Archive for the ‘Exalted’ Category


A few days back, Holden Shearer posted an article in the White Wolf forums talking about the philosophy of Exalted 3rd Edition combat. I’ve reposted it here for convenience:

Exalted 1 and Exalted 2 both used what I think of an ‘action model’ combat engines– that is to say, when you rolled your dice pool, that represented a discrete action. This dice roll is an attack, for example, and it tells me how good the attack is.

This is a good model in that it feels very textured and involved– “my roll represents my attack, and because I’m a ferociously skilled swordsman, I get to roll a lot of dice.” That’s visceral, and good.

The problem of the system was that what Exalted wanted to emulate, when two of its larger-than-life heroes battled, was the martial clashes of cinema (whether this meant Errol Flynn, Chinese wuxia, or Jedi lightsaber battles was largely up to the tastes of the group playing). And Exalted did a fairly faithful job of recreating this! Unfortunately, an action-by-action recitation of such a battle usually looks like this: *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *whiff* *dead*

That’s faithful to the source material, but we felt that it had problems as a gameplay model– as a player, it was frustrating. It felt like you were getting nowhere, until very suddenly you won or lost. But in the epics, and in cinema (again, this is true whether you’re talking Shaw Brothers kung fu, Lu Bu vs the Brotherhood of the Peach Orchard, or Luke Skywalker vs Darth Vader), most of the storytelling of the fight is contained in that “dead zone” where every swing is getting blocked or dodged or only banging the enemy around and otherwise generally not accomplishing its main goal of killing or defeating the other guy. It’s not just whiff-whiff-whiff– we can look at that fight and see how the momentum of the battle is running, we can tell who’s winning and losing, and we can tell when someone has just pulled a marvelous reversal and is mounting a comeback. When Luke and Vader fight in Empire Strikes Back, Darth Vader only strikes a single blow that really injures Luke– the last one that cuts off his hand– but we can see that Vader is clearly dominating the fight before that. Luke makes a desperate strike near the end, but only manages to graze Vader’s arm and goad him on finish things by battering Luke to the end of the bridge and ending the fight with a decisive blow. That’s good storytelling, that’s an exciting fight scene– much more than just the sum of “whiff whiff whiff whiff over.”

That’s what EX3 aims to capture, by turning the ‘dead zone’ into something compelling.

In Exalted Third Edition, the majority of attacks heroes launch at one another don’t damage the opponent’s health track*. Instead, these attacks are used to build momentum, gain the upper hand, and place the character in an advantageous position relative to his opponent(s!). They are also calculated to stymie the enemy’s attempts to do the same, to disrupt his tempo, and to confound his efforts to harm you. If an attack of this sort succeeds, then it might force the opponent back, batter down his defenses, push him into disadvantageous position, or even land a blow that rattles him but inflicts no telling injury.

Once you feel you’ve garnered sufficient advantage, your character can attempt to launch an attack which can damage the enemy’s Health Track– and if you’ve fought well enough, picked your moment well, and the dice are with you, you might even slay your opponent in a single well-aimed blow, striking off his head or running him through! However, attempting to strike such a blow with undue haste can be quite risky– it might even create an opportunity for the opponent to turn the tables completely, and seize control of the fight!

This is the battle dynamics philosophy of EX3, and is the result its combat engine has been designed to realize.

*Note: This is a mechanical abstraction intended to represent the ebb and flow of cinematic combat, not an actual thing that exists in the setting. When a Solar and an Abyssal are swinging daiklaves at one another, they very much are trying to cut and kill their enemy with each blow– even if we, the players, know that all the attacks this round are able to do is to win them advantage.

The focus on making combat focus on the momentum of the fight is an interesting one in my book. I don’t fancy myself as a big mechanics person, but the idea of combat simulating momentum is novel and I am certainly looking forward to hearing more about how it works in practice. Add the fact that it will impact a great number of Charms and I can imagine the amount of rework that EX3 has gone through. Overall, I can’t really say more about it than this as there’s precious little to go on. The intent of the design team is made clear, but we can’t tell if they’ve achieved their goals until we’ve seen the mechanics.


Looks like the recent RPG kickstarters are all looking kind of anime-inspired lately. Not that I’m complaining as I have enjoyed the occasional show or two and many of the games look like they’re really worth the money that people will be pledging. I for one am already earmarking funds for all three of the following games:

OVA: The Anime Role-Playing Game

OVA came to my attention a long time ago when it first came out. It was a quick rules-medium anime game that promised to deliver a ruleset that could keep up with anime tropes without being bogged down with the technical weight of generic systems like GURPS and HERO. It was pretty well written and the author, Clay Gardner was someone who had an obvious love for Anime, but didn’t let it cloud his ability to write a fairly balanced system. I’ve heard he was working on a new edition for a while now and I’m glad to have a chance to jump into it early.

Golden Sky Stories

Another intriguing concept is this heart-warming roleplaying game translated into English. The game concept is one that seems perfect for young kids, as players take the role of Henge, animal spirits who can take on human form and have special powers. These Henge go off on non-violent adventures that have them helping people out or solving mysteries in a small town.

Deluxe Exalted 3rd Edition

 

After what feels like ages, Exalted’s 3rd Edition is coming out, and the Kickstarter for the Deluxe rulebook is pretty spiffy. There’s a host of goodies to be had here, and there’s a promise of a lot of spoilers for what Exalted 3rd will have in store. While I’m genuinely stoked for the game, I’m going to have to admit that the price of the tiers has me pained as the only way I can get a deluxe copy of the book in physical form is by shelling out $130.00, which is definitely out of my casual spending habits. That won’t stop me from pledging $30.00 for the PDF though.

Kickstarter has been a boon for the RPG industry, and I’m very happy to see these guys all succeeding at their respective projects. Likewise PDF tiers are perfect for people like me who don’t have the kind of income to be able to consistently order physical copies, insuring that I get a little bit of the semi-instant gratification bit even if I live half a planet away.


Today we’re looking at the second Exalted 3rd Edition Charm spoiler. Again it’s a social charm, perhaps to build on the social rules as they were implied in Taboo-Inflicting Diatribe. Let’s have a look:

Skillful Imposition Method

Cost: 6m; Mins: Socialize 3, Essence 2; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Mastery of Small Manners

People are products of their environment. The Solar can bend an individual to his will by exploiting the mores, beliefs, and customs that color that person’s background. This Charm may supplement any social action that plays on a belief, law, custom, or social taboo held by a group to which the target belongs. The social action treats the individual as having a minor Intimacy dedicated to that social element, even if he doesn’t.

For example, a Solar attempts to convince a barbarian living in a cave high in the mountains to give him shelter from a coming storm. Knowing that the barbarian’s people have a strong custom of hospitality in the face of danger, the Solar uses this Charm while citing the custom; even if the barbarian doesn’t care about his people’s customs, he treats the Solar’s request as though it is exploiting a minor Principle of “hospitality must be offered in the face of danger.” Attempting to use the Charm in the same way on a Guild merchant from Nexus would be fruitless, however, as neither Nexus nor the Guild practices any hospitality customs.

This is a neat little effect. Being able to artificially impose a minor Intimacy towards social norms of a given culture can be very useful in a variety of situations. One great example that was mentioned in RPG.net was from the Pirates of the Caribbean movie with regards to the Right of Parley in the Pirate Code.

What interests me the most of this Charm is that it requires that the Solar in question actually spends time studying the culture in question. If the Solar doesn’t know the culture in question, then they’re in trouble. It’s a simple requirement, but one that again makes interaction and roleplay more significant.

I’m hoping that all the new charms in the new ruleset have that kind of interaction between mechanics and roleplay to encourage more people to play Exalted characters as more than walking Charm Trees.

[Exalted 3E] Charm Spoiler Feedback

Posted: January 30, 2013 by pointyman2000 in Articles, Exalted, Roleplaying Games
Tags:

So this week saw the first Charm Spoiler of the new edition of Exalted. I’ve been hoping that this edition will be the one to finally get me back into Exalted so I was excited to see what it was like.

Here’s what we got:

Taboo-Inflicting Diatribe
Cost: 3m, 1wp; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: Compulsion
Duration: Instant
Prerequisite Charms: King of All Courts Stance
The Exalt speaks with the tongue of kings and the heart of heroes. All know that her word is law. The Solar may use this Charm to make an automatically successful Instill Action against the leader of a group, granting him a Defining Principle in favor of or against a behavior designated by the character. This Charm requires that the target have a Major or Defining positive Intimacy toward the Lawgiver. After being affected by this Charm, the leader will immediately order the offending action to be ceased, or will order specified behavior to commence; he will also begin to set policy for his group reflecting the Solar’s wishes. However, the taboos inflicted by the Solar are tied to her relevance to the group. Unless the group directly benefits from accepting the Principle the Lawgiver has bestowed on them, they will cease practicing this behavior as soon as she leaves the group’s area of influence. Defining Principles created by this Charm cannot be weakened normally; instead they vanish when the Exalt is no longer present, returning only when she next interacts with the group’s leader, so long as his positive Intimacy remains, and only if she recalls the behavior she once outlawed or inflicted.

On Taboo-Inflicting Diatribe
Groups affected by Taboo-Inflicting Diatribe may come to eventually accept a behavior or a ban if there are benefits to doing so. A Lawgiver might be able to curb a ritual of human sacrifice for the duration of her stay, but as soon as she leaves, the group will have to contend with a spirit who is likely wroth over the delay in sacrifices. In such circumstances, there is no clear value to the Lawgiver’s edict, and no reason to continue the practice. Furthermore, other beneficial behaviors are not immediately obvious; a Lawgiver who wants a group to realize the wondrous benefits of regular bathing should remain in the area long enough for these benefits to materialize.

Okay, that wasn’t exactly the easiest of Charms to start off with, but it’s a good window into the nature of the 3rd Edition.

First off, let me say thank you to the development team for kicking things off with a social charm. The social conflict side of Exalted 2nd Edition was something of a well-intentioned mess that quickly fell to weirdness once certain players decided that the best way to avoid “mind control” was to draw a sword and initiate combat.

Needless to say it made for weird games.

But back to the matter at hand. Let’s go have a look at Taboo-Inflicting Diatribe for the 3rd Edition. Cost, Keyword, Duration and Prerequisite Charms are all old holdovers from the previous edition and I don’t have any problem with them still being around.

That said, there seems to be a rather lot of capitalized terms running around the description: Instill Action, Defining Principles, Major or Defining Intimacies. These haven’t been defined just yet, but thankfully you can still sort of make out what they might mean by pure context.

Going by the rules for the charm, there’s a shift towards a more organic feel that incorporates story opportunities to qualify for the use of a Charm. Taboo-Inflicting Diatribe’s own requirements necessitate that the player character actually go out of his way to build a good relationship with the leader of a society before he can use the Charm. It’s a better defined means of encouraging more roleplaying opportunities baked right into the mechanics.

Another nice touch is how the effect stays or dissapates depending on how the change is actually beneficial (or in some cases, harmful) to the society. The charm supernaturally augments the start of the policy change, but maintaining it is a function of the policy’s own merits and the society it is applied to.

So, opinion time. Overall I’m still a little wary of the complexity of the rules. The above is a sample of a single charm in what is most likely a huge list of them. However, I didn’t have a problem with the powers in say… Fantasy Craft, so why should Exalted be any different?

That said the changes in the charm and how it works is a big plus for me. Charms that operate in this way, being augments that highlight crucial moments in a hero’s story as opposed to “I Win” powers are a big step to winning me over.

Overall, while I’m still a little worried about the complexity, the way it was executed has me looking forward to seeing the rest of Exalted’s ruleset as it is revealed in the coming days.


I’ve been paying special attention to Exalted again for the first time in a long time due to the upcoming Exalted 3rd Edition. All across the internet, people are in deep and colorful discussions about the game line. What they like about it, what they don’t and why the new crop of writers are doing it wrong.

Just another day in the Internet, I suppose.

That said, I’m here to show my support to the current crop of writers and developers because I think what they’re doing is right. I’m guilty of linking to this particular article far too many times, but I need people to understand the concept of Mystery being a source of wonder.

So take a bit of time and read up on J.J. Abrams on the Magic of Mystery as he certainly explains the point in much more detail (and love) than I could.

Go ahead, I’ll wait.

Cool, now that you’ve read that, let’s go back to Exalted 3rd Edition. This edition is an opportunity for the writers to bring the setting back to its roots and build up from there. In doing so, they bring back the mystery of the setting giving much more leeway for GMs to make the game their own.

I have to admit that in some ways the second edition of the game felt like someone handed me a coloring book with most of the illustrations partially filled in already, and with a coloring guide right next to each illustration so I know that I’m doing it wrong the moment I tried something different.  Sure there was space for me to experiment, but I knew I was doing so by running something so different from the game’s “Default” that it could have been anything at that point.

Sometimes there’s a point when the fluff begins to intrude into the GM’s creativity. I can’t rightly say exactly at what point that is, and perhaps it’s purely a matter of taste. I for one, find the fluff of Legend of the Five Rings to be relatively nonrestrictive, and I felt that the first edition of Exalted was just the right spot to be in. However, second edition went somewhere that I couldn’t really follow.

And so this is why I’m waiting for the third edition. It’s a chance to do things over in a fashion that I hope I can follow. I desperately love the game, and I mourn the fact that it went and changed and become something that I couldn’t say I liked. It’s another chance for me, and call me selfish perhaps, but I’m glad it’s happening.