Re: things
Well, glad to see instantaneous interest. I won't promise anything resembling a game in the next two weeks, but I'll commit myself to running something. I will, however, need things narrowed down a bit more than this to start work.
Let's try this. Everyone with a bit of interest in playing Exalted, complete this quiz.
1) My preferred origin in Exalted is:
a) Tribal human, dwelling in the spaces between cities, roads, caravans and the edge of the world. Part of a community with faith and beliefs.
b) Creation prowling wanderer. Thieves, bandits, merchant caravaners, scavenger lords, wandering savants. Far from family and home ... if I have one besides the road.
c) Hard-edged urbanite. Citizens of Nexus, Great Forks, Chiaroscuro, and other great metropoli of creation. Tied to my block, my city, my neighbors and my flag.
d) Imperial scion. Nobility, rulership and responsibility define me, and I have obligations to and support from my House, Kingdom, Gens, Monastic Order, or Thaumaturgical/Sorcerous Brotherhood.
e) Divinely-favored please! God-blooded child of privilege, hereditary bureaucrat for Heaven Above, secret agent of world-spanning conspiracies and secret motonic biogenesis projects are awesome and I want to play one.
2) Civilization is:
a) A blight. Cities and politics are boring, and there is little more pleasing to me than the crunch of fresh ruins beneath my boot!
b) Pawns. I perceive cities, governments, and groups as units or nodes in my network, a network that supports my aims and ambitions.
c) All that separates us from the savage wilds, the fey chaos and the dominion of corrupt gods. It has value in its very existence.
d) Defined by its culture. I know my values and my people, the key elements of my civilization, are great and must be defended.
e) Just a bunch of places I stop. I could take it or leave it and have no particular interest in it's going's on.
3. When I think of 'rules and mechanics' and 'Exalted' in the same sentence, I think:
a) Jon Chung Exalted. Rules ought to support the setting-fluff mechanically, and when they do not the lack of transparency causes things to collapse and players less-involved in the mechanics to miss out. Sharply, demanding gameist rules to support tactical combat with meaningful choices and synergies. If people don't have to take a combo with a leaping dodge, surprise negator and perfect defense by Essence 4, it's bullshit.
b) Rules As Written (RAW). Man, it may have been bad, but Exalted wouldn't be Exalted without Exalted rules. And now there's errata. Just follow Rules As Written as close as possible.
c) Rules are good, but only matter inasmuch as they support the narrative. I want sturdy and transparent rules and I'm willing to try out a few radical fixes if they seem like they can deliver.
d) Get your mechanics out of my narrative! I just like Creation as a setting and don't give a damn about your rules! In fact, run FATE-Exalted (Spirit of the Century rules!) or PDQs since they get across the cinematic flavor that much better!
4. When I think of Permanent Essence, I think:
a) Sky's the limit! Before Glories of the Most High and some errata, Deathlords had Essence from, like, 8-14 and the Unconquered Sun's Essence Score was uncalculatable!
b) The scale goes from 1-10. Dreams of the First Age and the various erratas have things well in hand. Solars of the First Age might have reached Essence 10.
c) Bringing the Essence scale down to 1-7 or 1-5 solves a lot of problems with late-game craziness and solves many of the "Deathlords/Sidereal Masters should kill all new Solars and threats without breaking a sweat" problems.
d) I prefer my games stick to the 1-4 scale so I never have to worry about this late-game headache garbage. Keep my Exalted swords-and-sorcery in feel.
e) The number is irrelevant. I prefer to operate on a scale of young, middle-aged, and elder, and the numbers attached to them are more annoying mechanics sticking their noses into my cool story.
5. A group of character ought to:
a) Be composed of whatever people bring to the table. The ST and players then find a way to get them working together.
b) Be assembled as a group to facilitate ties to each other and the setting. My personal cool is secondary to the cool of the group and the game.
c) Be dictated by the ST to the players, to facilitate the construction of plot. If the ST says no Martial Artists, no Sorcerers, everyone plays a Dragon-Blood Legionnaire, there's probably a damn good reason for it.
d) Be handed to the players by the ST. The ST obviously knows what is best, and a true roleplayer can play any character they are handed.
6. When it comes to deviating from canon Creation and its metaphysics:
a) Keep changes to a minimum. There's plenty of plot hooks scattered through the books, and I like being able to use my knowledge of all the books to pick up on references, allusions, and other setting details. All the better to make plans with!
b) I'm content so long as the major setting elements are unchanged. If you want Deathlords to not know Abyssal Charms or certain martial arts not to exist or to have a different explanation for what the Kukla is, that's fine with me. Just don't tell me that there's no Yu-Shan or that the Realm of the Scarlet Empress never came into being. That will NOT fly.
c) I like the setting, but feel free to shake it up a bit. It's neat when there are some bombshells around, like Nexus having been destroyed 20 years ago in a sorcerous accident or the Scarlet Empress secretly hiding out in the Imperial Manse preparing for Ragnarock all this time when we thought she was dead!
d) Shake and bake! So long as the deviations are clear and not really weird, I'll play ball with them. So it turns out there are no Mountain Folk? And the Solar Exalted haven't been released back into Creation? No one has heard from Yu-Shan in years? Zany! And Lookshy's population is ten times what it says in the book and they're building a magitech empire? That's cool.
e) The core thematics are what is essential, and having the rest be a mystery interests me greatly! Impenetrable streams of raw essence split the land apart, necessitating artifact bearing navigators to keep regions tied together? I'm on it. Just give me glorious, world-shaking epic drama and let me play a heroic demigod!
7. Speaking of setting, how about that magitech? I know it varies considerably across Creation, but in general:
a) Exalted was better without it. Gilgamesh at Eridu has more appeal.
b) I'll take it so long as it has clearly mystical flavor. Essence-refrigerator pisses me off; Jars blessed by a thaumaturge to contain the chill of the Essence of Air that must be blessed and prayed over daily I can accept.
c) Whatever. 2nd Edition struck a good balance.
d) It's awesome. Commander Sima of the 7th Legion in his Warstrider with the Essence Cannon. If there are Alchemicals, I want me a damn beam-klaive!
e) ... I'm telling you this now, ST, for your own safety: if our warstriders can't combine into the Five-fold Lion of Unyielding Vigor -- with mine forming the head! -- than you are in for a world of hurt.
8. Related to but distinct from magitech is Martial Arts. I feel Martial Arts are:
a) Essential to the look and feel of the game. Everyone should have a style by Essence 4-5.
b) Awesome! I enjoy playing martial artists, but understand that not everyone ought to play one.
c) Just fine. I like some MA now and again.
d) I'm indifferent. They're not my thing. I don't do martial artist characters.
e) An annoying morass that performs depraved acts to an otherwise innocent and well-meaning set of rules. Scroll of the Monk is the worst book EVAR.
9. My preferred Exalted antagonists are:
a) Everyone and anyone. Creation is a world where only the strong and brave survive to see their will carried out and their works endure.
b) Other Exalted. Creation is about rivalries and ambitions.
c) Faceless hordes and forces of nature.
d) Greater non-personified ills, such as corruption in heaven or the unending torment of those that cannot die.
e) Enormous, cthonic elder entities and world-spanning conspiracies.
10. I might be able to guess your answers by now, but just to be on the safe and clear side how familiar with canon Creation are you?
a) Not at all.
b) Somewhat. I read through the Core and a few supplements.
c) Fairly. I own all the major splats or close to it and have played a few games.
d) Quite. My collection's pretty vast, and I've been at this for awhile.
e) Yes. The answer is yes, I know Creation well. I know it well enough to argue Gateway rules with you.
PM your answers to me so we don't clog up our OOC chat. I'll use your answers to help put together plot seeds and figure out what base rules to employ. No ditching Aberrant for Exalted, though.