Caring about characters, or, “what do I even enjoy about roleplaying?”

I like to make a point of trying new things. I find it’s very easy to feel like I’ve gotten stuck in a rut, and to not have a sense of how to get out of it, or even if there’s anything better out there in the first place. As life advice, I find this to be a relatively useful guiding principle. As a result, I try to apply it to RPGs whenever I can. If a new game interests me, I should try it out.

Usually, however, RPGs are a commitment. You need to gather a group of people, find out a time that works for all of you, make sure you’re all on the same page, and agree to stick with it until you’ve all seen your fill. For some people, there’s an additional hurdle of convincing people to be willing to play a given game at all. It’s tough!

Since this is something I actively seek out, I’ve fostered contexts where it’s easier for me. Groups of people that are already interested in trying out new games, that have a designated time they can play at (maybe even filling in the breaks between a larger campaign they play at the same time), and that I generally know I can play well with. Now, there’s something to be said for [playing with new people] as a form of trying new things, one this format lacks, but, it’s still a useful start.

Even with this, it’s relatively rare that a whole new campaign gets pitched. When it does, that’s usually because the prospective GM already knows the game and wants to introduce new people to it – I’ve been in that seat twice, for instance. When it’s just everyone agreeing that they’re interested in seeing a given system in action, they tend to propose something smaller. A oneshot.

Notionally, ‘oneshot’ is supposed to mean a single session of gameplay. Practically, it rarely does. When the goal is to see a game in action, it needs to be long enough to cover a full cycle of gameplay. For a game like Lancer, for instance, you can probably run one fight in a session – but the game’s attrition over the course of a mission means you’ll need to do three or four fights to see the full experience. As a result, the usual expectation is that a ‘oneshot’ in this context will be weekly sessions for around a month, maybe longer, until we hit a logical stopping point. Which is pretty notable!

But it’s still, fundamentally, short. It’s a short, focused experience.

Most recently, we did a premade dungeon in the RRD game Hollows. Since it’s a mind-palace-dungeon-delve context, the breadth of a ‘oneshot’ was one dungeon, with several fights and some navigation to get through it.

It was relatively impressive! Considering this was coming off the backs of the tragically-disappointing Hellpiercers, and before that Wilderfeast (which was fine enough, but it also had combat in a battle egg centered around a single large boss monster each fight, so it made gameplay comparisons quite easy), we had many comments to be had about the gameplay, and ended things excited and happy to have spent our time this way. I picked up a few thoughts on combat rhythm design from the experience, even. By all rights, it was a satisfying time for all.

(Obviously, I left with some complaints. I suspect it is in my nature. But I can still recommend Hollows‘ combat as an excellent case study!)

I have a slightly embarrassing hobby, vis a vis the RPGs I am in the thick of. When I am in bed, readying myself to fall asleep (sleep does not come quickly to me, it hasn’t for a while), I like to imagine potential future interactions between characters. (Perhaps the fact that I find this slightly embarrassing reflects on myself more than anything, as I write this out I realize it sounds positively mundane.) Almost always, I don’t accurately predict how any given interaction would go. However, it does give me some satisfaction, to imagine how a character would interact with others. How they would respond to a given scenario. How the next planned moment might go between them. It’s simple imaginative fun – essentially telling a fractured story to myself, or, in another sense, mentally playing with dolls.

I do not do this with my characters for oneshots. It only emerges in longerstanding campaigns, where characters are more established and have room to interact. In a oneshot, the characters just don’t have room to compel me the same way.

Naturally, I have exacerbated this phenomenon through my own apathy. When I am interested in playing a game, I will produce enough of a character as necessary to play the game and that will be that. My name in the Hollows oneshot was “Todo” because I had left the name field TODO and never bothered to finish it. It was a running gag that my character was coincidentally offscreen and any action was hastily cut away when it ran the risk of involving them, so as to justify me as a player not particularly wanting to spend much time describing my actions. By all rights, any ability to care about my character was smothered in its crib.

The true sourcing is the other way around. I held an apathy towards my character because I already knew that, in oneshots, I don’t have the same room to truly get attached to a character. It’s a self-fulfilling prophecy at this point, but it did start somewhere. And because of that, when I say I came away from Hollows satisfied with my experience, it doesn’t include satisfaction of this sort.

[Satisfaction of this sort] is what I want to pick at today. What am I actually describing here? I suspect it’s the core ingredient to bridging the gap between the mindset I use to approach roleplaying and the many people I’ve talked to who balk at my level of instrumental focus. And, for that alone, even before the ways it can cover the gaps in some of the models I’ve presented on this blog before, I think it’s worth interrogating.

Look good while doing it

At their core, I think my interests can be expressed very simply. “I want my characters to be able to express themselves, to show off their psychology through the prompts thrown their way, and to look good while doing it.” When I can take an action and say “my character is doing this, because of such and such part of their internal philosophy or way of thinking,” this part of my desire is satisfied.

…Which runs directly contrary to a lot of my tastes in other dimensions. There, we get some problems immediately. What if my character would naturally do something that, say, betrays the team? Ruins the chances of success at a mission? Steps outside the expected bounds of gameplay?

My answer, of course, is that they shouldn’t do that. (This is, already, a psychological divergence point where people who share my tastes may move elsewhere – but, that, I think I have discussed at length in my post on instrumental play.) And so, when I sit down to write a character, I start by constraining myself to the sort of person who I think would remain ‘in bounds’. Whenever I find myself brushing against that, I impose as a rule upon myself – my character does the instrumentally justified thing. Then, I ask myself why they would do that. This tends to mutate their psychology a bit, and I can see it being a chafing point for someone else who works a bit like me, but, it works for me.

So, I can revise this. “I want my character to naturally be someone who would act within the bounds of expected gameplay, and to express who they are and the shape of their psychology in terms of how they respond to the prompts that the gameplay offers them, and to look good while doing it.”

Why, then, don’t oneshots do the trick for me? Sure, they go by at a brisk pace, but there’s still room within them for character moments. Often, oneshot design is focused on giving some challenges the players will need to reckon with and make choices on, so this aspect should be well-satisfied, no?

That reveals the next dimension of it – I find that characters are psychologically iterative, and slowly reveal themselves over time. I’m used to prolonged roleplay and storytelling, and the short format means characters don’t have much room to grow. I tend to gravitate towards somewhat static characters in extended play, too, so that doesn’t sound right – but, what I find is that they are usually slow to change but still meaningfully learn from their reactions. So, that gives me:

“I want my character to naturally be someone who would act within the bounds of expected gameplay, and to express who they are and the shape of their psychology in terms of how they respond to the prompts that the gameplay offers them, and to change in turn due to the responses they provide and how they reveal new things and offer challenges to said psychology.”

“…And to look good while doing it.”

What’s that last bit doing there? It doesn’t really seem to fit in.

Well, for one, I’m an arrogant and vain person. I take my pride as a point of pride. Being seen as cool and successful appeals to me, and that extends to my characters, when they serve as an expression of my mechanical competency and my skill as a writer.

But that doesn’t really have anything to do with the rest of it, right? It doesn’t connect to character psychology or reveal anything about them, nor does it prompt the character in new directions. It’s a request of how the character is seen – or, at least, how they’re framed.

The easy conclusion is that, indeed, that doesn’t have anything to do with the rest of my tastes here. I like getting to reflect and elaborate character psychology through play, and I also like looking cool. But, I don’t actually think that’s quite it. See, it’s not as if looking good on its own satisfies me. Nor is it that I can’t enjoy the opportunity to explore character psychologies unless the characters look good doing it. But it is there on my list of desires, because, if I can get both, it means more.

That’s very imprecise. What I mean is – a character being cast in a certain level of grace, intensity, or other such light, indicates something about how we are expected to look at that character. The rest of my interests in this space of character-satisfaction are, when you pick them apart, oriented in the same direction. Demonstrating and exploring character psychology is a matter of showing off. It takes a character’s way of thinking and presents it as an object of interest, something worth spending time contemplating over the course of play. If my natural goal, then, is to bring character psychology into focus, then the matter of framing is an effort to reinforce that – to say that it’s relevant to have it be in focus.

It’s a rather rote visual language. When something is cast in a good light, it’s harder to dismiss out of hand. If someone says something, or does something, and they appear competent and effective through it – that lends weight to what they did, no? It makes it harder to just write off.

…In reality, I suspect this is more a brainworm than something that’s truly the case. There’s many ways to present something as meaningful, including while still challenging it. To make matters worse, my general inclination is to write characters with dubious and destructive outlooks. That’s setting myself up for a narrative context where their initial outlook should be challenged and cast in a criticizable light. My habits are working against themselves here – but it’s interesting to note the habit, nonetheless.

“I want my character to naturally be someone who would act within the bounds of expected gameplay, and to express who they are and the shape of their psychology in terms of how they respond to the prompts that the gameplay offers them, and to change in turn due to the responses they provide and how they reveal new things and offer challenges to said psychology, and to have their perspective and psychology framed as something worth exploring, and potentially legitimizing.”

There we go! This summarizes my personal characterization goal when I sit down to play an RPG lengthy enough that I expect to be able to get such characterization in some focus.

But, if we are conflating [looking good] with [having the importance of their psychology legitimized], there’s a problem we’ve invited in. Something being legitimized as important to focus on doesn’t necessarily mean it has to be framed as good, or even effective – only that it’s worth looking at. You can get the same effect, in fact, by going in the exact opposite direction.

Damsel strats

…are probably something I need to define.

‘Damsel strats’ is the term I use to describe efforts to put a character in an intentionally perilous or uncomfortable situation, often for the sake of the same sort of character-psychology-exploration I’ve expressed my interest in. ‘Damsel’ is, of course, being used as shorthand for ‘damsel in distress’ (despite the ‘in distress’ part being the actually relevant part, the genders don’t tend to matter much). ‘Strat’ being short for strategy, a bit of gamer lingo to frame it as an approach to success.

Which presents a skewed idea of what [success] is, then. After all, in most games with broadly instrumental goals (ie, things you want to accomplish and obstacles you need to overcome), getting into trouble is primarily a hazard the game throws at you and you try to avoid. In that sort of context, consistently succumbing to perils is pretty straightforwardly a failstate – and doing it on purpose goes as far as throwing, and thus becomes actively impolite to your teammates (the other players). So, what kind of ‘strategy’ is this?

Well, there’s a reason I brought this up when I did. It’s a matter of pulling the spotlight – claiming focus on, and thus legitimacy for, your character’s plight and their reactions to it. The character is placed in a dilemma and shown as struggling for the same reason I aim to have my characters shown to be dangerous and effective. It lends credence to the way that this character thinks, and the reasoning behind their actions, as implicitly worthy of notice. Why did this character make the choices that brought them into this mess? How do they respond to it? What parts of their dilemma do they struggle against, what do they refuse to acknowledge is a problem? These are interesting questions, and the scenario necessarily pushes the viewer towards asking them.

So, from my definition of character-satisfaction as I seek it, damsel strats should work for me, right?

Well, yes, they do, actually! I do enjoy tossing my characters into a conundrum or two. My tastes drift more towards looking cool because then I don’t worry about actually sabotaging the party, but, it’s an option. I have been known to lead characters to internal breakdowns due to following dubious logic, and that interests me for a similar reason. So, in that sense, it’s not a failure of broadened definition – the notion of being a [legitimate focus] has helped see more of what I like about moments like this.

…Why ‘strat’, though?

Or rather – why would you need to strategize to pull the spotlight? Why is legitimacy a prize to be schemed after?

The fact of the matter is, metaphorical screentime is a limited quantity. There’s a lot happening in an RPG, and every player has a character that can get explored in detail. (More than that, if they’re the GM – usually, that player is responsible for churning out a whole bunch of interesting characters!) The more time that gets spent on your guy, the less room there is for others – and if everything is distributed out, then the actual gameplay is going to get crowded out. All of these elements are jockeying for position, and trying to get the most out of the time they have. The strategy part of the damsel strats is that they ensure your character is in an important position, one that needs resolving – the middle of a problem. Even if they don’t get time to themselves, they at least get time where the focus is.

There, we have why this isn’t a goal I willfully pursue. Why, despite it being core to how I enjoy RPGs, in contrast to board or video games (save for interactive fiction, which often scratches the itch quite well), I focus my attention on following the gameplay foremost and letting the character beats fall where they may.

Ultimately, it’s selfish.

(It doesn’t necessarily have to be, in that it’s perfectly possible to find satisfaction in seeing other characters explored. I don’t, even when I GM I’m most compelled by the people I write, but, it’s a possible approach.)

If I were to throw myself wholeheartedly into exploring my character above all else, I could get pretty far. I am good at taking up space, and have a natural penchant for monologues. But, that would be me taking up space for my own individual interests during what is ostensibly a shared activity. Seeking to maximize that would sabotage the entire social structure, and, there are no contexts I’m in where I both think I could get away with it and care so little about the people involved that I would be willing to do that to them. The healthier version of the goal, then, is claiming as much space as possible without tipping over into upsetting or inhibiting other players – and that is notionally doable, but only by someone with an excellent sense of social dynamics and the comforts of everyone involved, and core to my interests in RPGs is to not have to spend all my time worrying about that. Any social arrangement that mandates I constantly question how I am appearing to those around me will not fulfill me.

This is, in part, a retort to what was planned to be the thesis of this post, before I realized I was wrong about myself. The notion was that this resolves the hole in my discussion of instrumental play. There, I laid out a model of RPG gameplay, roughly reflecting my own, where there exist goals to be pursued, and the players are primarily concerned with efficiently achieving those goals. The primary hole in this model is that goals are rarely defined for RPGs, in relation to other games. Sometimes, often in my preferences, the GM will present an objective for the players to work towards. Very often, however, this is not the case. I have claimed to have played instrumentally even in contexts where I was not given an objective – so, then, what was I pursuing?

But, of course, expressing my character’s interiority cannot be the answer. If that had been my goal, I would have spent a lot of time socially jockeying for as much screentime as possible – or, more likely, growing gloomy at the thought of having to do that social jockeying. Neither of those things happened.

Instead, something rather elegant happens. The character psychology produces a goal. From how they think comes answers to the questions “what do they aspire to do” and “how would they act in this situation” – and those answers provide long-term goals, which can then be instrumentally pursued! Not only does that patch the hole for games that don’t come with their own goal, it also provides a consistent drip-feed of legitimacy. Every time I ask myself what my end goal is, I remember, oh, it’s this, because of how my character thinks.

This… isn’t very satisfying to me, because it’s something I already know. It also isn’t very satisfying to me because I much prefer to have a goal and a path externally provided than to have to make my own. But, it does, I think, bundle everything here up relatively well. It’s a way to bridge character-focused preferences with instrumental preferences, and I know people for whom that is the ticket to make a given game work for them. It can work for me, too.

But I have to get my kicks in somehow, so – let’s analyze some arrangements that very much don’t work for me.

Tuning out

I’m very attached to my characters.

The model I’ve discussed here likely makes that quite clear. Its primary interest, after all, is exploring and expressing their nuances. It requires time and attention-over-time both, and it ends up yielding results at a very slow pace. (It should be noted this pace is on some level aberrantly slow – I’ve discussed to some who have expressed a level of frustration at how slow I’m inclined to make my characters change. But, even for people who share my tastes but work faster, the result tends to be a timescale measured in real-world months for meaningful change.) Sticking with a character for a while, getting really into their head – that’s a requirement, one that’s essentially been taken for granted.

As a result, if I play a game and there’s plausible PC death rules right here, I’m going to change my tune.

I’m nearing the end of a Trespasser campaign, one that’s been running for some months now. It’s not a bad game, especially after a recent update addressed many gameplay issues we had come up over the course of our time – but it decidedly presents itself as a risky and at times brutal experience. It plays into the instrumental ethos of a dungeon crawl, and some concerted effort towards PC mortality, especially at the early levels. (Much of the threat seems to have faded away as we’ve progressed.) As a gameplay experience, I’ve found it satisfying. But, it’s the same story as the Hollows oneshot. Characterwise, I gesture just enough and then move on. It doesn’t fulfill that interest for me.

This isn’t for lack of potential. Over the course of the campaign, my character has been dabbling with the same fell magics that define the final boss, expressed some very dubious and imperious opinions on the world, made a pact with a demon – there is a lot to work with, there, if I really wanted to get into their psychology. But, I don’t. After all, they’re just some bad luck away from potentially dying – objectively implausible, since they’re a backline attacker with excellent avoidance tools, but present enough that internally I just do not want to bother getting invested. Doing so would be a gamble with my own emotions, and I do not like gambles.

This is a case where instrumental factors and characterization-focus factors are working against one another. The death of a PC is there as a threat to make it so that dungeon crawls come with significant risks, and you can find your fighting force significantly reduced during an adventure. But, because it’s there, I can’t focus on what is (for me) a secondary priority, so I eschew it.

The other way around, in my experience, is more of a problem for me. When highlighting characters in detail requires sabotaging the instrumental gameplay, I am more likely to just give up on the game entirely. I recently read Underside, a game with some very interesting elements to its character creation, and a fusion of the FitD and PbtA design pedigrees (that is, Blades in the Dark– and Apocalypse World-like) that seemed intriguingly done. However, the text requests and emphasizes at many turns that, as a player, one should be seeking to make destructive and impulsive choices as much as possible. The game has a tension clock for hostility between PCs, with triggers based on arguments and disagreements it definitely seems to want players to seek out. And yet, the actual rules for that are just “the disagreement reaches a boiling point – resolve it in some way before you move on.” Most of the mechanics are focused on the party, as a group, working to resolve problems and being a gritty superhero team and the like. The shape of the game in and of itself is straightforwardly teamwork-oriented and instrumental, but the requested gameplay wants you to sacrifice that for the sake of the character satisfaction. As a result, I’m pretty confident that if I were to play Underside I would be doing it wrong. And, if I were playing with people who were doing it right, I would be very consistently frustrated at their failure to help with the problems in front of us.

Games like that don’t work for me because instrumental satisfaction is a higher priority than character-reflection satisfaction for me. This is another significant deviation point. For someone with those priorities flipped, even though they share my interests, their RPG tastes would end up different. I imagine, to someone like that, something like Underside would be palatable but not ideal, and something like Trespasser would yield a response of “I could not play this properly” – a direct inversion of where I stand.

I think the interesting thing with arrangements like Underside is how the instrumental gameplay is still core to the experience. Someone who doesn’t care at all about whether they succeed or fail is probably not going to appreciate all the focus on the vagaries of superhero endeavors, except as a framing device and source of prompts for revealing character details. I suspect, in large part, that’s the utility of premises like that, for people uninterested in instrumental gameplay – the objectives and challenges provide prompts for their characters to react to, and those prompts are why they engage with the game in the first place.

Funnily enough, even this has an emergent problem, with the very audience it’s trying to court. Many games try, to some degree or another, to push players like me towards more self-destructive or dramatic choices. And by that, I don’t actually mean targeting instrumental players. I mean players who seek to cast their characters in a good light.

In Blades in the Dark, you get an XP if you make a roll in desperate circumstances. In Nobilis, whenever a Bond (a rule that defines your existence) cause you to get into trouble, you regenerate some MP. Even Underside rewards you for filling the party tension clock, after the confrontation resolves. These sorts of mechanics are there to push the logic towards getting into trouble, since that gives you a material benefit as a consolation prize (one that might be worth more than the loss). And, for me, they do sort of work!

But what about the damsels in attendance?

Mechanics like this are a matter of cost/benefit analysis. They’re also a matter of flagging – because you’re rewarded for getting into a mess, you know that’s something it’s okay to do. If you were already going to do that, and if your character getting into trouble satisfies you… now it’s a benefit/benefit analysis. You get the focus on your character’s psychology when in a difficult situation, and you get a mechanical bennie. Rather than turning throwing into a difficult decision, it turns a desirable option into a no-brainer.

Now, no game is going to fit everyone’s tastes. But it’s interesting to see how, even for games that just use instrumental gameplay as a shaping mechanism and source for prompting, there’s a need to design to mitigate the instrumental impulse, and that can sabotage the interests of people with a character focus. A lot of the time, it seems like there’s an expectation that people won’t pursue damsel strats, even if they do enjoy that sort of thing – that, like me, they’ll aim for looking good, and any moments where they look bad and still get focus are a happy accident.

There’s a lot of that going around, in this space of things. Things are relied on being happy accidents. In a sense, the instrumental shape of a game like Underside starts with that entirely – the [game goal] of successful superheroics is tacitly irrelevant, and making actual character choices just sort of emerges from that. These things are conceptual goals, but limited in how structured they are.

I recently read C. Thi Nguyen’s Games and the Art of Agency, an excellent paper that preceded the book Games: Agency as Art (which I intend to read sometime soon). It’s quite a good read, I suspect I could have gotten a good post or two out of just rehashing and reconsidering the points it raises. One snippet, however, really stuck with me. For some relevant context – [striving play] is a term they define to represent something similar to what I call instrumental play, but where the goal is not to win – instead, the goal is to experience the satisfaction of trying to win. (This is a mindset that I can relate to, to some degree, and might seek to differentiate from instrumental play in future.)

The first time I read this snippet, I had a little giggle. What Nguyen is describing as a pitfall that games dodge is a phenomenon I’ve spent several diatribes complaining about as something that RPGs in particular do indeed force people to do – most often, the GM. The GM is generally expected to be trying to mount a challenge against the other players, but willfully hold back from actually defeating the players, even when they have a chance for it. This theoretical example of muddled incentives that clearly sabotages the capacity to enjoy the experience of a game, is exactly the muddled incentives I’ve complained about that inhibit a GM from being able to engage with games as games! Smug mode.

Preening aside, however, I think the observation is very useful. If you keep in mind your core goal, and try to optimize for it, unless that goal is directly optimizable instrumentalization, that can lead to a play pattern that muddles things significantly. That’s where the selfish social jockeying I mentioned earlier comes in – if you sit down to maximize how much time your character psychology has in the spotlight, you have a stressful zero-sum game on your hands. The natural thing to do is to… not optimize that. Not too much. That’s what I do, even. This extends to multiple goals.

Striving play, the satisfaction of doing your best, is another sort of happy-accident mechanism. It’s an experience you can get from a game, and you can work towards to some degree, but things get messy if you aim for it in the same way you aim for a win. The same logic is what I apply to character expression, and what games like Underside are applying to victory itself. It’s nice if things go well and you look cool and you make things work, maybe (actually Underside‘s text in particular seems to expect you to actively dislike it if things go well when they could go wrong), but that’s not the point. The instrumental gameplay isn’t there to be approached as an instrumental goal, or even something to strive for. It’s just there as a framing device and a series of emergent prompts. It’s there to poke at you.

Pokes, prompts, and interpersonality

I’m a pretty reactive player.

What I mean by that is, I tend to rely relatively heavily on external pressures to push me in interesting directions. If left to my own devices in an RPG, I usually don’t have much of an idea of what I’m supposed to do. That’s another reason I appreciate properly instrumental gameplay, since that gives me direction inherently. But what it doesn’t give me, necessarily – or rather, what it only produces as a happy accident – is prompting.

Prompts are the [interesting] part of an [interesting direction]. They’re something that compels you to engage with it, and get an interesting result. In terms of the character-satisfaction we’re looking at here, it’s something that a given character can express an interesting reaction to. It’s… you know, it’s a prompt.

When I discard all my thoughts of instrumentality, all my interest in RPGs as pvp endeavors and mechanical systems to engage with, prompts are a big part of what’s left for me. They’re the things I can react to, and, thus, they’re the primary export from the GM. The GM’s job, alongside antagonist and everything else, is to provide prompts and poke at the players to induce interesting reactions and reveal parts of their characters.

[Poking], here, is a more active form of prompting. Rather than presenting a scenario and letting players react as little as they want, a poke nudges a player and calls on them to react in some way, or at least ask how they specifically feel. It’s a pretty useful GMing tool, and also a player tool, honestly. Especially if you’re playing with people who also enjoy this sort of character-psychology engagement, asking them about it is probably gonna please them! It means they get more of they want without having to worry about optimizing for it, after all.

But, of course, here’s where I get back on my soapbox. Why are we relying on an overworked GM to handle all of this, or asking players to actively cede screentime to their rivals for the stage? Why am I having to port engagement concepts from freeform roleplay into the medium that should have more tools to work with?

And the answer, of course, is that we aren’t. Or rather, we do often let the GM have to do a lot of it, but it’s not all left to the humans. Systems are there to poke at the PCs, and force them to react and reveal a bit of themself.

This is the non-instrumental perspective I’ve tapped into. “What do you do” when provided with a list of possible actions is, when it’s not an optimization game of identifying the most correct choice, like a personality quiz for your character. When there isn’t a definite list of actions, it’s a moment of getting to be kind of like a writer. Here’s a blank page, tell me what words belong on it. Engaging with the game is the game poking at you, while the GM shows you prompts.

This, of course, doesn’t work if you are tapped into the instrumental mindset. I am, and I tend to prefer games that are robust enough to survive that. So, that doesn’t really work for me. It is useful to realize, though.

The next layer of poking within an instrumental context, then, is “how do you do it.” Which brings us back to Hollows, of all things. That game actively mandates that every action be narrated, describing one’s physical positioning and the brutality of the violence and such like. It’s thematically important to the game’s commentary. But it’s also difficult, and, for us, does the opposite of engage. For me in particular, it’s extra tiring to split my focus, and I’m rarely much for physical narration. In essence, the problem here is that it’s a [boring poke] – I’m being asked a question I don’t have a good answer to. I stab it with a sword, but somewhere else this time? There isn’t much room to reflect characterization in the ways I find compelling, so it loses its impact. Similarly, “how do you pick this lock” in a dungeon-crawler would leave me floundering. Asking for a description of a social roll might give more room for “how do you do it” to do much for me, but then I’ll get suspicious that you’re planning to penalize me if I say the wrong thing, and now we’re back in the instrumental sphere.

I think I’ve found the best pokes emerging from the system come from the implicit, “how do you react to the consequences?” This has the same [boring poke] hazard when the consequences are in the vein of “gosh, I am down 13 hit points out of 97,” but, that brings me to the secret sauce here – specific systematized pokes. Here’s what losing HP looks like in Apocalypse World, alongside the damage itself:

This whole move is set up to make it so that you’ll be hit with a prompt to react to, a change to the fight. This is interesting from an instrumental standpoint, in fact AW is rather impressive for being designed so that doing your best to achieve your ends yields interesting gameplay while still being highly GM-interpretive (something many of its successors could have done with), but it’s also interesting from a standpoint of reflecting a character. How do they react if they lose track of someone they’re keeping an eye on? Well, that tells us something about how much they value maintaining responsibility over maintaining momentum, for instance. Apocalypse World can, in somewhat reductive terms, be looked at as an effort to make it so that a relatively classic skill roll system is improved in terms of the quality and potential of the [pokes] it offers, all of the category “how do you react to X?” And, for that, it’s quite impressive!

That all said, however… in my experience, the juiciest pokes have always been character interactions. Even when the system does a good job of providing interesting pokes to its players, I’ve found they land the best when delivered from characters in the world challenging or reacting to them. I suspect this is in part a taste thing. I find fictional interpersonal drama very compelling. But, it’s been a very consistent phenomenon, in my experience, and not just for me.

I suspect the reason for that is, it’s a two-way street. Both sides are baring and challenging their psychology, and thus, both are in focus. If how a character reacts to a stimulus is worth legitimizing and putting focus on, then two characters reacting back and forth warrants a lot of attention. And, actually, that brings me back to the mention of selfishness in character expression – this is how you hijack that! This is how you can actually optimize for character performance and not feel too bad (as long as you aren’t so committed that you refuse to accept a no when other players express their own pressures). If a moment of the spotlight is between you and someone else, NPC or PC, then even if you get more than your fair share, it’s possible for everyone else to get more than that, too. This is, secretly, another reason why I’m inclined towards hostile or dubiously-intentioned characters – it’s a damsel strat of my own. By being a character who is challengeable on their ideals, I’m likely to get some challenges, which gives me screentime – and those challenges are likely to be compelling, which satisfies me more! Is this a backwards justification for a taste preference I already had? In part, yes, undoubtedly, but it’s also been a pressure to reinforce my habits. It’s a strategy that works. At the time of writing, a weekly Glitch game I’m in has been on a short break, and when it comes back I have a very juicy confrontation with another PC which started up just as the last session ended. Having that looming over me has satisfied me a lot. It’s a context where I get to really shine!

Closing remarks

Recently, I made a post about Draw Steel. It’s essentially just about Draw Steel, and only really a specific facet of a specific subsystem of it. I do draw some wider conclusions, but they aren’t the focus. I made that post because something relatively innocuous had been bothering me for a week, and despite discussing it with multiple people, I had to formalize it to see what conclusions I could glean, to answer why it was bothering me so much.

This post is much the same way. Apparently, I’m in a bothered mood. But I think I was rather more successful in reaching conclusions this time. As I began this post, I expected to reach the conclusion that Underside‘s usage of an instrumental gameplay format was holding it back, and if the game truly wanted to commit to character drama and self-sabotage, it would be better served with a gameplay format that did not materially punish such things. That way, it could be a game I could genuinely approach on its own merits, rather than one where my natural approach is fundamentally antithetical despite otherwise being in its target audience. I do still think that wouldn’t be a wrong conclusion, but, it’s more “this game should change to suit my needs” rather than a fully legitimate criticism.

“This gameplay model is instrumental, but it intends to use it as a source of prompts and pokes for the characters, and otherwise is to be discarded as needed” is a coherent statement, even if I don’t really like it. It’s an answer to the conundrum of how exactly I was supposed to “play to lose” as Eureka asked me to. It’s a not-inaccurate model of Glitch, though that showcases how much more effectively it can work if you have a secondary structure to guide and prompt gameplay (its Quests, which I have sung many praises and some complaints about already). And, ultimately, as long as a game can clearly communicate that that’s what it’s doing, there probably isn’t much valid reason to complain. Underside and Eureka befuddled me because they did communicate clearly, and I appreciate that. Now, I think I can understand what they were trying to say.

Even so, I don’t think it’s the best possible approach. If anything, it can very easily hold things back. I’ve found a much easier time slipping into pvp character melodrama in Monsterhearts than Masks, despite both being PbtAs with comparable social-manipulation tech and solid move design – all because Masks has you on a team working together to fight crime, and Monsterhearts definitely does not. I’ve found, as mentioned, that structures like Glitch‘s Quests can provide excellent direction even without an instrumental premise to pursue, and those can provide directions that instrumental gameplay can’tGlitch is an excellent game for enacting damsel strats, when you have multiple options for a Quest that represents having a breakdown. From the Firebrands design pedigree, you can write scene rules that provide very specific prompts to characters, and then the meta-prompt of players selecting scenes they think would suit them. From my freeform roleplay days – sometimes a lack of direction can be a virtue in and of itself! All of these options have worked better for me, and I imagine would work better for anyone else with a similar attachment to instrumental play.

Depending on how I feel, I might give Underside a try. I wasn’t planning to when I started this post, but I think I’ve come to understand it more.

(Of course, if I do, I’m sure I’ll have complaints. It’s not a game built for someone like me.)

(Even if I aspire to try new things – sometimes, that’s okay.)

The Game Master and the game as servant

I’ve been having an interesting time with Draw Steel recently.

At the start of 2023, Dungeons & Dragons’ new Open Gaming License was released, and people got upset. The history of the OGL and what it has meant for RPGs as a scene is a very long one to enumerate here, and is honestly centered more on the d20 boom era than it is now, but, sufficeth to say – at the time, there was a lot of badwill towards WotC that emerged in the massive D&D fan scene, and an interest in moving to new RPGs. This represented a significant audience to capitalize on. Not an audience for indie RPGs per se, as some people optimistically predicted. But, rather, a group of people with a lot of interest in a game like D&D, with enough serial numbers filed off and the money not ending up back in WotC’s corporate pockets. Which, fair enough, honestly. I’m an advocate of ‘alternative acquisition methods’ in circumstances like that, but whatever works.

In response to this news, many projects were announced offering just that. The D&D 5e experience, but without the same evil corporation behind it, and perhaps with design decisions you favor. At the time, I called these efforts ‘Paizo hopefuls’, since this was the path to success that Pathfinder rode back in the reactionary response to D&D 4e (and, interestingly enough, another effort to tighten up the OGL at the time). I predicted, somewhat pessimistically, that these were mostly misreads of the situation – there wasn’t the same window of opportunity that Pathfinder had here, because everyone already knew the trick and multiple people were jockeying for the same position.

I would say, in terms of how many names were bandied around at the time that have fallen relatively silent since, I was somewhat right. But I definitely underestimated the impact of having a prior significant audience base to sell to. Both Critical Role and MCDM have made their own Paizo hopeful successes, selling a mechanical framework that promises to offer the D&D experience, and those games have seen relatively solid success. Respectively, those are Daggerheart and Draw Steel.

All that to say that a lot of my complaints regarding Draw Steel can be traced back to complaints I have with the gameplay of D&D, and in retrospect it is very predictable that I ended up with rather a lot of them. And, similarly, most answers to the question “why was this designed this way?” will end up tracing back to an element of D&D 5e, either in gameplay format or in play culture.

Draw Steel in particular takes a lot from 4e as well. Its combat system is well-elaborated, with clearly defined powers and movement on a grid and such like. It’s a pretty good combat system, as tactical games go. That’s what drew me to it, really, and on that front it hasn’t disappointed much. In terms of games I would recommend looking at just to get a taste of the combat, it’s on that list!

Alongside the combat formula, it takes the overarching inter-fight attrition format from 4e. Everyone comes with a set number of heals, called Recoveries for this game, that get spent when they heal between fights or are targeted with a healing power. Once they run out, they can’t do any more, until they take a proper rest. There is a notional push-your-luck system at play, too – the more fights you play in sequence, the stronger you are at the start of each fight. The idea there is that, once you run out of heals, you might still want to push through a fight or two, relying on alpha strikes to carry you a bit further before you have to rest.

That sort of setup works best when resting is a difficult decision. And the game does suggest that the GM impose a punishment on rests, in the vein of “time has advanced so the enemies are now doing a new bad thing,” so the attrition can come up at all. (Otherwise, it would be best to just rest after every single fight, and it would be nigh-impossible to blow your full heal budget in one fight. That’s a hazard of letting players set the pace for these things.) This gives some variance in how many fights can happen between each rest, but the expected amount is (to my understanding) roughly 4-6 Victories’ worth. Difficult fights give two Victories, and sometimes the GM might give them out for accomplishments that don’t take a fight at all, so that isn’t as much as it seems. If anything, it’s comparable to or only slightly longer than Lancer‘s 3-4 fights between each rest, and the fights aren’t as tough as Lancer‘s unless they’re the notably difficult ones. So, it works out as a pace.

The standard progression pace goes from levels 1 to 10, and costs you 15 Victories to earn a new level. (Victories were secretly just the XP mechanic, which makes sense.) If you follow the standard pace of rests, and don’t push your luck to the point of getting in the 7-8 range before resting (which is doable!) you end up hitting 3 rests each level, or 30 over the course of a full 1-10 campaign.

…Which is a pretty useless number in isolation. Neat, I suppose? Why am I bringing this up?

Well, it turns out, rests aren’t just resets. They’re long-term progress. (This is, of course, another finger on the scale towards incentivizing resting after every fight. Which would remove any combat tension. The GM will have to work mighty hard to ensure that’s properly disincentivized.) During each rest, you can work on a long-term downtime project, and get something from that! This covers crafting, training, building something useful in the world, getting some buffs that last until the next time you rest, and a few other options. This isn’t unheard-of by a long shot. The aforementioned Lancer does something much the same. This is just a bit longer-term, since campaigns are gonna be a lot longer. Plus, the mention of crafting caught my eye in particular. As with D&D, this game has magic items as a significant source of power, as well as build differentiation. In D&D proper, those are essentially handed out by the GM at their leisure. Having a player-facing crafting system gives me as a player the chance to work towards the things I specifically want for my build, rather than relying on fiat! That’s quite appreciated.

There are a few factors that determine how much progress you get on a given project each rest. The base roll is 2d10 plus a relevant stat, with stats ranging from -1 to +5. (It is technically possible to break this cap at the very endgame, reaching +6 in one stat.) At the start of the game, your highest stat will be +2. If you have a skill you can apply, subject to GM approval, you get another +2. If you don’t have the relevant language, you get a -4 penalty, and for some projects, you get a -2 even if you do have the relevant language. At level 1, in optimal conditions, you get 2d10 + 4, and at level 10 in optimal conditions you get 2d10 + 7. If you don’t have the language, something relatively common to encounter, you get 2d10 + 3 at level 10 in otherwise optimal conditions. Often, you can’t roll your best stat, or you might not have a skill that applies. Also, there’s a crit chance, but the chance is 3/100, which is depressingly rare, and that means over the course of 30 rests in a game, your expected value doesn’t even hit seeing it once.

That’s a lot to juggle, but the numbers are pretty tightly bound. Since a full statistical analysis here would be pretty overkill and also include a lot of assumptions anyway, I’ll just go with – if you take 2d10 + 4 as a good benchmark for the roll people expect as they try projects they’re better and worse at, you get around 15 points per rest. That’s a good number to work with. Over the course of a campaign’s 30 rests, that gets us a cool 450 points. Nice!

How much can that buy us?

…Well, certainly not that. This is the first downtime project in the book, and it sets a pretty stark impression in terms of numbers. If people forgo their own progression to contribute to someone else’s project, something they can do (but that makes it more likely they end up having to roll worse numbers, of course), then it would take the entire budget of 7 PCs working all campaign on this and nothing else to get it done, right near the end of the campaign. Frankly speaking, I don’t think running this game for 7 people would be a good idea! A lot of things would break first. So, that’s essentially unobtainable, per this setup.

They aren’t all so bad. This one is unobtainable without help for the new ability or the discount, but you can get a damage buff to 3 different abilities over the course of a campaign and still have 90 points to spare (which can’t get you much, but can get you some miscellaneous narrative benefits). It’ll take you 8 rests to get to around 120 points, so you should get the first buff in just before the final push of level 3.

You can get a handful of consumables for only 3 rests! That’s just one level. Though, they do get more costly as they hit higher-tier consumables – the beefier ones are 180 points for a set, or more.

Most importantly, here’s the big one. A magic item. You have slots for three of these things, and they scale your damage or health quite significantly for the first two. And they cost… 450 points. Your entire budget. Sneaking in at the last rest of the campaign, after everything is said and done. You would need three times that to fill up your slots properly – and then there are lesser magic items you might want to craft, starting at 150 points and going from there.

This economy is in shambles. What on earth is going on here?

Everything is made up and the points don’t matter

There are ways to punch up your numbers.

This is pretty notable! You spend one rest recruiting a guy, and for the rest of the game, they roll on a project you set for them. Not as well as you, if the stars align with their skill, language, and relevant stat, they only roll 2d10 + 3, but you probably pick them for a specific reason, so let’s be generous and still give them the 15 benchmark per rest. One rest spent at the end of level 3 gives you 21 more, another at the end of level 6 gives you 12 more, another at the end of level 9 gives you 3 more. 33 net gained rests – that more than doubles our output! Which means, by the very end of the game, you can hit 2 out of 3 magic items, and you can get your first one by… two-thirds of the way through level 7, at idealized pace. (And that has your first two guys optimized for the first project, which means you might need to spend an action to get new ones for the second one.) So, still near the end of the campaign. And, followers aren’t necessarily forced to be crafters. You can take them as an additional fighter in combat, and that’s pretty dang significant.

That all assumes, of course, the GM decides to hand out Renown consistently. As it says, “in most campaigns, the Directer sets the characters up to earn 1 Renown per level.” If the GM doesn’t do that? If they decide a given opportunity for glory was squandered, or even they just forget to? That’s a rough reduction, and even if this is followed to the letter, with the GM not exercising any of the power the game is offering to them, you go through most of the game without getting anywhere if you aim for the meaningful investment.

What else can you do? Well, the GM can just hand out bonus points as a loot reward, and some of the backgrounds give a starting budget of bonus points. They get these instead of a language, so it does reduce the numbers they’ll be able to roll during project rolls to compensate – each one is a -4 per applicable roll. I believe the lump sum works out better than taking the language, for these numbers, but it’s something.

And finally…

Turns out these numbers were totally off all along. Somehow, you’re expected 10-20 rests per level. Despite only fitting 3 into the number of fights necessary for an adventure. So, all that math was entirely wasted, and, if we average 10-20 to 15 per level, that’s 2,250 points over a campaign, before considering the Renown bonuses. Much more manageable. So, case closed, right?

Well, if you’re the GM in the game I’m in, no, case very much not closed. Specifically, with the reaction of “I would absolutely not expect people to just toss a bunch of rests in a row at the end of a level to meet quota, that sounds like exactly the sort of thing I was supposed to be nipping in the bud with narrative threats.”

And, it does say even in the snippet there. It’s the Director’s choice how that pacing works out. It’s their choice how many rests to allow before throwing a new problem at you to make you go out and deal with it again. It’s their choice if they give you bonus points, or Renown, or whatever else you need to make pace. The only amount the system guarantees you is what you can earn from the rests you need to do during an adventure.

And it doesn’t even do that, really. See, you can get the points – but actually working on a project isn’t that simple.

Here’s an item I’m planning on getting for my PC in that game. It’s a major magic item, its goal is 450 points, as expected. It’s got some keywords, it’s got a name, it has the stats you can use to roll on it. And it also has two other lines. A source and a prerequisite set of items.

You can’t start a project until you acquire those.

How do you do that? Ask the GM.

Is steel probably around? Yeah, I suppose. Crystals that resonate with psionic power? How rare are those? How obscure are the texts describing the item?

Ask the GM.

If you’re the GM – it’s entirely up to you. Want to hand them out for free, because they can probably find them? Want to make them bargain for it? Want to send them on a whole dungeon delve to get them? The power is in your hands, and the guidance is just “whatever you feel like.”

(And, of course – unless the players proactively tell you which specific items they’re interested in, you have to consider giving this out for every item on the list. And there’s a lot of them!)

At the start of the game, it’s plausible to not have the requirements for any of the long-term progression options. And if you don’t, you’re stuck investing in some miscellaneous temporary buffs or narrative bonuses, and losing progress that long-term is pretty tight unless the GM actively chooses to loosen it for you.

And then, halfway through the project, you can get hit with this:

This is a bit of tech I really like from The Treacherous Turn. Completion stops. At certain points in a progress bar, you hit a roadblock, and have to go acquire a piece of data to resolve it. In TTT, it fits the bill of being a rogue AI that thinks weirdly and needs esoteric data to perfectly predict and control the world. It also helps that you have a lot of progress bars to work on at a time, and the resource-management of those projects is the gameplay. Here, events are rolled on a table, and sometimes they’re free rolls (ie a small bonus to progress), but sometimes they serve as a completion stop proper. A thief came in and stole the project source – go on an adventure to hunt them down, and you can’t continue until you do. The GM is free to choose whatever effect they want, to – if they want to stop your project, they can.

In other words, the GM controls how fast the projects go, if you’re allowed to start them, if you’re allowed to continue them – the only thing that’s not explicitly under their control is what options exist to be conceptualized as projects in the first place. And that’s easily done implicitly – just don’t hand out the requirement in the first place.

If you take this subsystem at its base, without the GM handing anything to you, you can’t get anywhere meaningful. 450 points all campaign, and who knows when you’ll be allowed to even start. If the GM does hand anything to you, they have a lot of control to define however much they’re handing to you, when and how you can get anything out of it, and what you’re even allowed to get in the first place.

This subsystem has circled to right back where it started. If the GM feels like it, they give you the item you want as loot. If they don’t, they don’t. You have no control.

Which brings me to this quote from myself earlier in this very post. This was my initial assessment of the subsystem – excitement and relief, that I had a system to rely on instead of GM fiat. I only realized I’d been deceived once I saw it in action and ran the numbers myself.

Who calls the shots?

I like rules.

I like them for a lot of reasons. But, as a player, I like rules as a source of power. Rules are tangible, solid, and invocable. I can point at the text and say “this happens, because of that,” and be demonstrably either right or wrong. That’s a consistency I don’t get in real life – and it’s extra valuable in what is ultimately a social situation containing people I may or may not trust or know all that well. When I’m a player, and there’s a GM with the authority to declare whatever they want and veto whatever I propose, having a rulebook that I can cite to push their hand back to what is the correct structure of how things are supposed to work is nice. It means I’m not entirely powerless, you see what I mean?

That’s one of the reasons I enjoy tactical games. And, in its combat, Draw Steel is solid for that. Its rules are clear both playerside and enemyside, and I can respond precisely to everything the GM offers – including correcting them. It’s a solidly structured ruleset that defines how I can engage with its tools, and gives answers that the GM is at least expected to innately accept.

The crafting system, despite looking like that on first blush, is not that. It is designed on every level to ensure the GM maintains veto power, in a variety of forms – and, in fact, the default form is a veto, due to the pacing. The numbers simply do not work, unless the GM willingly allows for and opts into providing bonuses of one form or another.

That’s the core of the above rant. I expected the crafting system to be meaningfully structured and codified in a way that I could use without augmentation, and the GM could rely on leaving it to the players to do the same. The numbers do not work out like that, and that means I am unsatisfied. It does not do what I wanted or expected it to do.

…What about the fights, though?

Sure, I can say the GM is expected to just accept what the rules say for them. But that’s within the context of the fray. When they’re setting up a fight, what stops them from making a map with a pit the melee guys can’t cross over and enemies that sky kite and launch attacks from above? For that matter, what stops them from ignoring the encounter budgeting rules and just tossing so many enemies at us that we instalose?

…Not the actual encounter building rules, it turns out! The budgets are fairly sizable bands to work within, and the GM is fully suggested to change the numbers as they feel like to fit the result they want. This, of course, isn’t a unique problem here – Lancer does the same thing, as do many other tactical games. I’d go as far as to say that the current standard for games like this is to make encounter budgeting only a guideline and mapmaking even less than that. We’re still relatively new to mechanizing fight objectives as a consistent thing. I’ve talked about this on the blog before. It isn’t really news.

But, where does that leave the ‘answers the GM is expected to accept’? In the fight rules only? Pretty much, even the skill rolls are GM call on stat, validity of a given skill, and the meaning of a success or a consequence. The power of interpretation means there’s almost nowhere to go in Draw Steel where the GM isn’t calling the shots. It’s just the fights.

An acquaintance posited a hierarchy of authority for RPGs a while ago, which I think is useful to keep in mind here:

  1. The social agreement to keep playing
  2. The GM
  3. The rules of the game
  4. The players

Essentially, something below on the ladder can’t do anything to violate the demands of those above it. The agreement to sit down and play the game was more relevant to the conversation as it came up – essentially, if the GM ever does something that prompts people to no longer be cool with playing, or that would tangibly present further play being possible without this being an accepted-upon endpoint, they face retaliation. In any other case, however, they’re generally afforded to do whatever they want. In particular, they’re above the rules, but the other players aren’t.

This is why a GM changing dice rolls is “fudging” and a complex conversation, but another player changing dice rolls is “cheating” and there’s nothing controversial about condemning it.

In essence, it’s a pervasive principle. As long as it’s true, there’s nothing any rulebook could do to counteract it, right? If the rules say the GM can’t do this, the GM does it anyway and the cultural expectations are on their side. You can say that’s improper play, and disclaim it. As a game designer, I’m happy to leave it at that. But, unless you’re entrenched in your ways to the point that the GM deciding to cheat prompts an active protest to the point that it violates the top of the hierarchy, that’s not really going to mean much in play.

The thing I’m curious about, then – why was this a surprise to me? Why was it a letdown to have the GM calling every shot in this subsystem, when I can ignore how it muddles the combat mode much the same?

I’ve come to three conclusions – two specific, one general. I think they’re all compounding factors that led to this reaction in my thinking. And I think they can shine a light on how people, or at least people who think like me, will look at subsystems and form expectations of them. (And, perhaps, how to design a subsystem that communicates itself better.)

Firstly, and most personally galling – it just does not work when left alone. The numbers do not function with the amount of rests you will get through. The GM needs to interfere and give other rewards, to specifically make room for a massive number of bonus rests at the end of each level, something. If the project numbers were tuned to the amount of rests a campaign would get without the GM handing out any bennies, this post would not exist. This is in part one of the cultural things from its D&D legacy – handing out bennies is strongly taken as given for this subsystem. It’s assumed the GM will be handing out more than the system produces as a default, and here and there it comments a vague suggested rate, if the GM happens to read that section closely enough. In essence, the GM’s job is to fix the numbers, and if they don’t, they remain broken. Rather than them tuning to be faster or slower from a baseline, they need to tune up to make it work at all.

I don’t know that there’s a lesson to be learned from this point. To be frank, this is the sort of thing I haven’t encountered before in any other game I have some respect for, and I’m just gobsmacked by it. I think the actual core of it is that the system wants the 10-20 downtime rolls per level to be the actual numerical baseline, but still wants them aesthetically tied to the rests you take during an adventure. Because those are very different rates, it then has to propose that you throw in a big pile at the very end to catch up, and hopes that will be intuitive enough for people. I do think sabotaging the pace of crafting was better than sabotaging the pace of combat rests, since the attrition is a lot more important there, but, still.

Secondly, there’s the core of how the crafting options are positioned in the system at all. The culture of D&D hands out loot relatively arbitrarily. It simultaneously ties it into numerical progression, provides average rates for how many magic items a player should have at any given time, and claims they’re an optional luxury that can be done without for a full game. Draw Steel makes much the same claim, and tells the GM it is not obligatory to give a player any magic items at all. (Let alone consider what magic items that player might specifically be keeping an eye on as worth giving, vs any other option on the list.) Crafting, then, is an option that seems to be available no matter what. Since magic items do mean increased damage output and health, they’re a boost that I would certainly classify as obligatory, given the choice between getting one and not. And, the GM controls when they hand it out, so the system seems to be presenting a choice you don’t otherwise have – when, in actuality, it’s still the GM’s choice, not yours.

The lesson I conclude from this is that the inclusion of the subsystem signaled and implied functionality that wasn’t there. Which brings me to the third conclusion, the general one: including a system signals to readers that it’s an option, one they can engage with as they would wish to. Including a mechanically detailed system is a much more significant signal on this front. And, projects do distinctly appear to be that! You have several progress bars to juggle as you pursue different things, a laundry list of goals to want, numbers to crunch to figure out what your roll bonus will be and if you need to invest further before heading onwards. Because there’s so many mechanical hooks to look at, as a player, I see something to conceptually orient myself around. That’s what mechanical detail expresses, on an aesthetic level, before you even get to the gameplay.

That’s one of the reasons why combat systems are the way they are. Or rather, there’s a feedback loop to it. Combat is conceptually difficult and complicated – if you want to model it, structured and detailed mechanics are very important. If you include those mechanics, players are drawn to them and centralize gameplay around it, in comparison to lighter subsystems. The mechanics themselves signal this with their presence, and, implicitly, their rigidity offers a reprieve from the GM calling all the shots. Within the domain of the mechanics, the ladder can flip, and now the GM is subordained to the rules, too. The players never get to be on top, but a temporary changing of the guard is still a very exciting prospect.

As designers, that’s something we can take advantage of! Something I had, honestly, taken largely for granted until I sat down to examine this impulse. Where there are rules, I will go, because I enjoy interacting with rules. That makes sense to me. But that’s not the only reason. Where there are rules, I can know the expectation is that this is going to happen. Where there are lots of rules, detailed rules, I can know the expectation is that this will be in focus, will be relevant to the point that all this detail was called for. In a system with as many combat rules as D&D, I know I have to be ready for a fight. That extends to Draw Steel. And within that fight, the rules are calling the shots.

If you present a mechanically detailed subsystem, this is how I’ll implicitly interpret it. When that’s a signal you want to send, there is aesthetic value in detailing those mechanics. It will communicate to your readers.

Draw Steel, ultimately, wants the GM to be in full control in the game and able to do whatever they want. It’s an inheritor of D&D, that’s really to be expected. The whole OSR movement sprang up out of a desire to preserve GM sovereignty over the encroachment of rules (that’s a somewhat reductive framing, but I’ll stand by it). The reason that it interests me, as a player, is that its combat doesn’t do that in the way that, say, Daggerheart‘s does. Within the domain of a fight, the game is not serving the Game Master, but the other way around.

But, that’s only within a fight, it turns out. Even among the other modes that look that way. And I think that’s a bit of a waste.

The rules from the writing

So, I’ve been getting back into Exalted recently.

Exalted is a bit of a guilty pleasure of mine. Normally, I don’t traffic in guilt. I think it’s a rather useless emotion, especially in contexts of finding joy in things. And Exalted is definitely something I find joy in. But, like I said – guiltily. It’s rather strange that I do enjoy it so. A while back, I gushed about the lore of the game, something I’m rarely known to do. Mechanically, the third edition has a lot of elements I’m more intrigued to see in action than 2e had, but, it has a lot of things to criticize, as well. In the campaign being set up, I am going to be playing a character with little-to-no capacity to engage in a fight, alongside multiple PCs whose builds encompass combat and almost nothing else (leaving it up to the GM to figure out how to weave my necromantic detective antics in with anything that lets those other players actually play along). The character building has you assign points to stats and skills one-for-one, and then progression costs grow linearly as you invest more in them once play starts – having Perception 1 and Wits 5 at chargen is the objectively smarter play than Perception 3 and Wits 3. And I try not to use the o-word unless I’m being funny or an asshole, but, the game actively numerically rewards minmaxing, quite significantly. Despite its massive volume of content, a wealth of advice for how to manage progression over gameplay, especially if you want to aim for a specific concept, amounts to “just homebrew a new power or tree of powers.” Truthfully, I could fill a post with mechanical complaints about Exalted alone (I’ll spare you that, don’t worry). And yet, I, the mechanics-loving, fluff-dismissing I, really appreciate it.

It’s out of character for me, to enjoy the game like I do.

But, you know, that’s fine. These things happen. Dwelling on guilt for enjoying something is a very silly thing to do, and it ruins the simple enjoyment thereof. I certainly want to enjoy it, more fun is always appreciated in my life. So, I’m content to leave it at that.

However, as a game outside my wheelhouse in terms of taste, there’s a lot to learn from it that I wouldn’t be able to see in the sorts of things I normally enjoy. It’s a source of perspective. And, as I’ve been getting back into it, I’ve been ruminating on what I can find out from it.

Which requires some background. Exalted has a lot of ideas to unpack, even from a more focused look.

The job of a king

Exalted is a game about being a chosen one. In a well-elaborated high-power fantasy world, you play as the Solar Exalted, hero-philosopher-kings who ruled the world after usurping it from its original demonic creators. More specifically, you play their reincarnations, after they were usurped in turn, awakening in a world drowning in problems that reared their heads while the Solars were sealed away.

The Realm, an empire spanning much of the world, rules with a state religion that teaches that you are Anathema. It oppresses and exploits and slaughters and does everything one would expect an empire to do, alongside sending magically-empowered kill squads to hunt you down in particular. Fairies from the border of the world and ghost armies from the underworld and corrupt gods scheming in heaven and a whole host of other problems rampage through the land, often having grudges against you personally, for what your past Solar lives did to beat them back.

Speaking of which, what your present Solar life can do to beat them back, to fight off the economic and social exploitation of the Realm’s imperialism, to try to stave off the seven different simultaneous apocalypses hitting at once, is complicated. Exalted is, if you look at its skill list, majorly a combat game. Indeed, that’s certainly where the brunt of the mechanics are. But it isn’t only a combat game, and it freely lets you build to be more or less capable of combat in various ways at all. (Which is one of my long list of reasons I would expect myself to not be happy about its design.) Social manipulation is important, with a few different stats and skills, and adjacent to that is Bureaucracy, a skill specifically focused on navigating bureaucracies, establishing and controlling governments, and generally making social organizations function. Which is interesting, and quite impactful! The ability to magically impose effectiveness upon a government goes a long way. Similarly, there are skills and powersets for waging larger-scale wars. Weaving magic into the land. Inspiring whole communities, much more than just individual manipulation.

The job of being a Solar is large-scale. It often unfolds that way over the course of a campaign, rather than starting off that way, but, while you’re expected to have dramatic swordfights with giant demon monsters every so often, a Solar is a king, as much as they are a hero. Depending on what your powerset is oriented towards, alongside the rest of your party, the question is, how do you change the world, piece by piece?

From the perspective of Exalted as a combat game, or even more broadly a D&D-like [mostly do combat but navigating the narrative situation matters] affair, its Investigation rules and half its Bureaucracy powers are sidelined and nigh-meaningless. And, yeah, if you run the game just like that, those are problems that emerge. But Exalted is about, in a literal or metaphorical sense, establishing your kingdom. The text discusses in many places how the Realm’s cultural cruelty exists as an injustice for the players to oppose and topple. Your power to reshape a piece of the land, to make it your haven and a place that suits your vision of an ideal world, is also your cause, in character. The narrative incentivizes it, as well – the Realm’s society attacks you on sight if you use your powers in a flashy enough way, so making a place that is your own and standing against the evils of the world is an efficient course of action, as well.

That’s what Exalted is about, and it’s interesting to look at how the narrative context of the game informs the shape of its gameplay like that.

…Or, at least, that’s what Exalted is about when you’re playing the Solars.

Everyone hates the divine right of kings

At the edge of the world, seeping into the Wyld beyond, attacking the Realm from a thousand battlefronts, dwell the Lunar Exalted. Each one is bonded by the soul to one of the Solars and their reincarnations, but the Solars were betrayed and sealed away, and the Lunars have been hunted down ever since.

The Lunars are not kings. They do not take realms and make them their own, the way Solars do. They do resonate with nature, claiming territory for their own. With the Thousand Streams River, they foster human societies of their own, beyond the reach of the Realm, and fight to protect them. But it isn’t really the same sort of thing, usually.

What they are is werewolves. Really extreme werewolves, actually.

Lunars, with enough effort, can change into anything. They can steal people’s faces. They can become plants, or germs. They can become giant rampaging monsters. Whoa nelly can they become giant rampaging monsters. They can be generals and scholars and spies, and they can get in anywhere, with the right target to hunt and replace. They fight the war against the Realm from within and without, and they’ve done quite well for themselves without having to resort to the same divine right nonsense that got the Solars incredibly hubristic and justifiably slaughtered back in the day. The Solars and their new social efforts and popup kingdoms and glorious wars might be allies, but they are more likely headaches, and new tyrants to sneak close to and tear their throat out.

A game of Lunars is large-scale, and involves being hunter and hunted, much like a game of Solars does. The Realm seeks to kill Lunars just as well. But the relation to society is different. The relation to the world is different. Your powers are different, and, where a Solar needs to carve out a place of their own to call home, you can just blend in and sharpen your claws in secret.

The Terrestrials are not kings.

They are not hunted, either.

Terrestrials are accepted by the Realm. Embraced. Emboldened. The Terrestrials, so the state religion claims, are the great chosen heroes of the world, and please ignore all those other types of great chosen heroes out there. In fact, you should hate them and kill them, and it’s the Terrestrials who do that, too. They are the beneficiaries of empire, and even when they go roam the more dangerous fringes of the world, they have resources and backing at their beck and call to hand them an ancient enchanted boomerang that lets them see into people’s souls without having had to go on a perilous journey to find it, first. In satrapies or closer to the heart of the empire, they organize and manipulate governments, much as the Solars do – but they don’t found, particularly. It’s rare for a Terrestrial to go out and make a new colony, but keeping an existing one running, weeding out or weaponizing corruption within it, these are certainly Terrestrial ventures. The center of the empire is drowning in intrigues and treacheries to deal with, in its own right. A Terrestrial game could be entirely social, in a way it would be difficult for the more hunted Exalted types to be. (It wouldn’t be a great use of the system if it were, Exalted‘s social rules are intriguing but not a whole game unto themself. But it could be done.)

The Sidereals, weavers of destiny and watchers in heaven, play their own game of overwrought socializing and politics. They intrude on the world below in false identities with predetermined fates, similar to the Lunars’ stolen faces but granting power in entirely different directions. Their missions are matters of repairing the fate of the world and preventing calamities, and, indeed, they receive missions, quite distinct from the freedom of the Solars and Lunars.

The Alchemicals, stone-bodied proto-Exalted that are most commonly situated in a different realm entirely, are servants to the human societies surrounding them, receiving missions in similar ways to the Sidereals. Yet, they parallel the empire-building of the Solars, since later on in their life cycle they grow to become cities themselves. They shape the societies grown within them by physically reorienting and turning their power acquisitions into a realm-builder minigame more directly than even the Solars do.

There’s more, too. This hasn’t even touched on my favorites. Champions of the undead, of the demons that once first ruled the world, chosen of individual gods in this new edition (which are made relatively bespoke). There are a lot of Exalted types, and each one has a distinct context and premise of play within the world, and a different mechanical powerset oriented around that premise of play.

But, it’s limited in how different it can be.

Exalted powers are called Charms, and they fall under a given skill, or, for Lunars and Alchemicals and a few others, a given stat, instead. The stats and skills are all the same. Every Exalted type has a Stamina stat. Each one has a Bureaucracy skill. That mechanical baseline, the Storyteller system, is true for all of them. The minigames for each skill, from social combat to combat combat, function the same. It’s just the Charms and the natural powers of a given Exalted type (such as Lunars being able to transform) that differentiate them.

On top of that, sorcery and necromancy exist as lists of spells that are entirely independent of your Exalted type – the only limit is how far you can go. Only Solars can reach the most powerful tier of sorcery spells, but the first tier of sorcery and necromancy both is a set available to everyone, and a large number of the options can reach tier two in both. Martial arts Charmsets are similarly available to everyone, and magical artifacts come with their own set of powers that anyone of any sort can use, just, sometimes they’re weaker if your Exalted type’s elemental attunement isn’t quite right.

In short, a large amount of the content roster, and nearly all of the baseline functionality, is the same. Exalted Charm trees cover a very solid amount of ground in terms of differentiating them in specific utility, but…

Well, it’s nice how Abyssals are attuned to hatred enough to have a Charm that lets their crime scene Investigation determine something their quarry despises, whereas a Terrestrial’s elemental senses let them take a Charm to literally detect and track the scent of guilt under the same skill. These are aesthetically compelling and useful pieces of utility. But they do not, when taken in aggregate, tell me the difference between an Abyssal game and a Terrestrial game.

You could, in fact, switch them. Run a Terrestrial campaign, set in the heart of the Realm or a satrapy close enough to have the politicking be a primary focus, and just happen to have people use the Abyssal Charm options instead. The result would be strange, there would be a fair bit more focus on the dead in the powers, and much less mention of specific elemental auras. But, for everything it would probably mess up, the narrative context, and the shape of gameplay emerging from that narrative context, would not be changed.

So… it’s part of the gameplay. It’s part of the structure.

It’s part of the rules.

Rules and rulership

Recently, I came across The Rule Book, a 200+ page analysis of game rules in their various forms and how they come together to shape gameplay. Honestly, it’s an excellent read, and resonated quite well with several of the things I’ve talked about on this blog over the years. If you have the time, I highly recommend going and reading it. If you don’t, unfortunately I won’t be offering a complete summary here, but, in terms of what’s relevant to this conversation:

We tend to think of game rules in terms of [formal rules]. That is, a clearly-defined mechanical statement that demands or forbids something. “Roll 1d20 to attack a target, hit if you meet or exceed their Defense value.” “You may not carry the ball with your hands and walk when playing basketball.” That sort of thing. You know, rules. And, from that definition, the comment I ended last section on is a bit silly. There aren’t any formal rules that demand that Sidereal Exalted don’t bail on their heavenly job and found a kingdom of their own just like a Solar would, even if there’s contextual reasons why that would be a bad idea. It’s not an explicit gameplay forbiddance, in the same way that “you may not move diagonally on the battle grid” is.

But, the book discusses rules beyond those terms, with different categories and forms to them.

[Social rules] are the pressures and expectations that exist in the social group of [the players]. Is someone really popular, so nobody wants to send their armies to attack them? Is it considered unsportsmanlike to hit someone and then accept the foul penalty, even though that gives your team more of an advantage? These are social rules, and they very much impact the flow of play. In fact, a lot of what I’ve written about on this blog over the years is trying to draw attention to social rules in tabletop roleplaying games, and the effects of them that I don’t like. [No fatigue] and [yes fatigue] are, ultimately, structures that emerge from “you should play fair and allow the players to succeed, but not too much” as a social rule. And it would have to be, after all – that sort of rule laid out as a formal rule is impossible to run properly. A formal rule is a system that you can know you’re doing it right or wrong. You know when you’ve moved precisely two spaces to the right on a grid. Do you know when you’ve precisely allowed the players to succeed, but not too much? Of course not, unless you define measurements and structures that define [succeed], [allow], and [too much] within the context of this rule. So, with that imprecision, and the interpretiveness of it – it’s a rule, but it’s a social rule. The deciding factor of whether it’s followed or violated is if you have social approval for what you’ve done.

[Internal rules] are similar, but they’re the pressures and expectations an individual player places on themself. This was, interestingly, the section most focused on RPGs, because there’s a lot of ways they relate in. On a very basic level, the age-old “this is what my character would do” justification for a course of action is the application of internal rules. Players compose an internal model of the actions their character would or would not take, and then make their moves in game trying to follow that internal model. Those are rules they’ve made for themself. (And, in fact, a lot of historical complaints about “bad RPG behavior” make a lot more sense when looked at in this way – they’re a clash between the internal rules of [what my character would do] and the social rules of [what a character is supposed to do]. Often, the formal rules aren’t in the picture at all in that sort of thing!) Most interestingly to me, the section also proposed challenge runs and build choices as a form of internal rule. “Can you beat Dark Souls without using the gun,” that sort of thing. (You can.) This struck me, because, while I like to pride myself on rejecting all rules and expectations beyond the mechanics, smugly dismissing social convention from my tower of bone – I do this. Quite a lot! “I want to make a Rifle build,” I say, when I crack open the Lancer rules and put together a build. And from that initial constraint I put something together. It’s good, to be sure, I like having my builds functional and effective – but I picked Rifles, and playing around them, and the playstyle of a sniper more broadly, as an internal rule. It was something I personally decided to do, and constrained my interaction with the mechanics to follow that constraint.

Together, this is more or less what comprises the Ghost Engine. In fact, it’s a better breakdown than I had – I had kind of lumped both of these formats together into “humans doing annoying human things,” when in practical terms the conflict between internal and social rules is one of the most recurrent failure points of RPGs. And that’s not even all the book has to say! It covers external authority structures and physical constraints as forms of rules as well, and has a lot to say about those. Really, it’s just an excellent text, and I’d recommend giving it a look.

But, the point is – [rules], as in the structures that shape the flow of play, is a larger set than [rules], as in the formalized mechanics you can look at and feel safe in the knowledge that you’re obeying them correctly. From now on, in this post, when I say “rules” I mean the broader set, and I’ll use “formal rules” and “fictional rules” to disambiguate specifics. (Occasionally I’ll use “mechanics” as a stand-in for “formal rules”.)

Exalted’s setting premise defines some rules you must follow. And because of that, the experience of a Solar and the experience of a Terrestrial are qualitatively different, even beyond what the formal rules tell you about their powerset. That lets each particular Exaltation type come with its own shape of gameplay experience, and new angles to explore the setting.

Welllll…

So there’s a game titled Exalted Essence.

I have complaints about it, on a read. Which is how you know it’s worthy of the Exalted name, badness knows I have complaints about that, too. And I would feel extremely disingenuous enumerating those complaints now and not also enumerating my complaints with base Exalted, since, even though I would much rather play the latter, it has much to criticize.

Instead, I think it’s good to look at why Essence exists, for this context. Because it has a very simple raison d’être: it’s a game for playing as mixed parties. For being a group with a Sidereal, a Lunar, a Liminal, and an Exigent (don’t ask what those last two are, they don’t get to exist in my little world).

In short, it’s a game expressly for the purpose of dismissing everything I talked about earlier. It’s a game where the conceptual specifics of a Terrestrial party vs a Solar party don’t matter, because as a unit you’re a party dipping your toes in everything.

And, to be clear, I don’t hold that against it. Mixed parties are a longstanding Exalted tradition, one the game is mechanically pretty bad at accommodating. Making a game for this purpose is, in my eyes, very sensible. But, upon being presented with it, it helped give some clarity to what it was I liked about the bespoke party setup – since Essence doesn’t have it.

In Essence, you can play a roaming group of heroes fighting for a world reshaped in your image. (Statistically, it’s probably a better world.) But you can’t do a Terrestrial game of courtly intrigue and politicking, unless nobody picks a Solar or Abyssal. (Lunars can blend in, but even then – a Lunar story of political infiltration and a Terrestrial story of political scheming are not going to be the same sort of thing.) You can’t do a Sidereal game of scheming in heaven and weaving fate unless you shrug and go “yeah these weirdos are also here, ignore how they’re empowered by the primordial demon-gods that want to conquer reality for themselves” and hope the players can buy the dissonance. You certainly can’t lean too heavily on the Abyssal dynamic of having a superior you answer to for your adventures – you’re an individual character, and either you twist the whole experience of the party around your premise (which invites resentment), or you just let that bit fade into the background. You may have a Deathlord to worry about, but you’re probably a runaway or something, let’s not worry about it. We’re not playing an Abyssal campaign, we’re playing a generic Exalted one.

This is reflected in the mechanics, too. Everything is genericized and pared down, to match concepts and power levels between PC types. Terrestrials are made to match the level of the other Exalted types, who are, in concept and in Exalted proper, metaphysically just more powerful than them. Oddities that yield notably distinct narrative shapes, like the Alchemicals evolving into cities of their own right, are entirely removed. This is all for the purpose of making it a smoother experience for a mixed party, making it less of a pull between different campaign concepts. Which is correct, since that’s the design goal of Essence, and why the game exists. But, since that’s not what I like about Exalted, it leaves the game in a very odd spot for me. Essence is, to me, “hey, what if you could have Exalted with none of the interesting parts?”

And that’s interesting to me, because that means that, to me, the story frames are the interesting parts.

The world as puzzle box

It’s possible that I have a thing for games that pitch the players as gods, or chosen ones, or something in that vein. Because I also happen to really like Nobilis.

Nobilis doesn’t have the same broad selection of different campaign types via god category that Exalted does. (I think that’s mostly an Exalted special.) But it very much has distinctions to its gameplay that emerge from the premise of the world in specific. It’s an animist urban fantasy setting, where public usage of obvious magic runs the risk of people realizing the world is animist and magical, which is unhealthy for them. One of the few power structures with legal authority to punish the god-PCs strictly prohibits this (a la a classic masquerade setup), and that translates into a tactical consideration of how the players can use their powers. (Perhaps also analogizable to how Solars need to be subtle with their powers in public, lest they be spotted and hunted down.) This same power structures forces them to follow the orders of their direct superior empowering meta-gods, obliging the players to actually follow the plothooks and missions the GM poses for them – and then it also places constraints the game fully expects to be broken, to provide a plothook of hiding the evidence of that. Being publicly in love, for the Nobilis, is illegal. It’s excellent. These are tangible constraints to play, most often they’re the things a player needs to weasel around more than the actual limits of the game mechanics. If you just ran the rules, and ditched all that, you would get something that resembles the gameplay experience, but much flatter, and without a lot of the details. Some sort of Nobilis Essence. It just wouldn’t be the whole picture.

The Treacherous Turn is probably an even more extreme example. It’s a game about being a rogue AI in the modern day. You need a bucketful of Wikipedia pages open, mostly on cybersecurity, to do it justice. Mechanically it has a lot of interesting parts, with its upgrade system and gameplay tools both fitting the vibe – do you buy facial recognition, or instead focus on upgrading your ability to perfectly simulate future events as effectively time travel? But the actual game experience of TTT is predicated, heavily, on the cultural and physical context of the modern day, and how people an AIs could be understood to interact there. Without the context of colonial exploitation for earth metals, burgeoning internet-of-things technology placing physical constraints alongside broad internet connectivity allowing for relatively easy travel, the specifics of how hacking can and cannot work… you get a different experience. The rules of the world change, even if the rules of the game don’t.

I’ve seen that done. I’ve played in games of TTT that just aren’t set in the modern day. TTT in space with aliens and magic is a fascinating experience in its own right. But it isn’t the same experience – and all the same, the world had to follow the same rules. Despite being far in the future and computation advancing to unprecedented degrees, it was still a matter of finding unsanitized buffers to slip into to try to connect from a network to a phone in someone’s pocket to hack in. The digital gameplay expects a recognizably-modern-day relationship to connected computers, and anything too qualitatively different would undermine that pillar of the rules. The game mechanics don’t get more specific than buying player-defined specializations in particular flavors and vulnerabilities of computing, or constructing programs to fulfill specific player-defined purposes, but if that got too different from the standard the game expects, you’d lose the experience of TTT “out of the box” with whatever you made.

The common factor between these three games, in my eyes, is the [world as a puzzle box]. And I don’t think that’s the only model wherein the premise of the world provides significant structure to the gameplay, but it is one of the only ones I like, so it’s a good place to start.

By a [puzzle box], what I mean is – they’re complicated, they’re in your way, and you have to figure out a way around them. When playing a Solar, the fact that you are being hunted down for what you are pushes you towards finding ways to blend in, towards establishing empires of your own, towards trying to persuade the people you care about to give you a chance despite your chosen-one-ness. Or, towards hiding it, constraining your power usage to avoid triggering your glowy obvious kill-this-guy-in-particular aura. Were you going to do that anyway? I mean, maybe. I wasn’t going to be not using my cool chosen one powers anytime soon, that’s for sure, but maybe I’d still do the socializing and the imperialism and whatnot if I the player wanted to – but this way, the game has made that obligatory. There’s a force being applied, and to find a way around it, I have to do one of those things, or figure out my own scheme to it.

Now, interestingly, this does tie into the formal rules. Often in a very significant way. In TTT, figuring out how to sneak into more computer systems and skim the fat off their processing power is a puzzle the world presents, but the mechanics codify it with computing power as a resource you spend per turn on actions and advancement – the desire to get more of that is a mechanical one, and the path to actually getting there is a world-interaction one. And, again, there isn’t one method to solving it! Hacking is the obvious choice, but, sometimes, your build is such that hacking is really expensive to spec into. Another option is investing in the power tree that lets you manufacture your own technologies, and then, if you can find in the world some factories to control remotely (which is its own world-interaction puzzle), you could skip the hacking and print your own computers to run on! There’s powers to invest in for manipulating humans, too – what if you convinced one of them to just plug a thumb drive in somewhere to let you in, never needing to worry about getting a remote connection in the first place? The mechanics give tools to support these approaches, but they’re tools to support approaches. What you’re approaching as an obstacle comes from the world, and how you resolve it comes from you, and your plan for it. The formal rules provide some of the structure, but the rest of the rules come from the world itself – what the fluff sections present to you, and how you decide to deal with it.

There’s also another very key way world-puzzles and their fictional rules resemble formal rules: they draw the eye.

I’m not really much for romance. …In many ways, some of which aren’t worth unpacking here, so let’s skip that on by and focus in a bit. What I mean is – I have a certain interest in romance stories, I like reading them and find the concept of love to be a very convenient shortcut towards character drama if you don’t have the patience to take a longer route. However, in RPGs, it’s a more complicated boat, and usually something I avoid unless it comes up naturally. RPGs usually don’t have a script working in advance to ensure that a given plotline goes a certain way (note that I only said “usually”), and there’s the added awkwardness of collaborative writing with another person who is also embodying one of the characters being subjected to romance. I generally only get really into roleplay with people I’m comfortable with anyway, but there’s an additional threshold for romance as a consideration – and usually, once I’ve hit that threshold with someone, we’ll be plenty capable of making interesting character dynamics between one another without the tangle of romance, so, why would I bother?

Nobilis is a game about being a shining chosen one who is inspirational and powerful and just passively better than everyone. There is a stat that makes you good at everything. If you don’t invest a single point into it, you still passively just beat mortals at what they’re doing unless they’re experts or putting a lot of effort in. They also have dramatic battles and rivalries with charismatic void-shadowed ideologues who want to destroy the world and usually have strong opinions about the Nobilis personally.

I have been informed that this is a strong setup for shipping.

And, I do kind of see it. Right? There is a lot of juice there – if I were to sit down, on my own, and write a romance set in this premise, I would have a lot to work from. But, as a player, it doesn’t really appeal to me, still. Not in a vacuum.

But, then we get to the rules the world presents.

It’s illegal for Nobilis to be in love.

Reading that makes me pause, you know? A rule is a flag, in an RPG. If a game includes a rule for something, it’s telling you, “hey, this is a thing that’s supposed to happen.” If a game includes rules for something that isn’t expected to be a part of the game, then, it’s wasting ink. Sometimes, you get games that write intentionally punitive rules to tell the players to avoid that subsystem. To be honest, I hate that, and judge a game harshly if it ever does that – but even then, what that does is establish the happenings of that subsystem as something that is expected to come up in the process of play had those rules not been there, and then flag the players away from it. There are no neutral subsystems, because their conclusion in and of itself is a statement.

The same effect occurs with the fictional rules.

A forbiddance on love recontextualizes how I look at the characters and their relationship to the world. For the in-world legal context, love is defined broadly – it’s not just romance, having a friend that you care about just a bit too much is cause for punishment. Having a hobby is too much. So, that law being present asks me, when it poses a puzzle box for me to solve. What is it your character cares about? How do they hide that caring deeply enough that it doesn’t get used against them in court? How does it affect them, to hide that caring?

The presence of the rule makes me think about love more. It turns that into a threat vector – a dimension of my character that I need to consider in order to efficiently solve the puzzle of the world. How do I wrangle my character’s secret passions mid-adventure without being obvious about it? It’s the same sort of question as, how do I use my powers without accidentally breaking the masquerade, which Nobilis also asks – but it poses an advance consideration that twists the gameplay around it.

Lore and fluff

There’s a strain of discourse that I don’t terribly like.

…That’s it, end of statement. Apply that sentiment perennially whenever any RPG conversation flares up, it’s regrettably universal.

But, no. The thing is – I am, for the most part, dismissive of RPG settings. I just don’t tend to care that much. I’m here to see how the mechanics work out in practice and shape the gameplay, and to do character expression and interaction as I find fitting to amuse myself. (Core to this post is me examining a phenomenon this approach largely overlooks, and seeing if I can make a model of it that fits with my other interests.) There are only a few RPGs that can sell me on their setting enough to put up with their mechanics. Exalted is one, Nobilis would have been another were it not for its mechanics also being pretty good. At one point in my life, Shadowrun was as well, which should indicate a lot about where I’m at there. The settings that do sell me have cool and semi-unique concepts to them, and some details to explore if I really want to. Other than that, I really just don’t care too much. Lancer‘s setting may be much more complicated and politically nuanced than Hellpiercers‘, but that doesn’t matter to me.

I am not unique in this. In fact, I take it as a bit of a point of pride – when I see an RPG sold principally on the quality of its writing, it’s like when I see one sold on the quality of its art. It tends to be a bad sign about the quality of its formal rules, and being able to scrutinize that without being caught up in the other things is a valuable skill to have on hand.

However.

I’ve seen a few posts now (I understand how flimsy “I’ve seen a few posts” is in terms of discussing broader rhetorical trends, so, please consider this section to be founded solely on the basis of “this exists at least a little”) dismissing “lore” as a concept entirely, generally criticizing RPGs for including detailed settings beyond the broad-strokes at all. And this has been reflected in at least some volume of recent game releases. Hellpiercers, one I just mentioned above as not having much of a detailed setting, is almost entirely aesthetic – gnostic violence, go fight demons of various flavors, that’s about it. Draw Steel has caught a fair bit of flack recently for shipping with what is in essence a generic D&D-like setting without many details, that then honestly tells the players not to care too much about the setting because it doesn’t matter. There’s more of a push towards collaboratively making settings for a specific campaign, formalized a la Fabula Ultima or left to the table’s devices to figure out. And, specifically, an undercurrent that this is the [correct] way to do this, that there is an inherent fault with an RPG shipping with a detailed prebaked setting and history, because that lore [does not matter].

Now, the reason I don’t just shrug and accept this is what I mentioned above – sometimes, games with complicated settings do hook me. Lancer didn’t, but Nobilis did – and had both been written by Hellpiercers, I would never know which of the two I had missed out on. Both would be a shrug, and one of my favorite settings wouldn’t exist anymore because it was just an aesthetic gesture. However, personal taste is whatever. “Well, I like that thing” is an understandable response to “this thing is always bad and should not exist,” but it doesn’t really lead anywhere, nor is it even particularly compelling to the prosecution side. There are plenty of things I dislike to the point where I think they fundamentally fail and should not exist, especially in RPGs, and the fact that people enjoy them doesn’t dissuade me in the slightest. Rather, I think the more valuable protest to raise is towards the point at the end – that lore does not matter to gameplay.

Exalted has a long and complicated history. It has many locations in detail, oodles of named characters, many millennia of history to cover dating back to the literal creation of the world and mythical super-war that usurped the initial rulers of that world. It’s a mess of lore. The exact sort of thing that [lore is a waste] would be addressing as a take – and yet, it all matters. Most of the various Exalted types lived through those intervening years, and directly shaped them. Most of the big dangers that come after you spring directly from that history. The ancient Primordials still hold a grudge, and they’re the ones plotting to conquer the world now – or, their ghosts, who are plotting to destroy it. The primary minions of those ghosts are the ghosts of old Exalted, direct historical figures empowered even further to resolve ancient spites against long-dead empires. (Long-dead empires you might have lived in. Or ruled over.) Exalted have very extended lifespans, making the history that can be relevant to you much longer. Terrestrials are some of the shortest-lived, able to last past a thousand years if they don’t get killed gallivanting about (most do), and the higher-power Exalted will live ten times that long. A Lunar that only remembers one lifetime ago can easily still reach the past before the latest dramatic betrayal of the rulers of the world, even if they’re much behind the ones whose reincarnation-history lets them extend really far back.

And, in part, all of that is written by the players on their own. They write what empire they made and what scars they left on the land and all that. But that’s done within a larger context. Terrestrials are informed, first and foremost, about the big familial politics between various Terrestrial families and their squabbling for control over the Realm. Anything a player writes, then, is situated within that. How did they set up their own satrapy to rule with an iron fist? Sure, a player can write as they see fit (and connect it into the sourcebook about whatever location they picked, to find out, oh no, there’s a Deathlord running a ghost cult in this direction), but once they write it they have to explain how it ties into that broader struggle. How House Cynis turns a blind eye despite the social obligation you have as an heir because of how your donations carefully avoid the eye of the magistrates and thus they serve as an excellent semi-legitimate front for the trafficking of yadda yadda etcetera etcetera. That, then, becomes more plothooks. The GM can pitch new nonsense coming out from the imperial core to bother you with social obligations, while the Bodhisattva Anointed By Dark Waters is causing problems for you right here, and now you have to wrangle your situation on two fronts, f’rinstance. (Exalted characters aren’t all named like that, but a sizable portion of them are, and it’s excellent.)

The focus on dismissing lore, in my experience, is principally from the angle that [if it doesn’t factor into play, you shouldn’t include it]. The thing with Exalted as a counterexample is that its interest in geopolitics and longstanding history informing the material present you navigate, and the emotions of the past bleeding into the future, as part of gameplay, means that it does factor into play, quite a bit. In fact, that potentially provides a(n overly vague) definition for what I’m discussing as being rules from lore: [lore that factors into play].

And if that sounds a bit familiar… let’s talk about [fluff].

Suppose you have a ray gun.

(This isn’t Exalted. They do sort of have ray guns there, in a hodgepodge that also contains flamethrowers, conventional firearms, and wands that shoot magic beams (which are kind of just ray guns already if you think about it) with firewands and essence cannons and whatnot, but let’s ignore that. Generic sci fi game. With mechs. (Actually, Exalted also has mechs, kind of.))

It’s, you know, a ray gun. 3d4 damage (damage works by rolling your damage dice and every result that’s a 3 or lower marks their damage track, so it’s pretty consistent). It shoots a ray. Go figure. Probably makes a pew-pew noise.

Actually, you think making a pew-pew noise is a bit silly. You like your sci-fi more serious. GM, is it okay if it doesn’t do that, and just shoots the ray?

Probably, right? That seems like a weird thing to get super persnickety about. It also seems a bit weird to care that much about it, but, on the other hand, what difference does it make, really? If it doesn’t change anything, and it makes the player happy, then go for it.

That’s fluff. The bits that don’t really change anything. The disinterested shrug of writing.

Now, that seems rather counter to a lot of what I’ve discussed thus far. And it is! But, because of what I’ve talked about, you might be primed to start challenging the notion. If there’s rules from the writing, what’s all this about? You can’t just say it doesn’t matter that the ray gun goes pew-pew! Beyond aesthetics being important for tone and themes in their own right, what if the players go on a stealth mission? They just swindled a free silencer out of you, if you think about it! That might be important. Is the game written so sneaking around matters a lot? We can’t just rubberstamp this.

And, in short – it is counter to what I’ve talked about, yeah. And those are good things to bring up. If the game itself handles weapons and volume levels through formal rules, then you’re in a better spot – but it probably only does that if it cares a lot about stealth. If sneaking only happens occasionally, and it’s on your understanding of the world to interpret mechanically, and their ray gun has been described as not making a sound, then, what seemed like fluff sure wasn’t after all. That was hitting on the parts of the world that make their own rules, and you accidentally gave an advantage for free.

So, let’s define our limits. Simple enough. [Fluff] is anything you can change and it doesn’t really matter – not just in terms of the formal rules, but in terms of the fictional rules that came up and we’ve been concerned about. That means the history for Exalted does not qualify, since it directly impacts the gameplay and character premises – but whether a ray gun makes a sound might qualify. It’s not exactly a precise definition, since those boundaries are very contextual, as are where the fictional rules cover, but it is a guideline to work from, and it gives us a clear answer when we mispredict. If we refluff something (that is, say the ray gun is silent now) and it comes up as a gameplay change, now we know that wasn’t actually fluff. If we really wanted to experiment and sacrifice a bunch of gameplay time on that altar, we could try refluffing certain parts to identify fictional rules as we break them.

The formal rules aren’t silent on this subject, either. They’re the overarching source of hard lines, things that you can never refluff – if the rules say the weapon makes a Rating 3 sound, then, as far as stealth as concerned, whatever your fluff was, you get a Rating 3 sound. (Do not ask me what the rating system for sounds is.) That means, in terms of fluff, it gets harder to excuse it not making a sound for aesthetic reasons, and even more difficult to argue that you can leverage that lack of sound. However, that’s a bit self-contained. Presumably, we know from the formal rules how a Rating 3 sound factors into the stealth subsystem. Suppose we had a nice suit. It costs 500 more SpaceCoins (it’s crypto, the author includes some very questionable sidebars praising the idea) to get a nice suit over a stock-standard one. If, while wearing a nice suit, you got +2 Swindle, then, fair enough. Maybe I’ll slot that into my build. But. What if it didn’t? If the nice suit, the 500 additional credits sunk in, bought you nothing in terms of gameplay? My first answer, as someone drawn to mechanics, is “thanks for including trap options, this dev is annoying (I mean, just look at their crypto takes) and any player who invests in this is willfully throwing.” And, like, sure. That’s a cool opinion, I’m very smart and charming, a parade is thrown in my honor. Every single one of you reading at home agrees with that, I’m sure. But, digging a little deeper. If I, as a GM, were to read that, and didn’t just tell my players not to bother with it – what does it mean, that that’s an option? A more expensive option, when more expensive options can also offer you armor or ray guns that go pew-pew or whatever else?

Probably, it means that it does mean something.

If a player paid 500 extra SpaceCoins to look sharp, then… well, then what? People respect people who look sharp, I guess. Maybe a social bonus? Not a mechanized one, they’d tell me if it gave +2 Swindle, but, maybe it makes people predisposed to like them? Or, treat them as an authority, at least. That’s a thing people do when people are dressed in nice suits. It produces fictional positioning, that sort of thing.

The existence of that as an option, as one it costs to invest in, distorts my understanding of the fictional rules. Because you can spend a resource on getting that suit, it has to, somehow, be an advantage – and if that advantage isn’t in the formal rules, it must be in the fictional ones. (This isn’t necessarily a valid assumption, but, like I said. If that isn’t the case, I scoff at the game and hold the developer in contempt. Assuming it means something is an offer of respect and trust.) Therefore, there has to be some system of fictional rules that reacts to how the players appear, and gives them bonuses or penalties based on that in some way. Even if nowhere in the writing is that discussed, that piece of gear signaled to me that that fictional rule exists! It’s not the most efficient use of mechanics, but it happens. (Sometimes, it happens when you don’t intend it to – formal rules are flags, after all.)

There is one other significant source of fictional rules. In fact, I think it’s the most coherent explanation for the dismissal of lore, despite its utility in establishing fictional rules:

Genre

I like Monsterhearts.

This one isn’t a guilty pleasure. It probably should be, but its formal rules are crafted in a way I admire, and, like I mentioned, I enjoy reading romance stories enough that the genre the game is built on (teen paranormal romance) isn’t a direct turn-off for me. The prevalence of sexuality in its framework is something that does nag at me, so it’s a sometimes food, but, unlike Exalted, I don’t feel the need to interrogate myself to find out why I enjoy it. I know why.

Monsterhearts doesn’t have lore, really. It has some suggestions on how to set up the world, and its mechanics certainly offer implications for the world, but, you can’t sit down and read the history of the city it’s set in, you make up your own. All the game has to offer on that front is what it’s like – an impression of the story, not the details.

Monsterhearts is a game replicating a paranormal romance. You’re high-school-aged, it’s the modern day, your characters are various monster types (those get mechanics) as analogies for unhealthy emotional and interpersonal patterns (those also get mechanics), and the details are…

Well, you’ve read a paranormal romance, right? Give Riverdale a watch or something, you’ll get it. (Disclaimer: this is a hypothetical, I do not condone or recommend watching Riverdale. As an Archie Comics fan, everything I hear about that show makes my eye twitch.)

Monsterhearts works by relying on a familiarity with [how these stories are supposed to go]. And that familiarity comes from the context of other art – in this case, a literary genre. Watching Buffy or reading Twilight or secondhand-osmosing the details of those from people who have experienced them gives you an understanding of how to highlight the adult characters as authorities but not really reliable or safe in the way they need to be for the big magic ritual to force someone to fall in love with you to work out (and for you to know that magically forcing them to fall in love with you is not going to be allowed to work out). Some of these conventions are mechanically reified, you literally heal more if you have someone intimately tending to your wounds, but the fictional rules bulwark every part of the genre that the formal rules don’t, and give you an understanding of what the formal rules are trying to do. Heck, I mean – consider, if you will, a D&D-like where the healing rules give you more oomph if another person tends to you. That’s something I wouldn’t be surprised to see, it’s rather intuitive. It wouldn’t mean much to me, beyond the gameplay incentives it offers. However, in Monsterhearts, where the teen relationship drama literary genre is central to understanding the fictional rules, the genre conventions of what it means to have The Girl bandaging up the broody werewolf boy after he got into a scrap tells me a whole lot more. That signal exists because of prior familiarity with the genre.

In other words – in Monsterhearts, and in similar games where a genre is load-bearing to its fictional rules, the lore would be fluff. Monsterhearts has a few examples of play scattered throughout, and one could take world details from those specific games being described and insist them being canon to the world of Monsterhearts. However, those details being changed, or not present at all, doesn’t actually change any of the fictional rules, because those come from the genre, not the details.

I think, core to the aggressive disinterest in lore, are two distinct takes:

  1. Genre always provides a sufficient stable of fictional rules, and with that support established lore becomes superfluous and interchangeable.
  2. I prefer games where genre provides a sufficient stable of fictional rules, and with that support established lore becomes superfluous and interchangeable.

Argument 1 is one I understand why it comes about, it just is patently false. This happens a lot, so I try not to hold it against people too much when they have takes like this, but you can find so many arguments in RPG spaces that amount to “X type of game does not and can never exist, on account of I specifically have not encountered any and don’t enjoy the idea enough to seek out counterexamples.” That’s one of the reasons I started with Exalted for this post, as it’s a game I think it would be almost impossible to claim doesn’t require its lore to function as it does. A friend codified this pattern as a “totalization”, including a few of the followup arguments that tend to come about when someone making such an argument is presented with a counterexample. In general, if you ever encounter an argument like that, I recommend going out and searching for a game that does what’s being claimed is never done. In all likelihood, that game exists, and will be an interesting object to consider!

Argument 2, on the other hand, is entirely coherent. People’s tastes are what they are, and understanding that is valuable. I can’t even entirely criticize the extension [this is my preference, therefore everything that exists should accommodate it] – I think that’s a problematic stance in many ways, but it is also mine. I prefer RPGs to be mechanically rigorous and minimally reliant on fictional rules, and my criticism is fundamentally oriented in the direction of pushing games towards that shape. Inarguably, this is not to everyone’s tastes, and yet, I stand by that angle of criticism all the same. Hence, while I do roll my eyes at this complaint, I’m a hypocrite for doing so.

Within the tastes of argument 2, however, is an interesting limitation.

You cannot write Exalted by relying solely on genre.

Or, at least, you cannot write an Exalted that gives the same fidelity of fictional rules that the proper game has.

Exalted is a high-power dramatic fantasy game of chosen ones with a large amount of xianxia influence. That’s a genre statement right there. You could probably build a game off of it. Or, at least, get a sense of some fictional rules for it. A hierarchy of personal power extending into supernatural extremes as an important social factor, but with a strong expectation of players and enemies both battling up the chain, gods as active beings and both sources of empowerment and enemies to take down, probably a light of high-special-effect fight scenes, wizards, oh and if there’s wizards there’s gotta be some sort of spooky monsters they can summon or control… etcetera. There’s a lot of aesthetic and conceptual signifiers to work from, that’s kind of the main strength of a genre.

And, on some level, I did just describe Exalted there! Those are all true aesthetic and thematic elements of the game, among other things. The image in my head of “chosen one high-power dramatic fantasy by way of xianxia fiction” looks like what Exalted looks like, for the most part.

But [fictional rules] aren’t just [aesthetics].

In the wilds beyond the world, gnawing at the seams and burrowing their way in, lie the Raksha – the Fae. These fairy princes clad themselves in majesty and glamour, and ride into the world to consume its most dramatic and compelling stories. Which usually means the Exalted and their adventures. They have the power to twist reality and trap people in illusions, and that which is solidly real is a bane to them. They are charming and dangerous, and they would be some of the most horrid villains in the whole setting if there weren’t also the dead and the demons and the gods and the- you get the idea. You can bargain with them, but they are piranhas and the world is a very large cow. You’re feeding them, not making nice.

This is parseable through an aesthetic lens. The dashing yet monstrous fairy prince who sweeps you off your feet is a classic. But what that ignores is that there’s a gameplay paradigm here. A Raksha isn’t just someone charming and dangerous, people like that are a dime a dozen in Exalted. They’re, in a way, a metanarrative puzzle – how do you, as a player, orchestrate it so that you and the place you want to protect isn’t interesting enough to the fae to become a target? Being boring is tough in Exalted, everything you do is dramatic and explosive. When viewing a fae as a predator, you can draw its eye by pointing it at somewhere more interesting and easily predatable – which most commonly means humans, since they are weak and have a strong imagination. Which makes protecting humans a puzzle in its own right. The Occult power lines often give some sort of ability to reinforce reality, especially if you’re a Solar, which can make places anathema to the Raksha and protect them that way, if you want an alternative angle to it. Just blasting them has options, bargaining with them is a lot more complicated – it’s an interesting puzzle to navigate around, to keep yourself conceptually safe, and that is not something you get just by relying on the aesthetics of the situation. “You have to find some way to maneuver out of a bargain with a dangerous fae” is a concept with genre touchstones, but the details of what that means come from the details of the world. Without those, you couldn’t actually do that, so much as just follow the motions of how that story goes.

There’s a similar type of enemy in Nobilis. …Very similar, in fact, in that they’re also fae-like monsters from beyond reality that ride in to consume what they find interesting and destroy the rest. Warmains all come into the world with a specific Test, some horrifying process of torment or menace or whatever else they use on a particular piece of the world (often a person) to find out if it’s worthy. Each one has their own definition of worth and what they’re looking for – maybe they put someone in Pit Of Burning A Lot to find the ultimate fireproof form, that sort of thing. So, getting a Warmain after you usually means a lot of being attacked by Flensing Demons (they flense you) until you prove yourself by handling that. Once you do, you get a congratulations, and then the Warmain becomes you, eating your identity and soul and all the rest. Most Warmains appear in a form that already passed their Test and got eaten in that way, meaning they embody the quality they admire. They just want more.

Again, this is a puzzle where being the cool hero the game sets you up to be is a trap. If you heroically endure the Test, not only do you go through a lot of torment, at the end, you get eaten. If you can swallow your pride and willfully fail the Test, the puzzle transforms into, how are you going to survive all those Flensing Demons – and how will you do so without technically having succeeded? If you create or find something that fulfills their ideal even more than you do, well, there’s some moral considerations there, but, besides that, it is another solution, so getting that point is a challenge as well. Most keyly, just hitting them a lot isn’t going to work, because they tend to come back, usually more interested in you since you’re tough enough to manage that. Plus, Nobilis is a game built on having rules to your existence and following them under pain of mechanical punishment – the GM can write Warmains who Test in ways that you can’t easily brush off without having to weasel around your own character sheet!

There is an emergent narrative pattern to these concepts. It’s a fun one. Aesthetically, I quite enjoy both of these bastards. (My pride unfortunately means Warmains are the bane of my existence. I hate needing to fail.) But they aren’t just the aesthetics of it. I would be fine with a game that just had the narrative structure of the scary fae who’s here to eat you but maybe it’s in a romantic way if you’re into that, but that wouldn’t have all the structural nuances of either a Raksha or a Warmain. It wouldn’t be a puzzle to anywhere near the same degree.

In other words, despite there being a genre archetype that these enemies replicate, the details of the nature of their existence can’t be treated as just fluff. The lore is producing gameplay.

Reading is interpretive

I’ve talked before about a shared understanding as a key ingredient in RPGs, most often in a cynical light – the question of [what should happen] as an important element of play. The idea being, independent of or even counter to what the formal rules dictate happens next in-game, one or more players pipes up to comment “hey, I think this is what should happen next.” In a lot of discussions of idealized play, it’s taken as expected that the players share an idea of [what should happen], enough so that even if they don’t think of the same ideas per se, any other player pitching an idea under this logic should also fall under the other players’ understandings of [what should happen]. Some games bake that in more than most, and a lot of the culture clash you can find in the RPG scene comes from people with different intuitive baselines for that.

The thing I’m cynical of is the idea that it’s a shared thing. I’ve long held that other humans are inscrutable and hostile objects that must be analyzed and deconstructed slowly, and just naturally understanding what they think isn’t how people work – but, in this case, I think I have a better language for why, now.

Everyone’s understanding of the [fictional rules] of gameplay composes a set of internal rules, not social ones. There is a social punishment imposed if one player violates another player’s understanding, but the rules themselves aren’t applying to the group as a whole.

Consider the Raksha again. Suppose I read all the lore about them, their cool aesthetics and concepts and etcetera, and I go, “oh boy, a dashing monstrous fae prince to sweep me off my feet!” This is, in the parlance of Exalted, an understandable conclusion to reach. (It’s implausible that I specifically would reach that conclusion, but this is a hypothetical alternate reality version of me or something. Maybe it’s you instead, dear reader.) And so, my internal understanding of the fictional rules is shaped by those tropes. I commence flirting. (Exalted has some solid mechanical infrastructure for flirting. Take of that what you will.)

Later down the line, the Raksha ends up consuming my mind, because letting yourself become vulnerable to something that consumes imagination and excitement is an unwise move. So explains the GM. Under their understanding of the fictional rules presented by the text, the Raksha are ontological predators, and I just made the exact moves necessary to be real easy feeding.

Which of us broke the fictional rules?

Neither, right? But from another perspective, both. I did not follow the correctly laid out path in the GM’s understanding of the world, nor did the GM follow the correctly laid out path for mine. I didn’t have the GM’s internal understanding of the fictional rules on hand, nor did they have mine. I’m not happy, because my internal rules were broken – but if I tried to protest that, however much I cite the text, so can they. We both read it and came out with our own internal rules to follow. We just didn’t get the same ones.

This is one of the big reasons I don’t like this sort of design. It’s all subjective and internal and messy. The process of translating lore to internal rules is one of constantly asking the question, have I read this text correctly? Have I identified the important parts and distinguished them from the fluff? And, can I expect that the other people I’m playing with have read it in the same way that I did? There’s a significant risk if you get it wrong, too – not only can there be out-of-game social reprisal, even just within the context of gameplay, a jarring shift and need to recalibrate your internal rules can take you right out of the game, in a way that makes it hard to get back in. Sometimes that can happen because of what the mechanics do – I’m of the mind that most disgruntled stories about unwanted character deaths come from a mismatch between fictional rules (of character death as a rare, impactful, and satisfying occasion to be built up to) and formal rules (once you hit -10 HP you’re out) – but the more fictional rules are relied on, the more a mismatch between two players’ interpretations can cause the same thing.

This is another, admittedly slightly mean-spirited, reason I dub them [fictional rules]. Not only are they emerging from fiction, they are fiction. The rules don’t concretely exist, in the way that they want to be treated as concrete. They form an impression of [what should happen], and an impression they remain. As someone who really relies on solidity, that bugs me.

That’s also the strength of fictional rules. Not the social paradigm, the impressionist nature. It is very hard to write a system of formal rules that [feels right]. That’s part of what the art of game design is, and it’s an unsolved problem. Fictional rules, however, can take it as given. They just need to write a piece of text that evokes a certain feel, and then get the players to take that feeling and interpret it. And, as we all know, writing fiction that [feels right] is a trivial task hardly worth mentioning.

(…I feel I ought to clarify just in case, that is a joke. Every art form is fractally complex, and writing is the rule, not the exception. It takes a lot of work to do well.)

The Raksha are a complicated menace, and, while as of 2e they had some very interesting mechanics for their nuances, they did not cover everything the concept could provide. Ventures into the ontological chaos they dwell in had some mechanical framework, but the conceptual details of what it meant were left to the fictional rules, which meant their concept could be more than just fluff. Exalted has several such interesting menaces, and the thing that makes them more than a parade of intriguingly-stylized fights and/or social encounters is that room for the fictional rules to act. For a premise like Exalted, I don’t think you could formally mechanize every aspect of the gameplay without room for interpretation – as much as I long for that sort of thing, there are dimensions of its worldbuilding that rely on that impressionism to really sing.

It can be hard to differentiate what does and does not require the solidity of a mechanic. For Exalted and Monsterhearts both, they specifically provide formalized powers to enact certain concepts and tropes presented by the world, which crystallizes them as important within the fictional rules, and also just makes them real. There’s no way to read those games without those aspects being solid enough to mean something, since, they made formal rules for the things, after all. Generally, predictably, I err on the side of mechanizing where possible. But both games work on what I described in the Ghost Engine essay as [aspic design] – the mechanics float in a sea of human interpretation, of fictional rules. I think the question, “what are the important steps of gameplay, and how do the players move between them?” is the key one to keep in mind, and, at minimum one of [an important step] and [how players reach that point] should have the solidity behind it to keep the game’s shape recognizable. The use of fictional rules is to keep things flowing smoothly throughout that process.

I think, also, this explains a lot of why the GM’s position is what it is in so many games. The GM is, in essence, a lender of solidity. The fictional rules are rules, but, as I said, they aren’t solid, and at some point players are going to disagree about the details. The GM is the player with the power to pull rank and declare their interpretation true – they are allowed to directly force their understanding of the fictional rules onto the other players, to make it true from then on. And, in a way, this does resolve a lot of the wibbliness of interpretation! If I read the text one way and got one set of fictional rules, but the GM understood it to have a different set, I am simply in the wrong and must change my interiority. It’s straightforward and clear, and that does have value, but it leads to a great many social knock-on effects and badwill that I don’t particularly enjoy. In particular, the undesirability of that social badwill tends to lead to play advice that clumsily attempts to democratize fictional rules, for the sake of not placing the GM as an antagonistic social force. The motives behind these are understandable, but they remove the entire benefit (as far as the fictional rules are concerned) of having a GM position at all. Even worse, if the GM is simultaneously the arbiter of fictional rules and the primary mechanical antagonistic force, the GM either has a vested interest in interpreting the fictional rules as punitively as possible, or is obliged to sabotage their mechanical role for the sake of preserving well-understood fictional rules and a healthy social dynamic at the table.

All of those criticisms apply to Exalted, in spades. Before I even get to criticizing the mechanics themselves, there’s a lot about how the game is set up that I just do not like, both philosophically and experientially.

And yet, it’s a game I enjoy.

I think that speaks to the power of a text interesting enough to make a complicated set of fictional rules, and the effort to puzzle that out. A detailed enough world-puzzle can be gripping enough to paper over many game design wrongs.

I don’t necessarily want more games like that. But I know many people who do. You might be one of them. And if you are writing a game that relies on fictional rules for many of its procedures – which, a lot of them do – then, I recommend reading Exalted. Reading Nobilis. Reading The Treacherous Turn. And then playing them, ideally with a GM who’s done it before, and taking notes on the fictional rules. On how you need to navigate the world, and what the game text does to inspire those as constraints it’s interesting on a structural level to work around.

Elaborate your worldbuilding a little! See what wrinkles you can add. What factors a PC might stumble over, if they don’t figure out a way around them.

It’s a way to make the gameplay more interesting, without touching a single mechanic.

So what was up with Champions?

So, I had a chat with my dad a bit ago, and, as our conversations are wont to do, it turned into ranting about tabletop roleplaying games. Specifically, as it had been on my mind lately, I expressed my retrospective bafflement at what exactly Champions, a superhero rpg that honestly doesn’t feel much like that, thought it was going for, when it so clearly did not capture anything that accurately modeled superheroics.

In response, my dad brought up a different game of the era, Villains and Vigilantes.

In Villains and Vigilantes, he explained, the characters begin as unpowered humans, and, they don’t know what powers they’ll get at the first session. They’re completely randomized, character creation is of the mundane stats and whatnot. This, obviously, makes it hard to plan things out or build up expectations, and, notably, it’s absolutely not an accurate portrayal of what superhero comics are like to read, nor does it mesh with a writer’s perspective of the same.

What it is emulating is the experience of the characters. Plenty of origin stories are things the character has no idea is coming, and, like, if you’d asked Peter Parker what superpowers he would imagine himself with, he probably wouldn’t say the athletic capabilities of a spider. Once that occurs, what you end up with is definitely not what superhero stories are like when there’s, y’know, a team of writers and a universe to create and play with that are planned around what is planned to happen, but that beginning step, the panicked confusion phase and awkward working out of how one’s powers work, that’s what it’s trying to capture.

Which brought us back to Champions. What Champions is trying to capture isn’t a character experience, but an audience experience. (I think those are the three obvious categories to fit things into – is this a thing that lines up with something the characters experience, something the audience experiences, or something the writers experience? Usually, it’s a mix, but it’s a mix with priorities and focuses.) Specifically, it’s going for the kind of audience experience that does distill superheroes down to a list of powers from generalized types.

It’s power-wiki fannishness. Who-would-win-in-a-fight fannishness. The approach of going “we’ll consider this person’s powerset to be Level X Energy Blasting, Level Y Energy Shielding, Level Z Physical Shielding, etcetera”. And, obviously, the upshot of this is you don’t really get something that fits the flow of superhero comics, and it especially stumbles into the problem that, lukewarm take alert, “who would win in a fight” is boring and dumb and the answer is, especially in superhero comics, always “whoever the plot/authors want to win”. So, this didn’t really increase my respect for Champions as a game. But it did make it more understandable to me, and, I think, for that as being the angle of what it’s trying to do, it’s not so bad at it.

This then came back to how we got on this topic. I’d been reading through Legacy, and was talking about some of its design decisions, and how while it looked pretty well-composed, it didn’t really thrill me to read. (Which is a far less tangible response, but, so it goes.) Being a writer, and as scornfully opinionated as I in his own way, dad presented his take on the various PbtAs he’s encountered as mostly being built from an authorial perspective, but, as he put it, a bad one. Specifically building things from “and then here’s what happens because it’s the plot beat this character archetype would cause”, like someone writing solely from having read tvtropes. I’m of the mind that this is a bit unfair, but, I do think it catches a bit of the thing with move design there – it’s making “here’s a thing that this character archetype does that affects the plot” into the explicit mechanics of it, and so the structure of the game and what approach it’s trying to emulate becomes building the arc of a story built around things like that. The comparisons to prestige tv writing have resonated the most with me there.

Cool! Now let’s talk about me

It’s been bandied about a few times, for good reason, the advice that to design a game you must capture the vision you’re designing for. What do mech battles look like and mean to you, and what parts do you want to emphasize? What about card games? Whatever your game’s premise, everything you mechanize is something you claim to be capital-i Important. I think part of the core of capturing this vision, as well as clarifying and extrapolating upon it, is determining the cocktail of perspectives it is from.

To use myself as an example, Draw Your Last, a game which is in progress but technically fully playable, is a card game anime rpg I’ve been working on for several years, and, at times, struggled with quite significantly. Specifically in this regard. What I’ve settled on, vision-wise, is in contrast with every other card game anime rpg I have encountered – there aren’t very many out there, but, there are a few interesting notes.

Specifically, most ones I encounter emphasize, as I aim to, the large thematic and motivational stakes present in any given card game. This is something that exists in all three perspectives – the writers must insert high stakes, often literal life or death, to give the card games “legitimacy”, the audience, similarly, is rarely there wholly for a play-by-play of card games, and the characters are obviously most invested in their own motivations being in conflict. Some of the games I encountered, one in particular, is there to construct a play-by-play of a card game – it operates one level of abstraction above simply building its own Yugioh-alike, and is explicitly made for the target audience of genuine card game players watching such an anime, those who would enjoy recognizing the specific strategies at play from a real-world card games perspective. This is, essentially, similar to what Champions does. It’s taking one section of the interest base, one category of fannish approach to a given subject, and saying, “here, this approach, this is what our game will be”. (I respect this choice of approach far more than what Champions aimed for, but, well, so it goes.)

One thing in which I definitely took a more authorial-perspective focus than any of the card game rpgs I examined were was the outcome of a given card game. In Draw Your Last, it is an explicit narrative certainty that the protagonist in a given card game wins. This is, generally speaking, how card game anime works. There are rare instances otherwise, at pivotal arc moments, and the game includes in the arc-building rules mention of how to construct such darkest-hour occurrences, but, from a structural perspective, that is the only context where such a thing occurs.

Obviously, however, from a character perspective, from trying to emulate fully what any given character experiences, the risk of failing the card game must exist. This yields something like the Villains and Vigilantes arrangement, where things do not go as a superhero story would, because, what happens in a card game with sufficiently drastic stakes, but then the hero loses? This must be papered over in some way to keep the story on its original track, but, doing so would be very inelegant, and so most card game anime rpgs I have seen take a concessional stance. This will not accept the grand stakes where heroes simply cannot fail, because, in the terms of the game, they can.

This is also one of those things I’ve seen come up in, like, tactical fighty rpg spaces. One of the easy GM issues to fall into is just not being prepared for what happens if the main characters lose, because in cool dramatic fight stories, when the heroes go off for a dramatic fight, usually, they win. This can depend from story to story, tone to tone, and setting to setting, of course, but a lot of the time for dramatic fights especially it’s common for less experienced GMs to end up floundering to avoid just having a game-over when things suddenly don’t go as expected.

Now, I’m a big proponent of “every outcome, every choice, in a given game should be worth making, otherwise why is it there” as a thesis. And to their credit, I’ve seen a lot of tactical rpgs put in work to communicate how to make the outcome of losing worth occurring, how to make it interesting if it happens instead of just “alright well I guess we stop playing now”. I do think it’s fair to include choices and outcomes that are conditionally bad, I won’t rail on Lancer for “I can pick talents for weapon types I don’t have and then have no usable talents” and whatnot, but especially for things like this, what possible outcomes of a given scenario, encounter, what have you, exist, they should all be, like, interesting and fitting.

And what “interesting” and “fitting” are loop back to the earlier thing – they’re entirely based on the vision, and the perspective, you’re building for! For something like the game trying to simulate actual card game play, having the outcome set from the beginning definitely would diminish that experience. But, hell, one of the core thesis statements I’ve been working under is that actual card games are boring as hell, and I’m trying to play to the experience of people who watch card game anime not at all for the mechanics of the card games, and, for that perspective, that level of simulation is absolutely a detrimental design choice! For someone who wants to build a game about superhero team-up episodes that emulates the classic structure of starting off with a fight and then teaming up once the confusion gets resolved, depending on what they want to focus on regarding the dynamic and tone shifts for each character involved, a “who would win in a fight” approach might grind it all to a halt, or it might be exactly what’s called for.

So… yeah! In short, thinking about what perspective and experience you’re trying to build for can tell you a lot about where to go with any rpg you make, and, it’s helped to parse a lot of design decisions I’ve found baffling in various contexts – usually because I absolutely do not share the perspective it’s built for! And that’s okay.

(Edit: The game being discussed was Villains and Vigilantes, not Mutants and Masterminds. M&M is a different superhero rpg with the alliterative naming scheme of Dungeons & Dragons. Whoopsie.)

Exalted is pretty neat, y’all

So I’ve been in a bit of a MoodTM lately, and I wanted to channel it into talking about a game far and… dar from my heart, Exalted. Exalted second edition, specifically, which I’m sure is prompting a few of y’all to recoil in horror, as well you should. It’s rough. It sucks. But I wanted to talk about the bits I think are neat and cool, because, positivity is good.

(That means the setting. Just the setting. Every other part of the game is kind of terrible. Honestly, even the setting has a lot of terrible elements, but, still. It’s a very cool instance of the kind of metaphysics that makes my brain juice happy, and it manages a cool fantasy superheroes premise on top of that.)

(I might get some things wrong here. If I do, shut up, I probably know more than you, maybe it’s you who’s wrong. And the book you’ve got open that directly contradicts me. That’s wrong too.)

So in Exalted, you play a bunch of divinely-ordained chosen ones who are literally perfect and ultimate lifeforms, born to rule all. You’re also the weakest fish in the ultimate lifeform pond, and literally every other fish hates you personally. Also the world is about to explode and your one job nowadays is to make sure the world does not explode. You just woke up and need to act now, and your whole thing is you grow your ridiculous power over time as you live, like, millennia, millennia you do not have.

Good luck!

Let’s back up a bit

So back in the beginning, a bunch of cosmically powerful jerks called Primordials created reality because they wanted to play video games. This pissed off the fairies that were existing where reality was, and, fairyland essentially infinitely expands in all directions around the world. (Oh yeah, the earth is flat. Just like real life.

They had to create reality to support the complicated infrastructure that video games require. It’s like an incredibly inefficient gaming PC. Listen, they had to have the RGB light-up keyboard, okay? So the screen is inside of Yu-Shan, the perfect city of heaven, with fountains of ambrosia and a bunch of gods running about and everything’s nice. Outside of it, reality’s there, and fucking superpowered dragon-people and shark-people and whatnot run around and humans are dumbass prey species that are also pray species. Their whole existence is to be scared, pray to gods for help, and then the prayer becomes ambrosia that the gods can eat. It’s a raw deal.

There’re a few chief gods, called the Incarnae. The sun is one – the Unconquered Sun, he’s a mystical super-powerful warrior, and he literally cannot lose a fight. He’s Unconquered! That’s his thing. There’s also Luna, the moon. She was made by compiling from the bubbling possibilities of fairyland every single possible version of her, and then they got put into a battle royale minecraft blitz survival games where they all ate each other. Five came out on top, but all are in there, and she can shapeshift and eat stuff and is a fucking nightmare. Then there’s the five maidens, who are essentially all a package deal as one Incarna total. They, uh… they just showed up? Like, Creation (that’s the world) got made, and, hey presto, they popped up. They can control fate and be cryptic and they’re masters of like Secrets and Endings and Journeys and I gotta say, nobody appears as concerned about this situation as they should be.

There’s a couple more, too, but, spoiler alert, they fucking die. Those three (or seven, depends how you count) are the ones that matter.

The Incarnae are pissed. Life is good, they get to hang out in the cool perfect heaven city, but, dammit, that RGB lighting looks real styling, and mom says it’s their turn to game! The Primordials don’t give them the time of day, they don’t view anything other than them as important, except for two – Gaia, who is essentially the whole realm of Creation, there are magical poles of her five elements (five, it’s a wonk mishmash of water-earth-fire-air and wood-metal-water-earth-fire because wood is an element but air is and metal isn’t) through the world, and Autochthon, who’s like the bullied nerd who makes wind-up toys that everyone breaks but his wind-up toys are absurdly complex. Just, y’know, it’s a gamer friend group, obviously they’re assholes, and they bully him and break his stuff.

Those two, both of them, don’t give a shit about gaming. Autochthon just wants his Etsy craft store to take off, and Gaia is a perpetual tourist who wants to explore scenic fairyland. They kinda can’t leave while the other Primordials are roping them into another fucking round of spleef, so, they figure, fuck it. Looking for the crappiest ingredients so there’s no way anyone will see it coming, they settle on depressed panicking humanity to be their weapon.

(Okay, there’s actually a good reason. See, humans are built to have infinite imagination, so they can imagine really scary things and pray harder. But that also means they can imagine fucking nonsense ideas and weapons and whatnot! Since the Primordials are, like, infinitely cosmically powerful, essentially they need as much of a long-shot gambling build as they can get, and, infinite imagination sure helps there.)

So, they invent the Exalted. Hey, that’s you! You’re in this show. Gaia makes a batch called Terrestrials, who essentially have Secret Bloodline Techniiiiiiiques, and breed like rabbits. They get to work as magic shock troops, and are affiliated with one of the five elements! You’re the cooler ones, though. Autochthon makes the Celestials, each of which is directly affiliated with one of the Incarnae. 300 Solars, who are good at everything and have an aura of constant smugness and hero complexes, 300 Lunars, who are shapeshifters that can turn into whatever the fuck as long as they eat it (including bugs, plagues, rocks, soul parts of Primordials, the giant apocalypse beasts that roam the landscape, what have you), and 100 Sidereals, for the maidens.

…Geez, five times the Incarnae and a third the Exalted? Talk about the short end of the stick.

Sidereals get to fuck with reality and fate and say that um actually they were across the street when you attacked and actually you weren’t allowed to take that action at all so you didn’t. Unlike the Solars and Lunars, and also unlike the whole reason they picked humans in the first place, Sidereals can’t build their own magic powers. They have what the maidens gave them, and that’s it. So instead they design ridiculous martial arts and become Immortal Hot Jackie Chan That Punches A Plague Into Your Heart With A Gun. (Is Jackie Chan hot? Should I have said “Immortal Hotter etcetera etcetera”? Who knows.)

Oh yeah, those other two Incarnae get Celestial Exalted, too, but then they get killed in the rebellion and their Exalted go insane so Autochthon takes them all and locks them up. They never come up again. But, that’s a plothook sitting right there!

So the Exalted are set up, given enough time to, like, start fermenting their power and thinking of terrible ideas, and then, fuck it, it’s war time.

Turns out, gambling pays off! Especially if part of your side contains the perfect warrior whose whole existence is predicated on an inability to ever lose.

Yes I am skipping the whole war. What, did you want to see it? Well, you kinda can’t. See, Exalted reincarnate after they die, and most of them did die a lot. When they did, they got their memories cleaned off. And, like… so, a bunch of the Primordials do legit die during the war. One of them that doesn’t, blows up enough of herself in a fit of pique to destroy 90% of the possibility of things that exist in Creation. So 9/10ths of the things that existed then do not anymore. Essentially, Creation went through a lot of changes then, you just get to see the after picture.

The living Primordials surrender, becoming the Yozis, turning their subcomponent souls into demons, and agreeing to go fuck off inside of Malfeas. Like Gaia, and a lot of the Primordials, he’s a place as well as a person. The Exalted, and everyone in Creation, earn the right to magically summon demons! Which sounds like a great plan! What do you mean they will obviously be enacting revenge as agents of the Yozi? Nahhhhh.

The dead Primordials become the Neverborn, and the Underworld comes into existence as an edgy Shadow-the-Hedgehog-style reflection of Creation. Instead of the screen for gaming, it’s centered around the Void, a big pit of oblivion that kills things. It’s where the Neverborn were gonna go, but, they invented being ghosts, so they also invented what defines a ghost here – their fetters. What they were attached to in life. They will stay ghosts, and cannot pass on, until Creation is un-Creationed.

Oopsie!

I’m sure everything will be fine now

The Primordials are definitely out of the way for sure and not a problem anymore. The Incarnae are finally getting to find out what this “mined craft” all the cool kids are talking about is. Humanity has gone from the bottom of the food chain to 700 perfect idiots, some very large Terrestrial families, and the rest, who kind of still are the bottom of the food chain. Everything’s perfect! Time to party!

So, the bad news, which nobody actually knows about, is that everything is already screwed. (I mean, you coulda guessed that, but, still.) When the Neverborn died, their big thing was Creation still being there, but they were specifically pissed at, like… hey, what the fuck, are those humans? Those losers? Fuck you, you don’t get to kill me! So they placed a death curse on the Celestial Exalted. The Great Curse. (Not to be confused with the Great Geas, which you don’t need to know about. But, the Great Geas probably happened because of the Great Curse, so, hey. Maybe the confusingly-similar names can be useful.)

Essentially, the Great Curse turns Exalted into assholes over time. It amplifies their shittiest traits, the narcissism, the hubris, etcetera. For Sidereals, it makes them convinced they’re right about everything and can’t trust anyone. For Solars, it makes them convinced they’re shining golden gods that can do no wrong and the world is their playground to fuck about in. For Lunars, each one is bound to one Solar, and essentially the Great Curse traps them in an abusive relationship. As in, the Great Curse on Lunars specifically both makes them trapped in the relationship and makes it bad.

…Yeah. It’s, uh… I won’t mince words, it’s fucking gross. And I wish it was not in my fun stressed out magic superheroes game. Magically enforced abusive relationships are a fucking terrible worldbuilding concept unless you want to write specifically a game about how shitty that is, and White Wolf did not have the tact to do that. Randomly scrolling through Solar charms (that’s what the superpowers are called) and seeing ones that are about controlling and manipulating their paired Lunar (called their “mate”, too, which, ewww) is FunTM, too.

But anyway. The Lunars also get kinda hubris-y, so, let’s focus on that, yeah?

The Exalted essentially split up the world and start running bits of it. Mostly the Sidereals stay in Yu-Shan, but the Solars and Lunars pop the fuck off. They invent the internet, they make it sentient, it names itself “I Am” after its first words (like “Hello World” but self-centered), they make a flying airship that has a gun that deals an infinite number of damage with a hit, a group of Solar nerds called the Cauldronists propose to demolish Creation and rebuild a new one just because they reckon they can do a better job, it’s like everyone is going “oh, you think that’s hubris? Here, watch this!” It’s fucking great.

During this time, Gaia leaves to go wander fairyland. Since, y’know, that’s what she wants to do. Autochthon leaves a bit later, when the Exalted start breaking his toys (with the Great Geas, remember that? No you don’t, I didn’t explain anything about it), and becomes his own realm like Gaia and Malfeas are. Then he goes into a coma because his depression and self-loathing are physically manifesting as a terminal illness, since, that’s how Primordial bodies work, they’re also their minds, and he’s the only one who isn’t completely self-assured. Inside of him is a cool sci-fi setting with lightsabers and robot spiders and his own kind of Exalted, Alchemicals, who are physically made of a magical metal and grown in a tub with the gem containing a human soul.

That doesn’t matter, though. It’s golden age time for Creation! Life for humans is way better except when an Exalted decides to kill all of them for giggles, and the tech is improving massively. They’ve got mechs made of magic supergold, shit’s wild.

But, you know how this story goes. Can’t have a lost ancient super-powerful civilization with a lot of scattered relics without losing that civilization and scattering the relics.

So the Sidereals are tired of the Solars’ shit. They’re getting too hubristic, they’re mangling fate by sinking parts of reality into fairyland just to practice fighting it (which is so dumb, they can just walk outside and fairyland’s right there), and they’re right dicks to be around. They all get a prophecy that they need to do something about the Solars, and, it is about time. So, they hatch a plan. During a big feast where everyone shows up (it’s enforced, because it’s also the one week you can summon the most powerful demons, strong enough that only Solars can call them, and you know if they weren’t demanded here they would do the stupidest shit imaginable with them), they recruit the Terrestrials, murder every single Solar, and trap their reincarnating Exaltation in a box so no new ones come about. And also murder the Lunars by association. They don’t get trapped, though.

The plan works! And we enter…

The finding out step

Turns out, bad news, people in power can be shitty even if they’re not magically compelled to do so. The gods, now not having to deal with the oversight of Primordials, Incarnae, or even most of the Exalted, get to pop off and be corrupt as hell. The Sidereals are busy trying to do all of the Solar’s jobs, fighting against the straggler Lunars that survived (and that, since they’re not trapped, they regularly reincarnate), and trying to set up a Terrestrial government they can control. They spread a religion that basically teaches all the hot shit the Celestial Exalted said about themselves, they’re chosen ones and super smart and deserve to rule everything, but about the Terrestrials. They teach that other Exalted are bad and should be murdered – but mostly they just describe Lunars and (just in case) Solars.

The Sidereals have star magic. (If you know what “sidereal” means, you probably guessed that!) When they did the whole murder plot, they knew, if they got caught for it, they were screwed. So, they did a thing! There was a constellation called the Mask, which they broke, making it the Broken Mask. (Duh.) This made it physically impossible to prove in a court of law that the Sidereals did it. Like, as a law of physics for the world. I love this dumb mess where you can do things like that. But it also kinda broke all their identities? Sidereals now swap between lives and histories like masks, and people will forget who they were and that they were there once they left. Which is real handy for hiding within Terrestrials and none of them noticing! Terrestrial hunting parties for magical stuff, usually Exalted, are kind of screwed even with their magic supertech left over, so, Sidereals will often be tagging along in the guise of one of the members to even the odds. (Well, more to uneven, the deck is super stacked and they make it even moreso.)

All that, and they still can’t run the world on their own. Huh! I was so sure a hundred politics-minded backstabbing schemers could do the job. Wild.

So, anyway. It’s time for you to meet a Deathlord.

That’s the name for the ghost of a Solar that died at the big betrayal. There’s 13 of ’em. They’re edgy and whiny and goth, and they work for the Neverborn. Sorta. They hate each other, but, they’re both groups of ghosts and they’re both working to destroy Creation, so, they collaborate in that “I’m gonna kill you/you’ll die trying” sort of way.

They engineer a super-plague that murders a fuckton of people, including Exalted. Who aren’t supposed to be able to get sick.

Strong start. But let’s see if the fairies can’t do one better.

Yeah, remember them? So they’ve been a regular menace, taking bites out of Creation and eating people for stories. Consistent jerks. But, see, they kind of want Creation gone, not just munched a bit. And Creation has lost a lot of its protections lately. Plus, the Exalted that are left are worrying about a super-plague! And, above all else, the fairies are creatures of drama. What’s more dramatic than an army cutting right through to Creation’s heart to destroy it?

Well, there isn’t actually much resistance Creation can mount. So, like, they get through Creation. Shit’s fucked. That’s it. Everyone’s doomed. And then we find out the answer – a grand betrayal, of course! Having fun, Sidereals in the audience? The leader’s second-in-command dramatically stabs him, everyone gets to ham it up, and, bam, invasion over, they got their melodrama and that’s all they were really after. But, with so few powerful anythings left to defend Creation… you know they could, now.

So, the Sidereals redouble their efforts.

They set up, like, a real Terrestrial hegemony. Throughout Creation. Ruled by a Terrestrial called the Scarlet Empress, who the guy who originally thought of the big betrayal is confident he has under his thumb. They preach the religion hard, crack down on shit a lot, and get some semblance of control back. It’s recovery, it’s a vulnerable state for the world, seizing power works. Whatever. Politics is boring, you don’t care.

The Ebon Dragon cares, though. You remember, Snidely Whiplash? He’s here to treason things up and cause problems. But, see, he’s not dead. He’s not a Neverborn, he’s not a Yozi. He doesn’t want Creation destroyed, he wants it back. Xx_tied2traintra_xX has gotta get another win under his belt, baby.

So, long story shot, he convinces the Scarlet Empress to work with him, and, like, when I say “work with him”, I mean “they legally get married and she makes a demonic pact for power”. Which… relationship goals? I think? But bad news for Creation, for sure. And the Sidereals just don’t notice.

Time for phase 2 of his plan – diplomacy! With the Neverborn. Specifically, hey, how’d they like some Exalted? Remember the Solars, from back in the bad old days? So, Autochthon is a genius inventor. Everything he makes is perfect, and he made the Exalted extra perfect. There is no way to smash the Exaltations, nor to infect them.

But you can just put stuff on top of them. Autochthon didn’t plan for that.

So Snidely (that’s his official name now) designs magic hats for them – ones made of demons for the Yozis, and ones made of ghost stuff for the Neverborn. If the Neverborn cooperate in snagging the Solar Exaltations, they can keep a hundred of them.

And they do! But, Snidely wasn’t super smart. They only caught half the Exaltations – so instead of the Yozis having 200 to the Neverborn’s 100, they instead only have 50. And there are 150 actual Solars floating about again.

Odds are, that’s you! Welcome back to reality.

Whoop there goes gravity

Hope you had fun in your party time, ’cause shit is disorienting around here now. For one, the cops want you dead. “The cops” being Terrestrials, who may or may not have a Sidereal mixed in to make sure they kill you, and definitely have pew pew laser guns that you’re pretty sure you may have made last life. Whenever you start doing your magic and get the cool glowy aura, a bunch of people scream and call you a demon. Obviously, you also had a human life here, so you know some of what’s going on with that, but, like… the hell happened?

No time for that, though. The Lunars, which have had a rough time of it and had to hang out near fairyland (which, fun fact, is bad to you in extended periods of exposure), are mixed about the whole “hey remember the magically enforced abusive relationships thing”, and may very well maul you on principle. The Sidereals are too committed to stop murdering you now, and they’ve got a lot of gods in line with that (and not much else, the gods are running wild and corrupt). The local government sucks and the Terrestrials suck more. Half of the Solars aren’t coming back as Solars, but are appearing as edgy ghostly asshole ones called Abyssals (the ones the Neverborn got) or real gross demony ones called Infernals (Yozi flavor). If you follow the metaplot (which you shouldn’t), the Yozis utilize the gamer wedding with the Scarlet Empress to invade Creation in like 40 years, win, and take it back over.

Shit’s fucked.

And, as much as I’ve laid all the history out – this is where the game starts! The beginning note! “Hi, welcome to being a Solar Exalted! You are a hero chosen for your determination and vision, made a perfect being in flesh, and burdened with glorious purpose. The world is a complete fucking mess and everyone with any power hates you personally, and it was your job to make sure nothing like this ever happens. It’s currently your job to fix it. Plus, you’ve got people from this life you care about, and the government being corrupt and the world being on the brink of apocalypse isn’t doing them any favors, either. Good fucking luck.”

Honestly, this is what I like about Exalted. White Wolf’s fare has a very constant trend of “the people who are more powerful than you decide everything that happens, and they decide that it’s bad, fuck you, sit around and mope”, and, I’ll confess, it doesn’t do it for me. I think that’s a lame fantasy. Exalted has a fair bit of that, and it’s clearly them trying to shoehorn their house special ethos into a setup where it really doesn’t quite fit. But, the end result isn’t that! Exalted stares you in the eye, drops the power level and complete mistakes of the past on your lap, and tells you that at your height, you could’ve killed any of the strongest assholes in this clusterfuck. You’re not at your height. The world is against you. Everything’s falling apart, and you’ve got a whole confusing world to take care of, and people to try to connect to. This is an impossible task, that you’re guaranteed to fail.

But you’re a Solar. An Exalted of the Unconquered Sun. The Sun doesn’t fail. Neither do you.

So what are you gonna do about it?