. He's a stubborn man, but not a stupid one near as I can tell. If he doesn't think a demon-summoning Solar is an improvement over having the Dead right on his border, what's he going to do when El Galabi has been cleansed and Inks is setting up shop? Tolerate her like he did the Dead? Turn a (if you'll pardon the pun) blind eye to what she's up to so long as it's not causing problems in his back yard? Or will he be keeping an eye out for the chance to put a spoke in her wheels, either locally or in general? Also, you know, wondering what exactly is going on with him. I'm mentally modelling him as an enlightened mortal (with the caveat that "this is probably not correct") but given his access to supernatural martial artists I wonder if he has access to training materials from El Galabi before it fell and has been operating a dojo in his territory off of that as one of his primary assets. That doesn't explain the apparent Tiger Warrior training they've got going on but I can accept that's part and parcel of whatever gives them supernatural martial arts. Being able to detect the bottle bug in Inks' stomach is thematically consistent with Golden Janissary Style's Where Is Doom Inquisition (though there is the matter of the Touch keyword) and that seems like something a Zenith monk would teach.
One thing I think was noted in the discord but not here, is that the fighters Pangasutri brought aren't actually Tiger Warrior good. They're near peak mortal, but lack the kinds of supernatural advantages Aleph and Shyft's playing with that kind of Solar training have made apparent. If you read Kerisgame, these are not Ney's men, they're lesser. Still very scary for mortals, but not THAT scary.

His MA access is possibly via a deal with some spirit court, and it is suspected he is the source of the ambushers on Ink's last trip though the region.
 
Sunlit Sands: Session 64 - The Campaign to El Galabi Part 7
August is back to school season in american retail, so for the past 4 weeks, it's been extended hours and I've been on closing shifts. Suffice to say it's impacted my ability to do... Anything.

Fortunately I have a backlog of Sunlit Sands to post! Specifically Session 64! Big props as always to @Aleph for running, so let's get to the postmortem!

Due to scheduling issues and energy, today's session was something of a wrapup and recovery from the last big setpiece Aleph did in the Coxati Region. Fundamentally I think this whole bit shows off how useful having an established cast of characters can be.

The session opens with us returning to Gem and Inks's townhouse, and specifically Sulieman! Inks's first and comfyiest squeeze is always a welcome guest, so I was sincerely enthused to see how he'd play. He was very much in better spirits compared to the last time Inks saw him- somewhat shellshocked with the whole House Iblan debacle.

Of specific note is how Aleph stunted Sulieman picking Inks up and spinning her around- that kind of thing rubs a lot of players the wrong way 'don't play my character!' but I feel it's an integral part to proper PC/ST back and forth. Some games don't want or need it, but this game and Exalted I feel benefits from it greatly.

The rest of the scene is a plot-hook summary, executed in grand style by Carsa and Pipera, which speaks for itself. Of note is that Aleph doesn't make me follow up Everything or Anything, and I think I surprised her by how immediately Inks tried to examine the Despot's actions for clues.

The next scene(s) covered a side project I've been wanting to do for ages; and something that more or less has been a core concept of Inks's character since the beginning- she's an articifer. Which in Exalted means something a lot more than just 'generic crafter', like a game class. It's my passion, the reason I made her, and the system I have the most interest in.

Of course, we're not using the canonical 2e system. I know that one front to back. We're using the kerisgame adapted Strategic Actions system, which has a whole host of other incentives and concepts attached to it that I myself don't always understand. So a great deal of Inksgame has been the challenge of time management and the strategic action system is firmly biased towards making players delegate or prioritize actions. I was fortunate enough to find enough time to deviate to start in on this crafting objective.

Piercing Sun was an entertaining inclusion, and Inks got to see more of him than I expected (hue hue). And Inks being Inks could not leave the eyecandy alone, even if Piercing Sun is kinda old. Bidaha is still super fun as well.

The last scene of note is another step forward into the grand tradition of 'Hubris is a Cowards Word' and so on. Inks is starting to make pacts with stronger and more complex deeeemoooons! Specifically Vicero, the Wasteland Khan- one of @EarthScorpion's creations I think. I had made the Demon's Icon statuette during last season, so it was ready now.

The big, important thing is that this is the second real encounter Inks has had with a second circle demon, the first being Tereki, the Asayer of Men as part of Hinna's pact- not that Inks ever talked to the demon in question. Tekutali- Etiyadi's father, is the most powerful spirit she's personally encountered. So this is one of those... tonal experiences, that really pins down how players from that point on engage with the game and that element of it.

Turns out Vicero is hubsando-material, if not for the fact that he is a well known pillager of cities and leader of raiding hordes. Aleph was using a nice narrative trick here that Exalted lends itself well to- that characters don't have to be rationalist avatars, but instead can be foils or narrative devices. The Coxati Lords are all Inks, viewed through another lens. Vicero here is a charming and charismatic person who happens to be a demon, who's nature dictates a great deal of his personality and behavior. Note that his demonic qualities do not absolve him of agency or consequence, but trying to make Vicero 'Not do Vicero Things' is sort of like asking a fish not to swim.

As I typed that, that's kind of the big thing about demon apologia that I think has come up. Demons are horrible things, but don't choose to be horrible. I think that's... Innacurate. Their values and preferences can often be alien and grotesque to a mortal perspective, but a great number of demons are usually more moral or ethical than most mortals- more exaggerated in fact.

For Vicero, for example, for all I and Inks knows, he may very well hold to an ironclad rule of engagement that includes his preferences on pillage, but disdains things like salting the earth or something esoteric.

Anyway- Vicero for all his awkwardness as a Demon, Aleph amusingly called out as being very similar in chemistry to Suleiman! A twist I had not seen coming at all.

In terms of running this scene, Aleph and I both sort of had some false starts- I called out a couple times that I needed to know if we were using MDV, for example, because a number of Charms I have run off that. Aleph is big on Results-Based rolling too, so she tends to default to generic 'Roll to see how well you do this broad strokes thing' as opposed to Process-based, which I'm more familiar with coming from thuroughly digesting the systems of Exalted. Unfortunately, most of my (somewhat dated) Solar Charms are firmly Process based, so miscues like this happen.

Anyway, a short session, but a fun one!
 
Nice.
It does say something about Rankar's trust levels that he'd rather use Inks' facilities for confidential meetings than the palace.
Both that he isn't afraid of said warded place being bugged, and that he doesn't think he can maintain confidentiality in the palace.
 
Man, that seemed like a whole lot of trouble for whats basically upjumped Perfected Boots, Inks.
Granted, she had no real dedicated Craft charms besides CNNT, but still disturbing an entire city and spending a literal fortune for a pair of admittedly fine boots is very conspicuous consumption.

Very Solar, though.
 
Alright! Session 65 postmortem! Big props to @Aleph as usual for running!

Sunlit Sands has no shortage of pacing issues, very few of which are our fault; Exalted just... is hard to pace well. We've been dithering and delaying around El Galabi for almost a realtime year, maybe if not more. I haven't complained, because every session we Aren't There is just one more moment I have to get more personally and infrastrucutrally capable.

But finally- in something of a sudden rush I admit, the campaign is suddenly on the move! After the Coxati Diplomacy Arc, which was primarily 'in person intrapersonal sessions', we needed to focus on the wider angle strategic actions. That's why the first chunk of the session is just OOC discussion figuring out what Inks and her cohort are doing.

You'll note here that I showed my/Inks's tendency to do everything herself; less out of desire to 'be the one in control' and more because Inks usually has a lot of Charms/Powers to make those efforts better. "When she's the best for the job, it's hard to delegate." But Aleph convinced me to let Tatters train the exorcists, freeing Inks up to do other things.

For example, Inks delegated training to Tatters- because we eventually determined that Inks doesn't need to train people quickly- she just needs people trained. By the same token, Piercing Sun is Inks's Ally, despite how Aleph plays him. (I adore how he plays, don't get me wrong). So Inks in terms of game actions and resource management, absolutely can ask/tell Piercing Sun to do things without it being this arduous involved process.

Now, something I should stress that I don't know how well Aleph has taken into account; She's updated how we run the strategic actions, in that they deny Excellency use due to how they inflate roll probabilities. (To say nothing of how 2nd Excellency laughs at Difficulty). By the same token, a lot of 2e Solar Charms just... don't play nicely with the intuitive grasp she has of Strategic Actions. So something I would encourage is a stronger arbitration pass on those Charms, compared to say how they treat their Infernal Charms in Kerisgame.

Another thing that Aleph has been trying to do, for months now- is let me craft more. She had the problem of being somewhat too strict in what I could or could not craft. At least, that was the impression I got last time it came up. Now we are more in agreement that crafting artifacts should be... significant but not so obtuse as to be obnoxious.

Put another way, EarthScorpion and Aleph put a lot more value on the 'scavenger world' and 'Low Fantasy' aesthetics of their Lesser Magical Materials and Keris's approach to transmutational artifice. Inks by contrast is an industrialist who seeks out or builds permanent and semi-permanent infrastructure under the expectation of 'repeat use'. I as a player- I'm not trying to retrace the development curve of the Industrial Revolution, to stamp out mass produced artifice. (Again that's better served by the Lesser MMs anyway).

Fundamentally, Inks at the start of her concept was an articifer, meant to trace the 'Exalted' narrative path of rederiving the principles and glories of the First Age; maybe not comprehensively. Certainly not single-handedly. Her 'arc' wasn't in 'I explore the dark ruins for lost lore'. (Though she certainly can do that). No, I intended her to be the luminary genius that through observation of the modern world, filled in the gaps and kickstarts a personal then local/national uptick in magical construction and research techniques.

So all of this culminates in things like how Artifacts work in Inksgame and Kerisgame: They're basically the same as Sorcery because EarthScorpion wanted there to be parity between 'Make an Artifact' and 'Make a Spell'. Or [Rating x2] Strategic Actions. With the understanding that the player is encouraged to take 'On Camera' trivial actions like exploring tombs or stealing spellbooks to eat up entire Actions- and/or delegate actions so they can be performed concurrently.

Unfortunately though in context of Sunlit Sands, I have a tendency to blunder into bottlenecks, like how Inks doesn't have Orichalcum crafting tools, and how there really... aren't any in the area. Which led to the admittedly Very Cool sequence of making a solar furnace!

---

Aleph used Vahti to great effect in these opening scenes as well, and I thought it was a nice touch that even Vahti had the basics of 'Orichalcum is refined using Volcanos'.

Along the way I did try to see if I could use Okidaci to make the forges hot enough. I think they still could under the right circumstances, but I didn't want to get into an involved discussion during the game. More likely though my 'ideal plan' for Okidaci is to summon them 'unbound', employ them with the appropriate incentives and controls, and have them live/work in an Orichalcum Refinery, because they have Stamina 7 which is really good for the 'Make Ori' thaumaturgy procedure.

But that's for later.

Previously, Aleph and I both agreed that solar furnaces (using mirrors and such to focus sunlight) were 100% Inksian, so this bit is something of a Preview of things to come. As I type this, I can safely say that under a different circumstance (player, etc), this sequence would have been unimaginably frustrating. A lot of players hate stopgap solutions. They end up being a waste of resources, and more importantly Session Time. Stopgaps work better at a design level in videogames or ones with faster gameplay loops and resource cycles. In a weekly roleplaying game, a temporary solution to a problem can alienate a player.

Fortunately I feel confident that Aleph will let Inks carry forward her experience with this furnace when she makes a bigger better one, so that it's easier or more fully featured.

Also after the session, I realized that Charms like Object-Strengthening Touch are in fact incredibly useful for these kinds of temporary endeavors. So I argued and made the case that Inks could have learned that Charm during the solar furnace production and used it to keep the mirrors intact longer. I don't know what the final ruling on repeat use was (Aleph was more interested in the mirrors being a one-off), but she agreed that 'Solars use Charms like this to make things work past failure' is totally legit design space.

A minor goof during this sequence had Aleph forget where everything was; Ihad intended to craft the boots at the top of Rankar Peak, away from prying eyes. But in the process I think Aleph thought I meant Seventh/Eigth Scorpion... So Inks made everything on 'street level'.

I was honestly okay with this, so I didn't raise a fuss.

Harkening back to the strategic action mechanics- Something ES and Aleph value alot is the brevity of single rolls versus extended actions. Extended rolls usually involve cumulative successes- and are a useful tool in tracking progress. But 2e artifact crafting over-relied on them and created perverse incentives- most of the mechanics which made 'Imma roll better!' also trivialized regular incidental Craft Actions.

I have my own (unfinished) project mechanics that I personally prefer to Strategic Actions (they're a blend, admittedly), but Aleph generally errs towards simpler streamlined mechanics, because she's more interested in Results, not Process. I personally like being able to both optimize and see what the process says about a character or a game. If I haven't already mentioned, in MtG Parlance, I am a firm Major Johnny with a Minor Timmy and almost no Spike.

Now, to the credit of the strategic action system as presented- tension is by far much higher. Without the safety net of Excellencies, every die matters, and Difficulty can stay comfortably in 1-7, where dice probabilty doesn't dissolve into meaningless exponential dreck.

Setting the mechanics aside, today was the day Inks begins to build her personal panoply, starting quite litereally from the ground up!

And then Piercing Sun comes by and is a glorious jerk and belicose warhawk. So fun!

---

Our last scene was glorious self indulgence and I make no apologies for it.
 
Sunlit Sands: Session 66 - The Campaign To El Galabi Part 9
Alright! here we are with another chapter and another postmortem! Attentive watchers know I already posted the chapter, but here it is for the SV thread! Big props as always to @Aleph for running.

Session 66

So one of the many faces of Exalted I adore is the 'Classical Era Realpolitik and economy'. That point of cultural and societal sophistication that sort of falls between 'Wild adventure history' and 'I am living in the 21st century in one of the most privledged nations of the world, I'm good.'.

That contrast is kind of important you see.

Aleph leads in by underlining it with the opening paragraphs: Armies are expensive. Most polities that can support a standing professional military- as in 'Soldiering is your job and nothing else', are disgustingly wealthy or have some kind of symbiotic/parasitic relationship with another polity, social class or whatnot. (Here's to you Sparta, and Cahzor).

By the way- people often ask me why I care so much about the 'money' game of Exalted and other ttprgs. It's because I care not about being Skullfucker Killgore, wielder of God-Edge (though that's neat too). I much rather enjoy being the one who can pay Skullfucker Killgore, Wielder of God-Edge to do skullfuckery on my behalf. Money- wealth, that is a form of power and Exalted at it's core is a power-fantasy game. One that wants to explore the positives and negatives of power, to be inherently political in it's use.

A lot of people come into Exalted to play Goku, or Ichigo, or [insert latest fad media]. I've seen people want to play Cultivators and Vampires and there was that novel time someone tried to throw the Culture into Creation. Fundamentally though- all of that stuff is the Aesthetic. One of Exalted's core thematic lines (diluted as it is), is that Power Matters, and power transforms; maybe it's good, maybe it's bad. But it can never stay Still.

Goku cannot be allowed to exist as he does in his home setting, because Goku is the opposite of a power vacuum- he's a power singularity. End-series Goku is functionally the same as say, the Scarlet Empress w/ the Realm Defense Grid, or the Yozis breaking out. His power is to be a setting conceit that all games deal with.

I don't want to play Goku in Exalted. I do however want to play in the sandbox of 'What if I tap into a 'conceit level' tier of power? And one of those paths to power is not in swording or sorcery or whatnot. It's in money and manpower.

That was a huge noodly tangent away from the core point Aleph was trying to make; armies are expensive. Most nations and city-states have citizen-soldiers who have 'Real jobs' like 'farming' or 'goods and services'. They aren't going to be as good as profesional soldiers because it's Not Their Profession. And they're also going to be felt when pulled away from their likely Very Necessary jobs at inconvenient times.

(Fun fact, you can apply the above model to any specialist productive force that either is a separate 'professional class', or a multi-class citizen. A full time cultist vs a full time soldier.)

So as agreed during the Coxati Talks, Etiyadi will deploy her troops to 'Observe' the campaign and keep Inks's armies from getting too far into Coxati lands- not that Inks wants to do that anyway. It was part of that big gambit-discussion. The 'Game choice' that I prefer as a player is this: Aleph is telling me that I can go Sooner, or Later, but I can't go Too Late, because then it gets too hot.

Weather btw is also a big thing people tend to ignore in Creation, and Aleph knows that I would rather engage with a fussy weather subsystem if it gives me a chance to show Inks off as being awesome by solving the problem. Now, in terms of Food and Water, Inks can address both with magical ease. She can't address the beating sunlight.

The first scenes here mostly cover Aleph and I hammering out the details of what is going to happen and how it gets done.

Another funny note is that we've been putting off the 'Inks Resources' audit for quite a while now, so suddenly when Inks needs to start Buying Things, we're sort of going '...ahaha... eheheheh.'

Pipera was very useful as a device to exposit about the Sugun and Deyha cultures, while also being opinionated (she doesn't like Deyha and likely doesn't understand why Inks does.)
(Inks doesn't like what the Deyha Are; she likes what they can be.)

One thing Aleph encouraged pretty explicitly was Delegation as well. Inks is finally starting to get enough competent NPC backers that I can trust them to start doing strategic actions on her behalf, instead of trying to optimize Inks to do Everything. I feel sometimes that because the strategic action rules are half-written and being ad-hoc'd a bit more than I like, sometimes I don't think I have the mechanical foundation to... Do stuff. I'm still having fun, but every time I feel that frustration, I am reminded of how important clear, comprehensive mechanics and documentation are.

---

I had a whole lot of fun with this scene as well, as I got to really play up Inks's 'Most Inksian' state of behavior the whole time. So between that and the actual underlying mechanics, I really enjoyed it.

The conversation with Nabijah here is interesting, because it ended up being an almost perfect alignment of Aleph's interests as a storyteller and my interests as a player. Aleph's big on 'The Story' and enjoys having the option of arbitration mechanics onhand to keep things interesting. I however am big on system mastery and pitting myself against it as an interactive challenge with a not insigificant investment in the story proper.

Put another way- I want to Play Exalted, not Write Exalted.

Now in hindsight, I did not actually leverage the system as much as I wanted, but at the same time I was having so much fun playing up Inks's ham and cheese sexiness that I didn't really feel the need.

A discussion of this scene elsewhere summarizes it pretty well:

Aleph:
Yeah, the problem with Inks' sale to Nabijah, fundamentally, is that Inks is a Valour 2/Conviction 5 person trying to understand a Valour 4/Conviction 2 person.

To Inks, what matters is that she accomplishes her goal; winning, and the "how" of winning is basically inconsequential except insofar as it might brush up against her Compassion 3.

To Nabijah, she would honestly probably prefer a glorious loss in battle that gave her an amazing fight and let her show off her strength and had everyone recognise what a badass she was for almost beating a, I dunno, demon lord or something than she would an easy win that nobody really paid attention to and which cost her nothing whatsoever.

Inks by contrast looks at that and goes "A loss at that scale usually means you die."

To Inks, that is basically insanity. Because that's what high Virtues are.

To Nabijah, she cannot understand how Inks doesn't understand that the glory and the fight is the point.
(This is actually one of the things that makes Keris socially powerful in a meta sort of way - she's pretty low-Virtue in everything but Compassion, but she's got a knack for empathising with people who have different Virtues and values to her and - if not actually working out what makes them tick - at least getting a rough idea of how they'll probably react to stuff.)

In hindsight, if I had rolled to discern what Nabijah wanted, I could have framed the argument more in her favor. At the same time, I as a player was less interested in making Nabijah do Exactly what I want, as I was teaching her something. In a lot of ways, Inks wants to mentor Nabijah. But the reality is that Nabijah isn't just a high-virtue personality, she is litereally not human, and has divergent psychology represented in part by her high virtues. This doesn't make her any less of a person, but it has notable influence on how she behaves.

Also Nabijah is like, barely seventeen years old. Inks as of Session 66 is something like 27 years old. Neither of them are fully 'Put together' as adults despite their vastly different life experiences.

Anyway- this whole scene was Inks trying to teach Nabijah something, and maybe it stuck!

---

I don't have a lot to say about the scene with Vahti, but I'm really looking forward to how she develops going ahead.

Nabijah though. Naaabijah. You might remember aaaages ago I ended up experimenting with Aleph and Earthscorpion's thaumaturgical craft rules, making a bunch of deyha-specific gear for Nabijah and her 4-5 packmates. Aleph was sneakysneaky and did some rolling in secret, and I admit I was a little put out by some of the off-camera goings on. I couldn't argue with the results.

I must call out that Aleph is showing how useful having a large amount of 'ancillary material' prepared on hand can be. She likely has a number of Nabijah's family named if nothing else, availible to be invoked for occasions just like this. Part of me wishes Aleph did cutscenes, just so I could have seen it firsthand.

So... Yeah. Fifty Deyha. I admit I don't have a solid picture of what that means in a more 2e mechanical framework, but it sure sounded impressive!

So that's the session!
 
So... Yeah. Fifty Deyha. I admit I don't have a solid picture of what that means in a more 2e mechanical framework, but it sure sounded impressive!

So, mmm, in rough core book terms, that's 50 Elite Soldiers or the antagonist Beastman statline, riding giant hyenas who they have perfect control over and who have stats more like a simhata than a regular horse.

Simply getting charged by them should be calling for Valour checks - doubly so if they're hitting you in the flank or rear. Or if you see that the hyenas are eating your friends. Tactically they're trained as light cavalry and raiders, but they have the impact and statline of heavy cavalry.

They're also backed up by a similar number of their men, who are Green to Regular and riding ponies or mules, whose job it is to guard their baggage train and do the messy work.
 
Do most Dead need to make Valor checks? I mean, I get that the Dead tend to still be (fractions of) people still, but...they're dead. What do they need to fear?
 
I assume that because it once a looooong time ago was a person, the dead can be forced to take valor checks if the circumstance is right, either fleeing because SuN and the animal fear of dying horebily to your antithesis or feeling a more refined fear of damning sunfire burning everything lets attack on the new moon. This all depends on the hun po ratio and whether they can recognise the cycle of the moon.

NB please attack at a time when convenient, dont play yourself by attacking on a new moons morning , expecting a quick in out single day adventure and then get Nazi Germany into Soviet Russia'd
 
Do most Dead need to make Valor checks? I mean, I get that the Dead tend to still be (fractions of) people still, but...they're dead. What do they need to fear?
I assume that because it once a looooong time ago was a person, the dead can be forced to take valor checks if the circumstance is right, either fleeing because SuN and the animal fear of dying horebily to your antithesis or feeling a more refined fear of damning sunfire burning everything lets attack on the new moon. This all depends on the hun po ratio and whether they can recognise the cycle of the moon.

NB please attack at a time when convenient, dont play yourself by attacking on a new moons morning , expecting a quick in out single day adventure and then get Nazi Germany into Soviet Russia'd

So something that's not always clear, is how much Sunlit Sands inherits from Kerisgame. How the Dead work is one of them, and I haven't as a player 100% internalized all of the rules and changes.

One of the big changes though, is that 'Fearless troops' are pushed back into Essence 4+ territory. Perfect valor either as an inherent quality (zombies, automata) is such an incredible advantage in context of warfare in Creation, that Earthscorpion and Aleph both want there to be more gameplay focused around arranging for Rout checks and morale management than just 'I pop 8m+1pw and now my dudes don't break.'

So even Ghosts check for valor, except for the most insane or bound ones.
 
So, on Nabijah. Yeah, honestly? I was not expecting her trip back to Cahzor to go as well for her as it did. I rolled for which sister she would encounter and it turned out to be Inga, the second-eldest and very nearly the worst possible matchup. And as the session said, she was indeed losing... right up until Inks' tech saved her ass.

Lucky Nabijah indeed. And yes, I've been modelling them as higher-Strength Elite Troops who are utterly obnoxious for how they don't need to make Ride rolls to control their mounts and have none of their combat stats capped by Ride, and can thus enjoy all the advantages of being on warg-back with (almost) none of the penalties. So fifty of them is pretty awesome to have.

I did rather like the conversation between her and Inks, partly because it reinforced the characterisation of both of them in a really good way. Inks is still a little solipsistic to worldviews other than her own - and Nabijah is a warrior who is, yeah, fundamentally not rational about risks to her life in the same way that Inks is. To Inks, if you die, that's it. Game over. So don't do things that might lead to that. Keris is actually even more so - she avoids even situations where people might want to kill her, or at least avoids such people finding out she exists. But in Nabijah's eyes; what's the point of not-dying for longer if you're not living with that extra time? A hundred years of being meek and pathetic and quailing at every fight and letting people stomp all over you; winning no glory and never demonstrating your strength or taking down things bigger than you... that's just a hundred years of humiliation and cowardice, versus forty of being an awesome alpha hyena-bitch whose legend will go down in history like her mother's.

(There's also the fact that Nabijah is probably not even into her third decade yet, and is still happily living in that stage of teenagerhood where you're immortal and don't have to care about risks because dying is something other people do, right? Inks herself went through that phase - despite her rational mind pointing out it was a fallacious conclusion - and her gut only accepted it when her mother kindly and gently pointed out that no, you totally can die at twenty-ish, look, see?)

Moving on - and on that same note - the thing about using the undead in war is that fearless troops are, by and large, automatons. Now, it's not impossible to make corpse-automatons! You can totally do that, though it's more necrotech than necromancy. The thing is; that comes with the downsides of automatons, which is the kind you can mass-produce are almost invariably really, really stupid. "Real-world robot with very limited memory for standing orders" stupid. Like, "if you order a bunch of automaton-zombies to march and someone attacks the side of their column, they won't fight back until ordered to" stupid. That kind of stupidity is honestly more of an impediment than routing when scared is, most of the time - mechanically, you're still making something equivalent to morale checks, they're just a case of "the dumb automatons are too confused to do anything effective" rather than "too scared to continue fighting". Higher-level automatons can be smarter, but then they get really really expensive to make and maintain, really really fast. Which is why you don't see people in the Age of Sorrows marching into battle with Hellboy's Golden Army or a legion of skinless Terminators. Except in Hell. And even then, it's usually Ligier showing off in a situation where mobbing it with demonic soldiers would be cheaper and more cost-effective.

(You also see it in Krisity, where Calesco has been trying with limited success to insist on using cheap/dumb automatons and trained-beast armies as a way of turning inter-soul wars into something more like giant dynamic chess matches where no actual sapient beings get hurt. It's had mixed results so far.)

So, most of the time when you see undead troops, it'll be ghosts stuffed into bodies to animate them. And that means they're either hun ghost soldiers - in which case they're basically equivalent to mortal soldiers except they're sociopaths where their Passions and Fetters aren't involved, and thus still have Virtues and will still run away if Inks jumps into the middle of their formation waving Chronicle around and flaring totemic - or they're yidak. And yidak are nothing but emotion - they have no rational restraint at all and will be extra special savage when they attack, but they're pure mainlined Id and will flee like beasts if they're scared.

To summarise, yidak-zombies are basically trained animals to hun-zombie "corpse-soldiers". And while you should never mistake ghosts for humans, they're still "people" enough to react with fear to things, and won't have the "fearlessness" trait unless you've been doing very unsettling (and expensive or high-Enlightenment) things to them. Or you could just go the Abyssal route and make them more scared of routing and facing your anger than of being hit by a grand daiklave wreathed in burning sunfire. But that's the high-Enlightenment "War Charms" option again, so.

To summarise the summary, making things fearless and smart is hard, because making something smart almost invariably makes it "people", and people come with both a) Virtues and b) the capacity to rebel (oh, hi there, Unconquered Sun! How're ya doing?)

To summarise the summary of the summary, SWLiHN has been stubbornly fighting the way the universe works for the past (5000+[#VALUE ERROR]) years.

So! Moving on once more to what Inks will be using her soldiers for, and fighting zombies from. El Galabi. As you've perhaps seen from the guarantees Inks had to make to the Coxati, the focus on the seasonal aspects of raising armies, the politics she's had to play with, the mechanics of gathering up her troops and getting them to the place (and I would be bringing down the hammer of supply lines and baggage trains if I hadn't sadly neglected to sort out what her Resources actually are), I'm very big on trying to present this campaign in terms of war as a story. War isn't just two lines of soldiers rushing at each other with swords and yelling; it's a societal institution. It's a weight that warps the land for miles - sometimes hundreds of miles - around it. It impacts, and is impacted by, everything from geography to history to economics to population count. Farming and food production, weather and climate, the balance of urban and rural populations, education, industry, financial systems, foreign policy, cultural values... even entertainment and religion. War has ties to all of them - and the effects flow both ways; they're felt on both sides. A feedback loop between war and society; two halves of the same whole.

When Carl von Clausewitz said that "war is the continuation of politics by other means", he didn't mean it as a snide prod at politicians. He was serious. He meant that almost every societal factor that applies to politics and government applies to waging war as well, because war basically is governing a country to do a specific thing - it's just that the bit of the country you're governing is carrying weapons, and the thing you're trying to get it to do is go stab another armed bit of another country who are trying to do the same thing back. That aside, you still have to deal with everything every politician ever has to deal with when they're trying to get something done; chief among them being that it won't get done unless the will of the masses either supports doing it, or at the very least doesn't actively oppose doing it. One person can't win a war - no, shut up Keris, you can't actually define what "the will of the masses" is, so you're not allowed to be part of this conversation. Ultimately, one person can't win a war, so they need a lot of other people to agree to do what they say. And that's politics. And politics is, ultimately, what stories about nations come down to.

Unfortunately, that kind if complexity means you can't really model it perfectly except by... well, by having a real-world war. Everything else is going to be an abstraction, and an increasingly simpler and less accurate one as you scale down to the kind of thing two people can fit in their heads during a four-to-five hour session in their time off. This comes back to the gameplay/story divide that @Shyft has made reference to. He's very much here for the gameplay, while I prefer the story stuff. So far, this campaign (and to a broader extent, game) has been my attempt to walk along the line between the two. I'd like to think I've done pretty well so far, and I'm making a concerted effort to use the faltering bits of a mass combat system from Core and our dicussions to set up something solid that Inks can hook into and throw dice at, so that he has happy experiences with it.

It would not necessarily be inaccurate to describe this as my having given up on letting him use the normal combat system in duels because he keeps hiring the people I offer him to fight, and just deciding to roll with the one fight he seems determined to pick in the near future. :p

The issue here, of course, is keeping it balanced to the level of grittiness I want, which is why I pushed fearless troops back. As @Shyft has noted before, I'm very much in support of a scavenger-tech Creation where cannibalising and reusing the finite remnants of a lost age is objectively the best way to build - the cost being, of course, that those resources are finite and so the "price" for the comparative ease of crafting is that your empire is built on dwindling irreplaceable resources that will drive you to go out and pillage the ruins and relics of other polities; sparking war and plot and so on. @Shyft very much doesn't like that - he's violently against "Lost Elf Crafting", which I... hmm. My scavenger-tech view isn't exactly Lost Elf Crafting, in that it doesn't say that what was done before can never be done again, but it does sort of put hard limits down that you're not realistically going to build up to level of the High First Age or even Shogunate within the likely standard of a game. It's just not going to happen - not because the crafting is impossible to replace, but because the infrastructure and manpower isn't. Politics and interconnectedness again - the only way to get High First Age tech is to rebuild the High First Age, and with the Exalted Host as fractured as it is nowadays, that just ain't happening.

But that doesn't make for a satisfying game for @Shyft. So I've made deliberate choices to do away with it - starting with being a lot more lenient than my instinctual responses are prone to being when "crafting from scratch" comes up, eg the boots. I do want to mandate that Inks puts the infrastructural work in to make proper sunforges and be limited by them being large, static, smashable installations, so I'm hoping that @Shyft won't try to abuse or powergame the starting-out allowances for slapdash temp-forges, but we'll see how that goes as we proceed forward. Another tool I've used to great effect is Piercing Sun, whose past career has done a very good job of giving Inks a clean slate for building-from-scratch by dint of pilfering or breaking all the old relics that were nearby and easily findable. Or even moderately findable. Some even quite difficult-to-find-able ones, actually. :p

... yeah, I enjoy writing Elemi Piercing Sun. He's fun, in the way that only old ex-PCs can really be. :D
 
You know, I enjoy these psuedo essay/rants you guys go on sometimes more than the actual stories. There's just something really interesting about reading this stuff.
 
You know, I enjoy these psuedo essay/rants you guys go on sometimes more than the actual stories. There's just something really interesting about reading this stuff.

One of the goals of Sunlit Sands was to pull back the curtain on the trials and successes of actually running a game, instead of just making a pretty formatted log of the game story. Exalted is one of those games that needs storytelling and mechanical advice, and one of the best place to get it is by playing and sharing those experiences in a more open format.

Now to @Aleph 's awesome essay!
  • Nabijah and Inks's solipsistic worldviews are interesting- because Inks isn't actually against risk or glory, but she's very much interested in picking her battles. Inks's character is based on the idea of entrepenuership, which is a risky venture in and of itself and a domain of glory as well.
  • I don't think I need to comment on the automaton subjects much...
  • The war content - I'm a big fan of 'War as Seasonal Endeavor' as much as I am it being a big cinematic battle sequence full of daring heroism and sick acrobatics. This is all 100% my jam even if I'm not a military historian or experienced with logistics as a player. I like the inherent pagentry of 'it costs this much to wage war'.
  • The 2e mass combat system is broken, but in my analysis, it breaks early, so people rarely get to see the virtues in it's mechanics. Aleph and I whipped up a basic improv system to replace it that suits her sensibilities more, but I admit I lament the abstraction away from tactical and strategic positioning. (I'll summarize the rules sometime later)
  • I think fundamentally though, the game/story divide isn't about dice or rolling- it's about system mastery. I actually really don't like how simple Strategic Actions are, (I appreciate why they're simple though), because it basically reduces systemic complexity down to 'Get the highest pool you can'. Earthscorpion and Aleph, running an Infernals Game, have a lot more 'Dramatic Action' charms and homebrew that lend themselves well to those types of Actions, but 2e corebook solar charms don't.
    As a player of games, I want to both express and optimize within the framework of the rules. I don't want to break the system so Aleph can't stop an exploit- I want to be able to say 'This is how my character does something, which is distinct from how another character does something.' A system that's too simple can't do that.
    Just saying a character is different is like having totally cosmetic/aesthetic skins in a game with no mechanical weight.
  • Having said all that, @Aleph has been doing a fine job of balancing mechanical play alongside narrative play.
  • Re: Fights- I can and will pick an 'in person' fight! I just need to find a target I want to fight more than hire! Like Tatter's master! It's totally going to happen, and you'll still be pleased to note that Inks's personal combat juice hasn't changed... at all, since Session 1. Except for like a single dot of melee.
  • re: Scavenger world - I actually do like it as a broader setting conceit, but I dislike it as something the Solar Exalted are obligated to do as Returning Heroes of the Lost Era. This ties back into a psychological bias many gamers have that when presented with an optimal strategy, it takes a notable effort of will to ignore it in favor of a less optimal strategy. It's the idea of implicit obligation. I don't mind doing extra work if I get the Exact Result I want.
    Now, having said that 'Exact Result You Want' is actually really unhealthy for a game at large. Variability is crucial, so the player and storyteller really do need to be on the same page about what they can and cannot accept as far as variance.
  • Scavenger Tech as a conceit is not 'No Lost Elf Crafting'- What @Aleph is really trying to say is that it's an incentive structure. Scavenger Tech is Faster, Cheaper, Easier, with the drawback of 'Finite supply' which in turn drives other kinds of plots. Which is great! Exalted needs that.
  • I meanwhile, like the idea of building custom infrastructure that does what I want how I want it and in turn makes a thematic statement. I'd rather build a manse that is Inksian than take one over- (even though I am very much explicitly taking El Galabi over in deference to Aleph's 'scavenger world' conceit. Afterwords I want to build manses as much as take them.)
  • So my opinion is that- if you go Scavenger World, you either have to raid to restore your powers, or you are the target of raids. If you go Lost Elf Crafting, you become a prize- either your 'home base' or yourself. To put it directly to Aleph- Inks is kidnappable. She builds up a big pile of stuff that people want to steal- or they steal the goose that lays the first age eggs.
  • Now- one thing to stress is that the scale of the First Age should not be attainable by a single character. As Aleph said- that required politics and unified infrastructure over hundreds of years. Great personal wonders should be possible by a well-connected single character, at significant or possibly ruinous cost. It's where those two extremes overlap that we get the arguments about how 2e handled craft and artifice.
  • My advice and input re: temporary forges is something to this effect:
    • Make their costs explicit and don't try to 'cheat' out my ability to reduce their costs. Like... in my opinion- the goal as ST is to make the players feel empowered, to reward them for cleverness.
    • Telling a player something they spent XP on cannot work, when it logically or explicitly can is terrible. In context of 2e charms there's a lot of room to argue either way of course, like 2e Craft. So in absence of concrete mechanics, consistently applied mechanics are king.
    • Related to above, making it clear what is the valid charm design space. You obviously as ST don't want to enable Charms that end-run around whole swaths of gameplay, but part of the fun of the game is getting new Charms. Ergo there has to be a balance.
    • Additionally, make it clear the advantages of a properly constructed infrastructure, so that I have a reason to invest in it over relying on temporary solutions.
And because he deserves his own paragraph- Piercing Sun is great fun to watch and have Inks bounce off of.
 
Except in Hell. And even then, it's usually Ligier showing off

Oh, but Ligier is so amazing at showing off, isn't he?

It would not necessarily be inaccurate to describe this as my having given up on letting him use the normal combat system in duels because he keeps hiring the people I offer him to fight, and just deciding to roll with the one fight he seems determined to pick in the near future. :p

"Chose your weapons!"
"Money and a well-rationed argument."
"....I'm only letting you pick one of those."
"Okay, money. It can argue for itself."

So my opinion is that- if you go Scavenger World, you either have to raid to restore your powers, or you are the target of raids. If you go Lost Elf Crafting, you become a prize- either your 'home base' or yourself. To put it directly to Aleph- Inks is kidnappable. She builds up a big pile of stuff that people want to steal- or they steal the goose that lays the first age eggs.

I mean, I'm sure we've seen that this is true, but from what I understand the Venn diagram of "beings or institutions able to hold a Solar against their will" and "beings or institutions who would prefer to hold a Solar against their will instead of killing her" are two circles barely touching. Maybe some of the Sidereals, the odd Fair Folk Prince, 2nd or 3rd circle demons...and I'm not sure I can think of many more that'd be able to manage it for more than a season or so?

If Inks were a less powerful being, such as a Dragonblooded artificer/entrepreneur I could see kidnapping her and keeping her too busy on crafting projects that keep her interested as sort of a Leonard of Quirm expy (though I'm not sure how interesting that'd be for a PC. Maybe as a conceit to stay with a circle that kidnapped them?), but even then I'm not sure how viable kidnapping is going to be after the third or fourth time someone's tried it. Manji at least is sure to get annoyed!
 
If Inks were a less powerful being, such as a Dragonblooded artificer/entrepreneur I could see kidnapping her and keeping her too busy on crafting projects that keep her interested as sort of a Leonard of Quirm expy (though I'm not sure how interesting that'd be for a PC. Maybe as a conceit to stay with a circle that kidnapped them?), but even then I'm not sure how viable kidnapping is going to be after the third or fourth time someone's tried it. Manji at least is sure to get annoyed!

Now see, I get why you're saying this, but I fundamentally have to point out that your thinking is distorted by the memetic cloud surrounding the game. A given exalt is not guaranteed to be omnicapable, let alone combat capable. Inks leverages her social and monetary powers into making up for those shortfalls, but fundamentally, she is still vulnerable. That vulnerability is what creates interesting stakes. @Aleph meanwhile happily leverages the impression of vulnerability, dialing it up and down as needed to suit Keris's needs or desires.

But in terms of gameplay, Inks's lack of gamist charging towards personal unassailable-ability means Aleph as ST has a lot more room to maneuver in terms of Doing Stuff to Inks and her assets that another ST might not.
 
Yeah Solar's are not, and never have been, 'unable to be kidnapped', and Inks is less suited to fighting that off than most. Perhaps it would be better to say 'its very difficult to keep a Solar locked up long term'.

Because if you lock a Solar away in a cave to make you wonders, your basically locking away MCU Tony Stark away in a cave, it's only so long before they decide to build themselves a suit of artefact power armour and escape or develop the charms needed to escape, especially when dealing with PC Solar's. Yeah I know its not always going to be that easy but long term it's hard to keep a Solar as a prisoner.
 
Not everyone in the setting knows that, is the thing. And dumb, arrogant people are in no short supply.

I resemble this remark. :V

Because if you lock a Solar away in a cave to make you wonders, your basically locking away MCU Tony Stark away in a cave, it's only so long before they decide to build themselves a suit of artefact power armour and escape or develop the charms needed to escape, especially when dealing with PC Solar's. Yeah I know its not always going to be that easy but long term it's hard to keep a Solar as a prisoner.

...I was going to go with McGuyver in a supply closet.
 
Sunlit Sands: Session 67 - 68 - The Campaign To El Galabi Part 10 and 11
Alright! Due to health and time management issues, delays in getting back up to date happened, but here we are with Session 67 and 68 of Sunlit Sands! Big props as usual to @Aleph for running!

Session 67

Last time Inks had sent Nabijah off to secure some Deyha- now we deal with the consequences of her success! I really enjoyed this session, as it had a lot of great mechanical and character moments.

Piercing Sun is of course, The Best, and I imagine if Inks hadn't healed his leg and heart so well he'd not have been anywhere near so... Sunny about it.

In a lot of ways this was the 'Pickup and Go' session. We'd spent a lot of time planning around and up to the campaign to El Galabi, but here was where it really picked up speed. Bringing the Deyha back to Gem put me on a bit of a time clock, but not a bad one.

Pipera was a peach as well this session, but now we get to my faaavorite part~

I don't tend to leave tags on who writes what when I post these formatted sessions, but Aleph and I are fairly comfortable 'writing' for each other as part of our stunts. So when I managed the scene transition to the Ranger facilities, I was the one who created the iron-shod training post- for the explicit purpose of using it and Chronicle as a gong and hammer.

And then Inks said they were leaving Today. Aleph ran with this, in glorious fashion, and then I took it even further.

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What follows was a solid characterization scene between Piercing Sun and Inks, and Aleph deployed the oh so effective 'Name not Nickname' technque during the discussion.

And then Aleph threw me a curveball. There was something out there in the hills... something hiding. A wailing, shrieking ghost bound as a sentry.

Inks, being Inks, did not do what Aleph expected. Aleph expected Inks to walk in and have a short, scary but low threat combat encounter against a loud ghost.

Instead I cast Purifying Flames into the cave and burned the ghost to double-death. Because that's how Inks do.

Session 68

I think overall the main struggle of this session- and the future ones that I have not yet postmortemed, is Aleph's unfamilarity with a lot of systems and willingness to scrap them in favor of houseruled ones. (It's a complex discussion).

So with that in mind, we had a few miscues but also some fun moments.

Last session, we ended with the reveal that Someone or Something has been placing sentry-ghosts around El Galabi. Fortunately, Inks managed to roll Really Well and 'stay ahead' of the sentries and keep things more or less secure...

One major confusion was Position- which Aleph and I had a heck of a time keeping straight. Aleph hit upon the good idea of using landmarks, but it took a while for everything to sink in. Off camera one of the earlier drafts of the attached map had a 'Cliff face overlooking El Galabi' which Aleph explicitly included so Inks could commission a giant statue of herself out of it. Good times.

So... I think the takeaway here is that Communication is king, and that time should be spent either Off Camera or On camera really driving home who's where and what.

Taking a bit of Future knowledge too- a lot of the 'space' around El Galabi ended up being largely irrelevant in terms of tactics and stratgey. The city itself deserved more attention insofar as it's actual layout. Not to say there's a Lack of attention given, but there was no tactical or strategic consideration regarding the spaces outside the walls.

Some of this is down to the nature of El Galabi as a tactical challenge- the Realm built the salt wall to keep the ghosts in- the wall itself and it's outside areas are Safe. It's getting inside and clearing it that's the problem.

This is why Aleph added the hurdle of External Actors trying to mess with it, which comes up later. I don't feel the need to go into much detail about the fortifications.

Piercing Sun is of cousre, an epic character getting some absurd successes on an awareness check to see an incoming threat, and is actually pulling double duty as a safety net for Inks and company.

Sun is also great in that he maintains consistent characterization at all times- including trying to test Inks further as a war-sorcerer and protege!

Aleph did something interesting here, prompting me for a Survival Roll to realize that all the dry croplands around would Burn really well... and thus be even more deadly against well, the Dead.

Insteada, I chose to get some warmups in with the Deyha, and charged the slavering horde of ghosts while the Rangers were all too cool to get off the wall.

Of course, this game being what it is, both parties hilariously flubbing their roles is par for the course, so yakitisax music ensues and we wheel around to attack again. That second attack goes better, and we segue into really what was Aleph's masterstroke of this session.

That masterstroke, is that Aleph is starting to really get the idea of plot complications that follow the same 'path' as the current objective- something I myself don't actually grasp very well. She's complicating the El-Galabi campaign, not adding a tangential branch that takes away. It's a subtle distinction, but an important one.

Overall I think if there is a weakness of this session, it's that combat resolution is taking up a lot of time and energy needed for combat design. There wasn't a lot of thought given over to making the conflict mechanically interesting, due in no small part to Aleph being unfamiliar or disinterested in combat resolution compared to myself.

I don't blame her- combat is hard and involved and always takes longer than anticipated especially in text-only play.

Part of this weakness is with the opponents: Extras, unordered without a lot of time given over to how they move or act. Another is that we're largely dispensing with the 2e mass combat system in favor of a half-written replacement that eschews tactical momvement in favor of a coarser, faster resolution.

Essentially the only trait that Mattered for the Deyha was their Attack pool- not that they were mounted, for example. Oh I know Aleph knew they were mounted, but since movement never came up, it never mattered, ergo it may as well not have existed. I actually loathe that kind of reductionist behavior; if a stat exists, I want it to be useful especially if I take the time to improve or leverage it.

The problem is that obligating the use of multiple complex or specialize traits increases overhead, which increases resolution time and slows the engagement down.

Another weakness was Objective: The ghosts were quickly dismissed in my mind as 'Slavering beasts', a clear inhuman, impersonal and otherwise straight-forward hazard of "They're trying to kill me/mine, so we kill them first/harder."

That's not to say they should have been expert supersoldier ghosts with detonation charges to take down my fortress walls, but I very quickly pinned them down as 'Not a threat' and treated them accordingly. They were more useful narratively as tools for Aleph to inform me of the Potential Outside Wall Threat.

The point I'm trying to make here is that Objectives Matter, and specific qualities of the environment matter especially when they precude or enable tactics. This essentially was a white-box battle, and those are useful for getting the system down! But as far as interesting combats go, this wasn't. I still had fun, of course!

Anyway that's the postmortem!
 
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