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[Feedback Needed!] What do you want to see in the Exalted Storyteller's Vault?

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  • [Feedback Needed!] What do you want to see in the Exalted Storyteller's Vault?

    Hey to my forum peeps! I'm an artist/writer doing research as I intend to create material for the STV at some point in my future (as well as asking on behalf of other creators hoping to do the same).

    What do YOU want to see in the Exalted STV? Art packs? Custom martial arts? Evocations?

    The sky's the limit! Let me know what you want to see and be as specific as you like!




    My Exalted Art | My Exalted Fanfiction

  • #2
    Could always use some more art. I'd love to see some of the artifacts that didn't get illustrated in Arms of the Chosen.

    Comment


    • #3
      Oh yes art would be great. Current STV content almost exclusively uses the free art from previous editions, which in some case does not really fit the things being presented. Heck, even the Core book uses a lot of incorrect art (i.e. Buck-Ogres not being Buck-headed, Agatae being terrifying instead of impossibly beautiful, etc.).

      Other than that :
      -Write-ups for canonical people or places which the devs have stated will not be explored in detail in this edition
      -Custom Spells
      -Custom DB Charms that cover missing Elements in Abilities (i.e. Earth Archery)

      Comment


      • #4
        Castebooks for every Exalt type, and the Fair Folk too.


        The Lunar Castebooks fan project - Complete! (Changing, Full, No, and Casteless)

        Comment


        • #5
          Something I wouldn't mind seeing are more Solar charms. We know that those are unlikely to be in future books for quite a while (barring, perhaps, some specialist niches, things like sorcery-affecting Solar charms in a hypothetical sorcery book), but there are still a lot of niches that aren't really filled in the Solar charmset. For example, Lunars got a bunch of culture-affecting charms in their set, and I could see somewhat-similar design space being explored by Solar Socialize, but the details about cultures and sub-cultures didn't really exist when the core book was written, and in any case, Socialize went heavily into the whole persona tree. So a dive into Solar culture-affecting charms would be nice to see.

          Comment


          • #6
            2 things:

            1. QCs, this is provided for amply by some very talented authors though more is always appreciated.

            2. Adventures! Short ones and campaigns! Maybe using the QCs aforementioned for ease of preparation. Full rules for a lazy ST to entertain a table of demigods!

            2 is a very sore desire for myself, Honestly.

            Comment


            • #7
              Ooh, another thought: Themed Evocations!

              So rather than coming up with a bazillion artifacts and their specific evocations you have:

              Three Categories:
              - Weapons
              - Armor
              - Functional

              And the following themes:
              - Abyssal
              - Malfean
              - Solar
              - Lunar
              - Sidereal/Getimean
              - Earth
              - Fire
              - Wood
              - Air
              - Water

              Then you write a suite of Evocations for anyone who has despaired upon reading “Decide with your ST what Evocations XX develops”. For higher artifact ratings, you can toss in one or two higher essence charms or whatnot.

              For Example:

              Wood Dragon’s Claw would draw from the (Weapon), (Wood), (Artifact OOO) Evocation set

              The Belt of Shadow Walking would draw from the (Functional), (Abyssal or Lunar), (Artifact OOO) Evocation set.

              Volfer’s Sword would draw from the (Weapon), (Malfean), (Artifact OOOO) set.
              Last edited by prototype00; 07-25-2019, 06:55 AM.

              Comment


              • #8
                Charm creation guidance.
                Gameplay guidance on how to create stories.
                Guidance on dealing with different player types.
                Guidance on appropriate challenges for high Essence characters.
                Guidance on how to work things like crafting and domesticating animals into the story so that it doesn't disrupt the flow of the story.
                List of quick NPCs with sample Intimacies.
                Guidance on the typical Intimacies encountered in Creation and how this plays into the social system.
                Examples of organisations and bureaucracies for players to interact with.
                A cost list for typical items Manacle and Coin style to help with world building.
                Guidance on how best to bring in recurring NPCs.
                Design principles for artifacts and/or how to convert artifacts from 2E/1E.
                How to create Elementals.
                Detailed character creation for Allies/Retainers/Mentors.
                Expanded list of sorcerous workings.
                How to handle adult scenes (Guide to the Sabbat had good guidance on this).
                Different fashion trends, foods and idiosyncrasies of various societies in Creation.
                Official Errata and FAQs (Thousand Correct Actions style).
                More guidance on familiar magical/latent traits detailing what animal qualifies for which.
                Guidance on taking Supernatural merits at character Creation.
                Accessing Might on Command troops.
                Sample descriptions/stunts for different actions using different combinations of attributes (e.g. seducing someone with Charisma vs Manipulation vs Appearance, when to use Presence or Performace Oratory or Socailize).
                How to adjudicate the difference between Craft projects (Basic/Major especially), and cross applicability of Craft abilities (so I can shoe a horse with Craft Armorer at +1 difficulty... what else? What's the difference between Craft Carpentry and Craft Woodworking?)
                How to deal with players Introducing Facts/the acceptable effects of introducing a fact (what can or can't be achieved?).
                How to balance games with Circles of mixed Exalts.
                Guidelines on character creation for players, statistics on how useful dice trick charms (like rerolling 6s) are for typical dice pools.
                Guidance on assigning difficulties for various rolls -- the Corebook section is sparse and lists difficulties up to 5, then Introducing a Fact gives us difficulties up to 10.
                Just what can be achieved if you've got 23 dice in your pool and regularly roll 15+ successes.
                A list of feats that are possible without charms, and whether Excellencies should allow characters to excede these and if so by how much. And the same for the dice trick charms that don't explicitly increase capacities (for example, Monkey Leap Technique lets me jump a twenty foot wall without a roll, but can I make that jump with a normal atheletics roll, and if so what's the difficulty?)


                I like Prototype's idea of Evocation theme lists that you can pull from to make artifacts quickly.

                In short, I want a book about storytelling with actual advice on how to run a game.

                Art wise, it'd be great to see a range of different characters from different cultures in Creation in different roles/occupations. Slice of life splashpages would be great. Different styles of dress, layouts of towns, First Age architecture. Be great to see diversity of ethniticies and genders -- especially as Creation has more diversity than Real Life (green hair, shark people, etc.).


                Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

                Comment


                • #9
                  Originally posted by JohnDoe244 View Post
                  Charm creation guidance.
                  Gameplay guidance on how to create stories.
                  Guidance on dealing with different player types.
                  Guidance on appropriate challenges for high Essence characters.
                  Guidance on how to work things like crafting and domesticating animals into the story so that it doesn't disrupt the flow of the story.
                  List of quick NPCs with sample Intimacies.
                  Guidance on the typical Intimacies encountered in Creation and how this plays into the social system.
                  Examples of organisations and bureaucracies for players to interact with.
                  A cost list for typical items Manacle and Coin style to help with world building.
                  Guidance on how best to bring in recurring NPCs.
                  Design principles for artifacts and/or how to convert artifacts from 2E/1E.
                  How to create Elementals.
                  Detailed character creation for Allies/Retainers/Mentors.
                  Expanded list of sorcerous workings.
                  How to handle adult scenes (Guide to the Sabbat had good guidance on this).
                  Different fashion trends, foods and idiosyncrasies of various societies in Creation.
                  Official Errata and FAQs (Thousand Correct Actions style).
                  More guidance on familiar magical/latent traits detailing what animal qualifies for which.
                  Guidance on taking Supernatural merits at character Creation.
                  Accessing Might on Command troops.
                  Sample descriptions/stunts for different actions using different combinations of attributes (e.g. seducing someone with Charisma vs Manipulation vs Appearance, when to use Presence or Performace Oratory or Socailize).
                  How to adjudicate the difference between Craft projects (Basic/Major especially), and cross applicability of Craft abilities (so I can shoe a horse with Craft Armorer at +1 difficulty... what else? What's the difference between Craft Carpentry and Craft Woodworking?)
                  How to deal with players Introducing Facts/the acceptable effects of introducing a fact (what can or can't be achieved?).
                  How to balance games with Circles of mixed Exalts.
                  Guidelines on character creation for players, statistics on how useful dice trick charms (like rerolling 6s) are for typical dice pools.
                  Guidance on assigning difficulties for various rolls -- the Corebook section is sparse and lists difficulties up to 5, then Introducing a Fact gives us difficulties up to 10.
                  Just what can be achieved if you've got 23 dice in your pool and regularly roll 15+ successes.
                  A list of feats that are possible without charms, and whether Excellencies should allow characters to excede these and if so by how much. And the same for the dice trick charms that don't explicitly increase capacities (for example, Monkey Leap Technique lets me jump a twenty foot wall without a roll, but can I make that jump with a normal atheletics roll, and if so what's the difficulty?)


                  I like Prototype's idea of Evocation theme lists that you can pull from to make artifacts quickly.

                  In short, I want a book about storytelling with actual advice on how to run a game.

                  Art wise, it'd be great to see a range of different characters from different cultures in Creation in different roles/occupations. Slice of life splashpages would be great. Different styles of dress, layouts of towns, First Age architecture. Be great to see diversity of ethniticies and genders -- especially as Creation has more diversity than Real Life (green hair, shark people, etc.).
                  The first half or more of this is more for the STG (And in some cases should depend on your table (vis à vis state facts)) than a book on the Vault


                  The Book of Laughing Serpents, Vol 1,Vol. 2,,Vol 3; Vol 4; Vol 5
                  Patreon, with my own games, horror stories, and folklore research here: https://patreon.com/undeadauthorsociety
                  San Jeanro Co-Op writer. Volume 1 here
                  My free folklore research and horror writing blog, here:http://undeadauthorsociety.com

                  Comment


                  • #10
                    Originally posted by Epee102 View Post

                    The first half or more of this is more for the STG (And in some cases should depend on your table (vis à vis state facts)) than a book on the Vault
                    Ah, then my apologies.


                    Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

                    Comment


                    • #11
                      I think what I personally would like the most would be settings in various places throughout Creation. A write-up on a small nation with some info on its neighbors. Maybe a group of interconnected city-states. Stuff like that.

                      Comment


                      • #12
                        I would like to see established Realm Satrapies get a 3E write-up. Places like Harborhead which have been...problematic in the past. Let’s give the place a respectful description, address the fact that it is now more Lake than land, and describe the people living there without resorting to food-comparison skin-tones. Basically, we need House of the Bull God, but 3E and woke.

                        Comment


                        • #13
                          Originally posted by Sticks View Post
                          Let’s give the place a respectful description, address the fact that it is now more Lake than land,
                          I don't mean to rag on you here, and I agree with your larger point about places like Harbourhead needing respectful treatment. But this description of it being "more lake than land" highlights another issue with nation writeups that I hope fan writers take note of, and that's scale. Exalted has historically had an issue with this, both in its official writings and in fan impressions of things. Harbourhead, for example, is described in its 2e writeup as being a triangle 800 miles wide and 1600 miles long, stretching southeast from Kirighast. Ignoring the fact that that size is ridiculous (it would have a surface area larger than modern-day France, Germany, and Spain combined), there's ample room on the 3e Exalted map to place Harbourhead down at that described size without the new lakes significantly cutting into its land area.

                          I would hope that anyone trying to write a fan-made location for Exalted bears in mind the extremely large size of the map, and makes at least an attempt to sketch out their region's borders on the map to make sure it makes sense. And resists the urge to make the area super-huge just to fill up the spaces on the map. :-)

                          Comment


                          • #14
                            How about inviting busy ST's to submit material, and help with editing, formatting, and managing the SVT submission? An anthology set, more or less, with a good SVT-savvy curator at the helm?


                            Check out Momentum Exalted!

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                            • #15
                              Thanks so much for your replies, everyone! I am taking notes of everything. Please do keep it coming!



                              My Exalted Art | My Exalted Fanfiction

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