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  • Ghosthead
    replied to What's Changed Between Editions?
    Magitech is a change but not so absolute. Basically as I see it 2e probably had a rash of "tech" / magical stuff looks like tech as a influence and badge of pride that this was permitted in JRPG, pulp and anime fantasy influences (which are pretty gleefully promiscuous in the scope of imagination) but not in your average traditional D&D fantasy spinoff setting of the late 90s (which had many influences but are in many ways dominated by acting as a heir to Tolkien and other such that try to create a "High Fantasy" image of a time of ancient myth without industrial technology)....
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  • Ghosthead
    replied to What exactly are Sidereal themes?
    Meta-comment: For Lioness to reveal that John was sensitive to precisely that issue really makes me want to see how his brief for them evolves (and wish that we had already seen it, but that's kind of a plaintive yet not constructive comment !).

    (Add: The Sidereals have received better than us seeing them in a disenchanted technological metaphor that stresses borrowed power, and robs them of their mythic resonance. We have their presentations in the books. It'd be kind of nice to see for us to eventually if what JM's vision of the Getimians were in a way which feels hewn out of magic,...
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  • Ghosthead
    replied to (WIP) Exalted Distilled: Reincarnated
    I would tend to veer on the sides that if you're going for rules-lighter, I would guess wounds-penalties are OK to go. You can abstract them out such that, if a character wounded earlier in the scene rolls poorly, you can play that out as, guess that wound really hurts about right now, while if she rolls good, well, that's just her fightin' spirit and luck kicking in. YMMV.

    If an NPC is seriously wounded, then you could dock their QC a point of strength or something when they crop up later in a story, representing incomplete recovery, as a judgment call, without needing wound penalties...
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  • Ghosthead
    replied to What Breaks If......
    If they can understand it, why can't they speak it? If they can speak it, why other languages? Tower of Babel problem. Not an insolvable question - perhaps it is taboo avoidance, other languages are preferred for ethnic marking etc. but a question nonetheless. Compounded if we go for take a sort of Saphir-Whorf esque stance that Old Realm is a particularly special vehicle of communication that would be preferred (which I can't remember if the text ever did!).

    On another game and setting tack, what happens to all the ancient texts with lost knowledge which only savants knowledgable...
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  • Ghosthead
    replied to What exactly are Sidereal themes?
    Accelerator, the themes of the Sidereals are Fate, Destiny and foresight.

    Unless you want to explore what those words mean to you - and unless you take seriously at least for the game's cosmology that they do have coherent meanings - you probably won't be able to get far with what the Sidereals are about! In pith, to be a Sidereal is to be person who gets power from Fate, Destiny and foresight, but is also uniquely bound by the strictures of that power and to face unique choices as a consequence of foresight.

    Further than that, they represent the idea of destiny and Fate...
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Ghosthead
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Last Activity: 10-20-2019, 04:59 PM
Joined: 11-08-2013
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