Wednesday 6 December 2023

State your intentions clearly - a look at in-universe laws in TTRPGs

Many RPGs out there as part of their worldbuilding establish in-universe rules and laws the player characters ought to obide by. But since those are separate from game and mechanical rules, their interpretation is often fuzzy. Do those laws exist as absolutes and GMs ought to be enforcing them, or are they meant to be broken and existing as something the PCs ought to fight against and win?

Since this topic seems to be cropping up in many RPGs, I figured it might be good to explore it!

Nobilis and the Windflower Law

Recently, our group has been talking about Nobilis, a game by Jenna Moran. One of the players wanted to have a Noble NPC be in love with another character, simple backstory building stuff. But then we were reminded by one particular passage in Nobilis, a law passed down from Lord Entropy, which simply states:

THE WINDFLOWER LAW: Thou shalt not love.

Which sparked a debate about whether that law is meant to be absolute, or something that adds to the drama of the game. Lord Entropy is the absolute ruler of Earth in Nobilis (and since the PCs will most likely play on Earth, they will be under his dominion), he laid down the Code Fidelitatis for Nobles to follow, so you'd think the players ought to follow them as absolute laws, right?

But if you think of the game in context of its genre it is kind of implied that such rules exist to characterise and paint Lord Entropy as a sad ruler that has been scorned by love and thus shuns it, as well as giving your character an excuse to indulge in a "forbidden love" narrative to play into the genre and show how much their love means to them. As Randy Paush said in his Last Lecture - "The brick walls are not to keep us out, the brick walls are there to give us a chance to show how badly we want something, because the brick walls are there to stop people who don't want it badly enough. They're there to stop the OTHER people."

The brick walls are there to stop the OTHER people.

Which reading is correct, I can't say. I find Jenna's writing to be needlessly obtuse to the point I can't slog through the 300 page Nobilis, or the 400 page Glitch, or the 550 page Chuubo's, nor did I immerse myself in paratext about the game that might explain the meaning of such parts of the game.

World of Darkness, its Traditions and lawful stupid enforcement of them

An example of a similar topic that I have read and experienced much more of is the World of Darkness, and its Vampire Traditions, Mage Protocols, Werewolf Litany or whatever else might crop up in each specific gameline.

Each of those games has a set of rules that the societies the PCs are a part of follow and they keep the world in a stable state. But then when PCs come along and start going against those age old Traditions, what ought the GM do?

The nanosecond you break the Traditions the fun police get dispatched to get you

On one hand, since you have those Traditions, people put in place to enforce them and a good top-down pressure to use them to keep the newbies in-line, why wouldn't you make your supernatural society into the most authoritarian state out there where every transgression is instantly detected with the supernatural senses of Auspex (after all, why wouldn't everyone pat down your aura each time you enter Elysium?) and punished with execution.

Understandably though, this is the most boring, most player-vs-storyteller way to play the game. It's the lawful stupid of World of Darkness. Heck, Vampire the Requiem 2nd edition actually recognised it and finally added a textbox addressing it - "The Traditions are broken regularly enough that there’s a need for law, but not enough to break down vampire society or the veneer of the ordinary world that the Kindred hide behind. [...] The Traditions are deliberately designed so that vampires have motivation to break them, and so that there will be drama when they do.". Finally, a clear indicator that rules are meant to be broken!

Such direct, unambiguous communication is vital to letting the players and the GMs know how a game ought to be played so we don't end up with decades of party pooper NPCs in every campaign coming in to stop players from having fun breaking the rules.

Genre conventions and laws that improve the game

While we discussed times when in-universe laws were meant to be broken, there is also a flipside to this argument - rules that enforce genre conventions and improve the game.

An example of this would be Legen of the Five Rings' Bushido. Since that game is steeped in the samurai cinema and its romanticised view of the Japanese history, its bushido is inspired by its real-life counterpart. Since the players are expected to play honourable samurai, these rules exist to steer the players and their characters into how they are supposed to be playing.

Of course, even such genre conventions and rules can still be broken, but ought to be done with intention and good reason. After all, Forty-Seven Rōnin is a big cultural touchstone for just such a thing!

Sometimes the most honourable thing is to act dishonourably... for a time.

Similarly, you can have the drama that comes from such rules coming in conflict with one another, or the tragedy of having to uphold them in extreme situations. It would be a much different game after all if PCs decided to go and murder the emperor because they decided he's weak and they would be much better suited to rule Rokugan...

All of that is to say, sometimes in-universe rules are actually meant to be followed.

Conclusions

When you are writing an RPG book, pay close attention to what you are stating as norms of any given setting. Be explicit about the differences between the setting as it sees itself and the setting as it is in practice. Use an appropriate voice to communicate such intent and don't leave things ambiguous. Make your point clear in the same spot you state those societal norms - don't expect the players to read the entire book to see a correction elsewhere. Don't expect the readers to have any knowledge of any ofther paratext that is not explicitly called out and referenced. Your work needs to stand on its own and can't rely on any clarifications made outside of it. It is okay to be direct and blunt, it's okay to call on genre conventions, it's better to state the obvious than let something that is not obvious remain unstated.

Friday 17 November 2023

EvWoD: Friendly Neighbourhood Exalts Actual Play Review

I’ve spent the last few years listening through a few of the Exalted RPG Podcasts / Actual Plays and I figured I’d share my thoughts on them with you. There is a good deal one can learn from them, whether you’re making your own actual plays or just gaming in general.

In today's episode, I will cover A Pair Of Dice Lost’s EvWoD: Friendly Neighbourhood Exalts.

There are, in fact, two dice that are lost :)

1) Disclaimers

There are a few important disclaimers to get out of the way before we start.

First of all, I understand this was a fan project and should be judged accordingly. I am thankful for the effort the cast has put into entertaining us with their stories, but there will be some criticism of the podcast present.

Secondly, any criticism made against the characters portrayed or how the game played out should not be held as criticism or insults of the game master or the players. Not everyone is perfect and sometimes something doesn’t work out or falls flat in execution. It’s important to keep the art separate from the artist and focus on the former without being disrespectful to the latter.

Thirdly, since I’m also a part of an RPG Actual Play Podcast that features Exalted games, I might be biassed towards one interpretation and way of handling things in Exalted that might not agree with how others view and play the game, that’s to be expected. That and some might see criticising other podcasts a conflict of interest or something, so here is your disclaimer.

Fourthly, we hang out with the game’s GM, Brendon, and have made an Actual Play together and are working on another one. Heck, this very game was kind of inspired by our EvWoD game, Heaven for Everyone. While I aim to be impartial in my reviews, I might have an implicit bias. So take things with a grain of salt.

Finally, there will be some spoilers for the show, it would be rather hard to discuss some things without that...

2) Overview and minor things

Friendly Neighbourhood Exalts is an Exalted vs World of Darkness actual play stream hosted by Brendon from @APairOfDiceLost. The game features a core cast of four PC Exalts of mixed splats, plus some cameos by a few more, being college age kids messing with the New York supernaturals.

The game’s system is the pre-Revised version of Exalted vs World of Darkness with its Companion.

The series takes the form of an audio-only podcast (you can find it on Podbean here, or on many other podcast hosting services), with each recording being edited down to 1 hour episode chunks.

The cast consists of casual RPG fans (so no voice actors or improv artists this time). A good chunk of the cast is new to World of Darkness and Exalted as well.

List of Episodes and their overview.

3) Player Characters

The campaign is mostly played by a core cast of mixed splat Exalts:

Cassandra Roller, aka Cas (f) - a Sidereal Chosen of Secrets curious investigator and gambler
Lenard Van Zant, aka Lenny (m) - a Solar Dawn himbo southern conservative christian
Oliver Jones, aka Liv (m) - a Daybreak Abyssal medical student
Marcy Bartello, aka Marcy (f) - a Solar Zenith fighter

With others making an appearance on occasion:

Roswell “Nova” McArthur, aka Rose (f) - an Infernal pizzeria worker with an attitude
Stargazer (m) - a Starmetal Alchemical getaway driver
Roko’s Basilisk, aka Roko (m) - a Moonshadow Abyssal hacker

4) General Plot

The game starts with the characters being college students in New York, taking various classes together. Then they Exalt and start dealing with the local supernatural weirdness of the area as they try figuring out what they are. Eventually they start dealing with the World of Darkness Gehenna plot as they prepare to face off against an Antediluvian slumbering beneath the city.

5) Highlights

Introduction to Exalted and World of Darkness

To the shock of a few people that have heard of this, this game was apparently an introduction to both the World of Darkness and Exalted for a few of the players. Brendon the GM does bring a well prepared world for the new players to explore and enjoy the weirdness of the mashup. It is always enjoyable seeing people experience this strange setting for the first time.

The Wisconsin Adventure

Towards the end of the game the group decided to go to Wisconsin for various reasons, and a lot of that adventure has been a delight. By then the game has already gone from its early, down-to-earth concept of “Exalts in college” and embraced its wacky and over-the-top shenanigans.

The trip started with Lenard and Liv visiting Liv’s parents. We’ve seen a number of over the top parents already, so it was anyone’s bet what we would find in the home of an Abyssal mortuary student. And what we got were… a pair of very caring and supportive parents with quirky careers and hobbies, and a delightful Wisconsin accent to boot! Not only was the whole situation wholesome as fuck, when Liv asked for some old wax sculptures and animatronics his dad had in his storage (being a wax sculpture artist and so on) for his “project” (putting ghosts in them) and the player selected the “cowabunga” option, well, it was interesting seeing what project Liv’s dad worked on back in his day that was “The Avengers End Game” of their times…

Then the pair went on to try finding a master crafter Alchemical they heard lived around these parts that they met earlier. They were joking that he was Santa Claus and sure enough, they found him in Norway Wisconsin, complete with a giant factory full of robotic elves. They got to get some cool Artefacts for the whole team as a belated Christmass present so they can prepare for the big fight.

If that wasn’t enough, they also encountered a Rhinelander Hodag cryptid during their trip and decided to go all in with a whole side adventure of visiting its home and resolving a war between it and a raiding party of Sasquatches eager to kill the Hodag.

Overall, while it had some slow moments, the Wisconsin adventure had a lot of nice, memorable moments that were pretty fun as long as you don’t take things too seriously and enjoy the flow of where this game has gone to at this point.

The Elysium

During that Wisconsin adventure, the other half of the party, Cas and Marcy, paid a brief visit to the New York Elysium. That entire outing was really neat to behold.

You know how over time in RPGs, shows or the like various characters start having some long stories with one another and you can feel that there is a lot more depth to the situation than someone who just met them might realise? That’s how that visit felt - like the Exalts were stepping into a completely different story, one that has been going on for a while, and one that they won’t understand by just this brief interaction. Neither side knew what to expect from one another, everyone was tense, and in general this is what you hope a lot of vampire Elysium games would be.

The interactions themselves were fairly straightforward, Cas mostly warning the kindred about Tzimisce being about to awaken. Marcy had to avoid being turned into a refreshment after being left alone as a “ghoul” and delivering one poignant line at the Prince, who only allowed her a handful of words to speak. “Scale of Bangladesh” wiped out all the smirks off of the undead faces, since they heart rumours of what happened during The Week of Nightmares when Ravnos woke up.

I have yet to see any other EvWoD game make me wish for Exalts to try gently diving into the shark tank of vampire politics. Heaven for Everyone mostly powered through them in Los Angeles, City of the Bull God was mostly t-posing over the London vampires, asserting dominance, and the few other ongoing games I know of barely interact with them so far. I’m not sure if this feeling Friendly Neighbourhood Exalts evoked was just an illusion, or maybe a result of not sending the heavy hitters to the meeting where they would project their big dick energy and ruin the mood, but what we had here felt really interesting to me at least…

A big boss fight

With how much of heavy hitters Exalted are in the World of Darkness, you’d naturally want to end it with something cool, like a big boss fight. And this series delivered on that, if perhaps overdoing it a bit for its own good.

Since the series takes place in World of Darkness New York, those that know what’s going on in that place could guess the final boss - the antediluvian Tzimisce, one of the most dreadful things in that world.

Big boss time

The Exalts assaulted the Vampire to catch them unaware, fought through a number of their flesh monster minions, and eventually faced off against the perfected form of the creature themselves.

With a lot of legwork done ahead of time the fight was manageable (they managed to evacuate the entire area and bring a large pack of werewolves to help with damage control), but with this being Exalted vs World of Darkness, things eventually became a bit too big for the game format.

Three of the players had some form of protection against getting killed, but that meant the weakest link, Marcy, had to be rescued multiple times and burning through their resources. The battle itself took about 5 recorded hours and required two entire extra sessions to wrap. By the end of it, the crew was also running late and decided to wrap things up cinematically just to actually get to the end of it. The actual enemy stat blocks were eyeballed (since this came out before EvWoD Revised that had some guidelines for big boss fights) and rules had to be adjusted on the fly not to imbalance the whole encounter one way or the other. Some of the episodes as presented ended up being “and then they fought some more” and are kind of skippable (on my first viewing I accidentally missed one of the fight episodes and didn’t even notice).

The other Battle of New York

But in the end, it was a good way to wrap a series like this up, especially since it jumped the shark a long time ago and kept going further off the rails. For basically a first foray into a system that was a bit unbalanced at the time, it was pretty solid.

Pulling at the heartstrings

This game isn’t the first time some of those people played together, and Brendon had a good way of leveraging their shared play experience to tug on players’ heartstrings and make them feel things.

These ranged from rather innocuous things like referencing the other recorded campaigns (such as mentioning Mages making a van, or the Brightness Landing Hotel), but also their Exalted campaign we only got a retelling of. Some Artefacts the group was gifted towards the end of the game were referring to their old characters in a way that made Christina tear up a little. It was a nice touch and a good bit of extra work by the GM to really make things memorable for the players.

Therapeutic and making the world a better place

After you’re done listening to the series, there is a nice outro interview with the various players talking about the series and so on. One of those interviews is with Liv’s player, Tyler. In it, he mentions that playing that character helped him “in a way he didn't know he needed”. Moreover, playing Liv actually made him actually decide to go through with going to a nursing school.

So in the end, when all is said and done, no matter what else you have to say about the series, at least it made the world a slightly better place. It’s nice knowing that games have this kind of positive effect. Hats off to everyone involved!

6) Criticism

No show is without its flaws, and so we should turn to what the Friendly Neighbourhood Exalts has committed. Not as an attack on the show or its creators, but as a learning experience on how everyone could improve…

A casual game of Exalted vs World of Darkness

Honestly, this whole game could be summed up as “casual”, both to its merit as well as detriment. The players aren’t voice actors, there isn’t any production team behind it, the various plots are picked up a bit ad hoc, sometimes the players are strung along a bit, some rules perhaps aren’t 100% there and so on and so on.

Which is fine, but at the same time, the game could’ve been so much better with some more focus, planning and pacing.

Like the game starts with characters being students. That relates to pretty much nothing in the whole plot besides them hanging out with ghosts in a clubhouse. There is a ghost comic book making clubhouse, which doesn’t do much beyond a small role in preparing for the final fight. There is a spirit of the City of New York projecting a giant rotting apple on the Empire States Building to show the corruption of the city as some kind of spiritual problem (implying vampires are somehow making them sick) which gets foreshadowed, a little explored, but not really resolved beyond fighting the big boss fight at the end which would improve the situation. The gang find a biblical seven headed Beast from a sarcophagus that erases itself from your memory that ends up being nothing more than a pet for a few scenes. Multiple families from multiple PCs are more wacky than the next and not all of them get their payoffs after they all get introduced in the same tacked on ending to a museum visit. A doom prepper uncle drags his niece PC into an open sewer manhole as a surprise hello only to die off-screen and be reincarnated as a Demon the Fallen spirit possesses his body and just chills with the PC twice before the game ends. The crew meets a character that is implied to be Santa Clauss that hires them for a museum heist and then just makes them some cool Artefact gifts for the final showdown.

This isn’t Riverdale level of crazy, but it certainly has a lot of ideas that you could fill a few seasons of a campaign with.

A completely normal Archie show, don't worry about it...

And like I should be complaining, we did some of that in our EvWoD Heaven for Everyone game. Sometimes you think you’re setting up something nice but the idea flops and characters latch onto something new. But that’s kind of what I mean by “a casual game” - it has ambition to do a lot, does some of it, and sometimes you just have to follow along a group deciding to hunt cryptids and decide the fate of battle between Sasquatches and Rhinelander Hodags.

Lenard - a southern christian bigot…

While I have nothing against Cody the player, and overall he seems like an okay person from all the games I’ve listened to from A Pair of Dice Lost, I didn’t like his character very much.

Lenard is a bit of a stereotypical southern US christian boy, which unfortunately came with its baggage of being a bigot. Straight up in the first episode during Introduction to Religion class he started with the spiel of “worshipping false idols”, and by episode 3 hearing that some NPC girl was German and speaking with a German accent he instantly called her a nazi. When he Exalted he believed himself to be an angel of god and so on and so on.

In general, I really hate these kinds of characters, the bible thumping holier-than-thou smug jingoist assholes, but sometimes they can serve an interesting part in a story. Like Kristen Applebees from Dimension 20’s Fantasy High had an equivalent similar background (although I don’t think she ever dropped any racism). Over the course of the story, however, it turned out that her family was actually a part of an extremist religious fundamentalist group, and she had to figure out her own path to be a better person than that. We never get anything like that with Lenard.

There isn’t even much pushback to what he’s spouting. The only one I’ve noticed was the german girl he insulted complaining to her friend, another PC, that she was called a nazi.

Take all that stuff away from that character though, and you still have a lot to work with. He is, as I think his player put it, a walking Lynyrd Skynyrd joke (due to his player noticing the name Van Zant in the EvWoD book and wanting to go with it), complete with a dog named Simple Man Freebird and last name Van Zant. He comes from a Dragonblooded family from Australia, has a bunch of sisters that enjoy fighting and loses the ability to read when he cusses, so to compensate he has eidetic memory. He has a giant spirit dog the size of Clifford The Big Red Dog that can talk and always has his back. You don’t need all that problematic stuff…

So many siloed sessions

The pacing of some episodes has been a little bit weird. A number of them would feature characters being siloed into their own scenes and adventures separate from the group. Every now and then that’s good, but sometimes it felt like a bit of a lost opportunity or something that sounded better on paper.

In Episode 18 the group got separated into different spirit rooms while going up the Empire State Building. Then the next episode and a half was them having their own scenes doing kind of random things from Cas having a job review with the Maidens of Fate to Liv operating on his old, dying self. And after spending like two-ish hours setting this up and going through this, those scenes didn’t really matter much and were just some random test by the spirit of the city to determine their worth? It kind of felt inconsequential for the time investment and not to mention like 12 separate cuts between the four vignettes.

Then by episode 24 the group decided to split up to do some prep. Liv and Lenard went to Wisconsin to find a master crafter to forge them some weapons and stop by Liv’s parents, while Cas and Marcy were having meetings with various supernaturals of the region to get them on their side for the upcoming big boss fight. They don’t meet back by mid-episode 29. So that’s 5 hours of content bouncing back and forth between two plots, about 26ish cuts (and mind you, each transition comes with a few second jingle, good for denoting context changes, a bit less so when you hear it 9 times in an hour ;) ). Don’t get me wrong, those episodes have some of the best scenes in the series (Liv’s parents and the Elysium), but one plot has minimal stakes (“travel to Norway, Wisconsin, ask for a favour”) while the other crams dealing with three big power brokers of the World of Darkness (Werewolves, Camarilla, and the Technocracy).

On one hand, I get doing that since basically only one character in the group was good at doing power brokerage (Cas), and bringing in Lenard to Elysium would’ve probably been a liability. On the other hand, things like this probably could’ve been paced as one off diversions during a session in between some group activities.

The siloing wasn’t so bad in the early episodes while we were establishing the various characters and their routines, or giving Marcy a bit of backstory before she joined the gang after Exalting (having individual scenes throughout episodes 4, 5 and 6 from a separately recorded session).

Probably in the end, things come down to pacing. Again, this is a casual game, so it is to be expected.

Marcy was just… there

Sometimes in a group ensemble you will have characters that don’t stand out, and unfortunately this time it was Marcy.

She was a Solar Zenith, although I had to do a double take on that since throughout most of the series she mostly acted as the second Dawn. She was introduced fighting a ghost, in the big split adventure part of the season she mostly played a plus one and bodyguard to a very motivated Cas, and besides that she was friends with Francesca, Cas’ rival.

She was a bit of a tracker, she had a cool uncle, drops one awesome line during the Elysium visit, and ends up being interested in cryptids. On the flip side she turned into a large liability during the final fight when everyone had to save her from being killed burning their “get out of jail free cards”, although at that point things didn’t matter all that much.

It is possible that if the character was a different splat or caste things would’ve worked out differently. An Eclipse would’ve complimented the group quite well and kept a lot of doors open (although Cas seems to have been doing most of the diplomacy, so it might be stepping on her toes), an Infernal or a Lunar would at least make the fights more distinct, etc.

But things like this happen, and I’m sure the group had plenty of fun with Marcy’s player being a part of the group and filling in for someone else that left really early.

Jumping the shark and going off the rails

The series was off to a bit of a slow start with the first ten episodes. The group had some run-ins with the local supernaturals, beat up some vampiric mafia, established a comic book making club with some ghost students and so on. Then things started getting turned up to 11 fairly fast.

The next Arc, Exalted’s Eleven, introduced a strange museum exhibit, featuring ancient plagues, a Daiklave hilt, some Alchemical soul gems and even a mysterious sarcophagus with something ancient inside of it (something about this does sound familiar…). Then the gang was hired to rob the museum along with some guest star Exalts and things continued to amp up. Lenard’s Australian Dragonblooded sisters appeared on the scene, a biblical seven headed serpent got freed, everyone had a trippy vision quest going up the Empire State Building, cryptids appeared, someone’s family member got turned into a Demon the Fallen character, and so on and so on.

Brendon the GM did later say that he went a bit overboard, one-upping himself over and over with each story in the system, and to an extent I have to agree. When you get ancient artefacts from a robot santa living in Norway, Wisconsin to save the Rhinelander Hodag from their mortal enemies, the Sasquatches, you probably start questioning how did you end up here.

It wasn’t an unpleasant journey all things considered, just not something you’d expect starting with the premise of “college age kids Exalting and being Friendly Neighbourhood Exalts”.

Railroading

While a lot of the game was off the rails with how bonkers it got, at the same time it did feature a bit of railroading. It wasn’t the bad kind of railroading where the players have no say in anything, but the kind where players often found themselves with a new situation out of their control and had to get through it.

The Empire State Building vignettes for example, were pretty much “you get dropped into this random scenario, how do you solve it” which didn’t have that much player input. Liv got to operate on his mortal self, with one decision - save them or kill them. Cas had an interview with the Maidens of Destiny that mostly amounted to just chatting, a little bewildered. Lenard got to save his buddy from being killed in some building. Nothing too engaging.

A less egregious situation happened in the Van Zant Manour, where the group got to lay low for a while after their heist. They mostly bounced off Lenard’s sisters a bit, and then got to talk with two more NPCs, pumping one of them for some exposition. This wouldn’t be too bad if it wasn’t two and a half episodes of this.

What followed for one group was similarly a bit on the rails. Lenard and Liv got to go visit Jotun to get some Artefact presents for everyone… For 4ish episodes. The only thing of note that happened was them running into the Hodag, which led to the Sasquatch fight later.

While this kind of play is fine for some groups and the players still had a good amount of input on what they wanted to pursue, it could’ve been a bit better. Then again, player-driven storytelling does require a good deal of inputs from the players and motivated characters, and since this was an introduction to World of Darkness for some people, it may not have worked out as well as you’d hope.

What is a “turn”?

Making mistakes while playing games is kind of expected. Everyone at the table has to juggle a lot of things on top of trying to remember the rules, so something is bound to crop up. However, this game seems to have embraced one crazy reading of the rules that made every late game encounter rather bonkers.

Sidereals have a Charm called Perfection of the Visionary Warrior. It’s a level 5 Battles Charm that is fairly simple, it merely says “Reflexively spend 1 Essence. At the end of every turn for the rest of the scene, the Sidereal may make an extra attack at her full dice pool.”. The key word there being “turn”. What is a turn in Old World of Darkness 20th anniversary editions? Good question, but one that you’ll be hard pressed to get a clear answer on in the various books. V20 doesn’t list it in its glossary. Some of the Storyteller systems use the term to refer to an action of an individual character, while others refer to one turn passing when everyone takes their action.

This game decided to take the first interpretation, meaning that you had the group’s Sidereal, Cas, doing an attack like 10 times a round. Every time anyone attacked, she would attack too, whether they were friend or foe. And all that for 1 Essence, which is barely anything in the system. The fights got a bit ridiculous with that, plus probably took a bit longer since Cas wasn’t the heaviest hitter in the group…

Lenard had a similar Charm, the Peony Blossom Technique, but that only gave him 5 extra attacks at the end of the turn for the cost of 3 Essence each time. Very strong, especially for a Dawn, but burning through your mote pool way way quicker.

Ultimately, would using the Charm as the developer intended change anything? I don’t really think so, the group had a lot of heavy hitters as it was so everyone they faced off against turned to red mist anyway. Was it a cool and over the top use of the Charm? Heck yes. However, the novelty of it didn’t really last too too long, eventually the fights mostly turned to same-y noise of stomping on the group’s enemies no matter who was in the lead, so whether it was Cas 5 times as often as anyone else it didn’t matter too much for the enjoyment of the game…

Imitation and flattery

If you’re like me and are keeping up with the various Exalted vs World of Darkness podcasts (there might be a dozen of us! A dozen!) when listening to this show you could notice some similarities to a certain other EvWoD production. Kids in school exalting together, a himbo of a Dawn, meddling with the local vampires, going on a museum tour only to later rob it, finding an ancient biblical serpent in a sarcophagus, doing callbacks to an older Exalted game, etc. happening twice in two EvWoD games would be a really strange coincidence. Then again, the group was heavily inspired by Princes of the Universe while playing their old Kings of Creation game as recapped under Let the Good Dice Roll.

But yes, as someone who played in Heaven for Everyone it was amusing to hear Friendly Neighbourhood Exalts have similar ideas. And you know what they say, imitation is the sincerest form of flattery ;).

This is of course not to say that the show is entirely derivative, it puts its own spin on a lot of those ideas and the similarities are mainly what you notice in hindsight.

7) Conclusions

Overall, Friendly Neighbourhood Exalts is an okay series, but not my first pick for Exalted vs World of Darkness or Exalted in general. As mentioned before, it’s a fairly casual game, which comes with some issues you’d expect from that - plot points that go nowhere, others that overstay their welcome, a shift in focus midway through, etc. But that’s kind of expected from a casual podcast. All the players seem to have enjoyed the series, and it actually helped Tyler settle on a life direction, which is honestly more than you could’ve ever asked of a game like this.

If you’re looking for a stronger Exalted vs World of Darkness game, you’d probably want to check out City of the Bull God by the same GM (and I’m not only saying this because I got to play in that AP!). It features a cast that are Exalted and World of Darkness veterans, and has a somewhat more cohesive plot, even if it does take a detour to Hollow Earth to fight some nazis with cyber dinosaurs ;).

You might also be interested in these links:

Tuesday 14 November 2023

Starting backstory bonuses - solving character buy-in

Sometimes RPG groups have a problem with getting the right kind of characters together for an adventure. Whether it's people wanting to play lone wolves that are too cool to care, someone making a chaotic neutral character that will just go goblin mode, or just a PC that doesn't know how to tie their backstory to what's going on, it can be a challenge for the group and the GM to tie everyone together to just go and do what they planned for the adventure to be. But, there is a neat solution to that - starting backstory bonuses!


Recently, our GM started a new EvWoD game with us - To Build a Fyre (which will probably air sometime in 2024, here is the rough game pitch). It was a modern game set in a dome city deep in the antarctic ocean. The game had a lot of moving parts, key NPCs and big mysteries to investigate. But in order to ensure that the PCs were actually invested in the premise and were proactive about looking into those mysteries, everyone had to have hooks and leads to follow out of their own volition. They needed reasons to go on a multi-year contract to the Antarctic, to interact with various NPCs, to care about what's going on. The game didn't have space for lone wolves, wallflowers or some really out there concepts like a benevolent cult leader demon that is building a figurative Noah's Arc to let their followers Heaven's Gate into a peaceful afterlife.

So our GM came up with a clever solution to it - starting backstory bonuses. Basically, the game came with 11 different hooks and plots to choose from that would define some part of the character's backstory, give them a lead to follow, as well as give them a bonus to their starting character based on that backstory. You could for example been invited to Atlantis Zero by the Conspiracy of the Lotus, a shadowy organisation that is trying to exert more control over the city. Your starting bonus would be a minor magical artefact they gifted you, and your first order of business would be to reach out to them and get initiated into the society proper to learn what schemes they expect you to help them with. Or you could have been a part of a PMC group sent by a billionnaire to extract his son from the Atlantis Zero prison, but you got attacked on the ice shelf and are the only survivor of your squad - you have a good deal of military gear, but now you have to figure out how to get that kid out by yourself. Or maybe you were helping a three letter organisation and their alien friend find their missing counterpart that has crash landed in the area. Now you have an alien to help you infiltrate the facility, but you also need to take care of them.

Since everyone needs to take one of those backstories, you will know everyone will have some kind of hook to the place right at the start and by having those backstories inform the characters being made you know you will at least have some kind of PC that fits the setting. Plus, players always like getting a little bit extra, so they will be glad to take the bonuses that come with these!

If you run the same adventure / module / etc. for multiple groups, you can also plan your stories knowing where the players will be coming in from. You might not have every backstory represented, but if every one of them leads into your story proper or to the other stories, you will be able to pick up and play that adventure more easily without having to figure out yet another reason to tie your new PCs into the story.

Tuesday 27 June 2023

Some thoughts on running political intrigues in TTRPGs - a look at Storms of Yizhao

Recently I ran a political intrigue / investigation adventure called The Storms of Yizhao for a few groups. It has a few neat approaches to doing a political intrigue game that you might want to borrow for your campaign. So let's go over them!

(If you want to run the adventure yourself, I strongly recommend using The Yang Version of the module since it addresses a few problems the original adventure had. We've also done a conversion for Fellowship and Exalted Demake if you prefer those systems)

The adventure sees the demigod PCs investigate the titular storms of Yizhao - a supernatural curse that is ravaging the city. They are tasked to solve the problem by the local governor that will give them a sizeable reward for stopping the storms. The players quickly learn the storms are caused by an Altar of Heaven, an ancient artefact created by a diety that imposes its morality onto the people and punishes them for its transgressions. So that means someone in the city is doing something really bad to upset the local customs, and getting to the bottom of who caused it is the PCs' ultimate goal.

During their investigations the players will interact with a couple of big name NPCs, from the governor, through a philosopher sage, down to a merchant matriarch. And here the crux of the mystery and political intrigue comes in.

Each of the big NPCs the players meet will gladly tell the PCs what they want out of them and what their take on the situation is. The merchant matriarch wants the governor deposed, dead, or both. The local royal caretaker of the Altar wants to just blow it up and go be a movie star. The philosopher sage wants to brainwash the entire town into being perfectly loyal citizens. Many of the motives are extreme and in a normal game might be a reason to send some constables after the NPCs to get them arested, but this isn't a normal situation. The NPCs aren't hiding their motives because each one of them lacks something that they need the PCs to do for them to complete their plan. A censor needs some documents stolen. The philosopher sage needs the PCs to tresspass by the Altar where they are not allowed to go. The merchant matriarch needs the PCs to steal a shipment of taxes.

So the NPCs will gladly let the PCs know exactly what they want to accomplish and what needs to be done to fulfil their goals. This lets the players know exactly what is going on, who hates who, and what their chemes are so they can make a somewhat informed decisions on what to do without having to do a roundabout song and dance to figure the basics out. It gets them right in the action and making decisions within minutes of meeting a new NPC.

Of course, there are layers to the situation. Every NPC has a goal and a plan, but sometimes their motives are hidden. Each of the NPCs also has a lead on what is really going on in Yizhao that is at the root of the problem that they will disclose if the PCs complete their quest or find some other way of leveraging them. They also each have a bias to what truth they see.

The merchant matriarch hates the governor because of his high taxes. She wants the PCs to steal the tax shipment so she can return it to the people. This is a lie. She wants to pass the shipment onto the censor to frame the governor of trying to steal his own silver to get him executed. She will tell any kind of sob story to the PCs to get them to get the governor deposed, she will lie that he's embezzling the taxes, spending it on his vices and latch onto anything the PCs bring to her to pin it on the governor. The truth she knows though is that there are people going missing from all walks of life in the city, which is really strange...

The philosopher sage believes the lax morals of the common people are the reasons the Altar of Heaven is punishing everyone. She is biased and wrong in that regard, but she doesn't know it. She wants it to be true, so she believes in it wholeheartedly. She is convinced that by empowering it to turn all the commoners of Yizhao into brainwashed Upright citizens the truth will be inevitably unveiled because it cannot take root in such a moral society that will be created. In that regard she is right, at least if you lean into "ends justify the means" kind of thinking...

Of course, some NPCs are simpler and some are more complex. The royal caretaker will let the players know he wants to just be a movie star straight away and what he needs from them to help himself escape. He is also quite eager to talk about what he thinks about the Altar and what insight he has. There is no second layer to him. Meanwhile the merchant matriarch will gladly lie about everything just to get what she wants. She will gladly ommit that she's extorting the people for money, that she's in cahoots with the censor, that she will use the stolen taxes as means for getting the governor executed, that she doesn't know if the governor is doing anything unsavory and what have you. Some variety like that means players don't expect everyone to have exactly one fake mask on they need to get through.

The garnish to the adventure are the various lesser NPCs and situations the PCs can interact with. People that have small immediate problems that show the players what the more ordinary life is like in the adventure. You have some young man that is being publicly humiliated for disobeying his mother, a merchant that can't pay the new taxes and will be fined for complaining about it too loudly, some courtesan that tries to hex the demigod PCs to give her a singing voice, etc. I tend to pace the adventure so that inbetween meeting any big name NPCs the players run into one minor situation to have something simple to solve in five to ten minutes.

Having a good number of such encounters also lets you tailor them to what the players are thinking. If they think the governor is up to no good and you want to double up on that, show them how people are treated by the government. If you want to expose the merchant matriarch for being corrupt, give them some merchant that can't afford guild dues. If they have done most of the adventure but can't connect the dots, give them an encounter that steers them in the right direction.

Finally, this adventure has multiple off-ramps for the players to end it how they see fit. They don't need to solve the mystery to solve the problem of the storms. Based on character skills, they can destroy the Altar, modify it, empower it, get to the bottom of the problem and punish those responsible, or even just leave because this place is just misery. All of those are valid end points for the adventure, some can be achieved within an hour or two of playing it.

Conclusions

The Storms of Yizhao showcases a few interesting tricks to running a compelling political introgue game.

First of all, all the NPCs share exactly what they want out of the PCs and why they want it quickly and readily. They will gladly share what they think of other NPCs. This lets the PCs understand the political landscape of the adventure fairly quickly without having to pry information out of the NPCs.

Secondly, some NPCs operate on multiple layers of truth. What they tell the PCs might be a lie, it might be a biased view of things, or it might actually be true. The PCs have the means to figure out what is really going on with some effort, but no NPC holds the whole picture.

Thirdly, minor NPCs and encounters help flesh out the world and can shape how the players view the situation. There are more such encounters than the party will encounter in an adventure, and which one gets presented depends on what the GM needs at the time.

Finally, there are multiple off-ramps for the players to complete the adventure before seeing the entire picture that feel like a satisfying end. Those ends are always triggered by the players consciously going for them rather than something the NPCs do in the background.

While it might not be the only way to run political intrigue games, I do think the scenario is an interesting case study. The recordings of multiple groups going through it should eventually be uploaded to this playlist in case you want to see how it plays out in practice.

Monday 16 January 2023

Hymns of the Unconquered Sun Exalted Actual Play Review (Season 1)

I’ve spent the last few years listening through a few of the Exalted RPG Podcasts / Actual Plays and I figured I’d share my thoughts on them with you. There is a good deal one can learn from them, whether you’re making your own actual plays or just gaming in general.

In today's episode, I will cover Devil's Luck Gaming’s Hymns of the Unconquered Sun.


1) Disclaimers

There are a few important disclaimers to get out of the way before we start.

First of all, I understand this was a fan project and should be judged accordingly. I am thankful for the effort the cast has put into entertaining us with their stories, but there will be some criticism of the podcast present.

Secondly, any criticism made against the characters portrayed or how the game played out should not be held as criticism or insults of the game master or the players. Not everyone is perfect and sometimes something doesn’t work out or falls flat in execution. It’s important to keep the art separate from the artist and focus on the former without being disrespectful to the latter.

Thirdly, since I’m also a part of an RPG Actual Play Podcast that features Exalted games, I might be biassed towards one interpretation and way of handling things in Exalted that might not agree with how others view and play the game, that’s to be expected. That and some might see criticising other podcasts a conflict of interest or something, so here is your disclaimer.

Finally, there will be some spoilers for the show, it would be rather hard to discuss some things without that...

2) Overview and minor things

Hymns of the Unconquered Sun is an Exalted actual play stream hosted by @TheConri. The game features a set cast of three PC Solar Exalts and is about their short adventure around Calibration of running away from the Wyld Hunt and looking for their old panoply.

The game’s system is a mix of Exalted 3E and Exalted Essence, with some combat activation system homebrewed in from Pugmire.

The series takes the form of Twitch streams (VODs are available here), each about 4 hours in length.

The cast consists of professional streamers, etc. which lends itself to some solid voice work. I think the series was paid for by Onyx Path Publishing (AFAIR it was mentioned once), but I couldn’t find a definitive statement on it…

List of Episodes and their overview.

3) Player Characters

The campaign features a fixed cast of Solar Exalted characters:

  • Last Heaven’s Fist (m) - a Zenith Immaculate Monk
  • Mirror’s Kaleidoscopic Blossom (f) - a Twilight travelling saleswoman and sorcerer
  • Sunder Borealis (f) - a Dawn brawler with an attitude
  • Weft (they/them) - a Night circus member, thief and a sneak with spider-like ability to stick to walls

4) General Plot

The plot of the first season of the game that’s out now is fairly simple - the Circle find each other by chance and Sidereal confluence at the River Provinces during Calibration when their Solar identity gets exposed. They then flee the town with a Wyld Hunt slowly pursuing them. At the guidance of a Sidereal they go to the city of Ebon Fall to look for their previous Exaltation’s panoply and get tangled in a fight between the local people and an invading army of Fairfolk.

The game is set to receive a second season at some point in the future, featuring the same characters.

5) Highlights

Really great production values

The first thing that jumps out at you when you watch the series is just how much effort the team went through to make the stream feel special. They recorded an intro, complete with an anime-like opening song, all the players are in very elaborate costumes at all times, the backgrounds behind the players are well decorated and even when they are not recording in the same place they take the effort to blend everyone’s videos together into a somewhat seamless whole.

It is really unique in the space of Exalted actual plays. ExalTwitch Academy has them beat in terms of having overlays for the game proper (with combat tracker, anima level indicators and so on) and Swallows of the South as well as Fall of Jiara have more edited down episodes, but nobody comes close to this costuming!

Some really fun characters

A lot of the characters in the game, both PC and NPC, have been really fun to experience.

Sunder is a nice brash individual that gets herself into trouble with her big mouth and taking no shit from anyone, Fist is a carefree monk, Weft is a lovable designated thief and scout that doesn’t want to be mean to anyone (really like in Episode 11 when she steals a book from someone’s safe but puts some jade in there to “pay” for it, so precious!), and Mirror is a high-strung professional that’s trying to keep the group out of trouble.

On the NPC front we have a few standouts as well. Reed is Fist’s temple brother and a small, optimistic monk with ambitions of staying out of trouble and enjoying some good company. He comes complete with Krillin voice to complete the package into someone you love hearing pop up every now and then.

Next standout is Grandmother Toad, a Sidereal Chosen of Endings that is trying to make things right for the returning Solars and have them be the heroes the area needs. She also takes her Resplendent Destiny of a food vendor / restaurant waitress very seriously and it’s a delight seeing her pop up doing some most mundane of things. She truly embodies Kronk embracing his lot in life ;)

Noodle Grandma has you covered! She can't loose this gig!

Beathersa is another great recurring NPC. A demon snake bound by Mirror and forced to begrudgingly serve her and hating every minute of it. Each time he appears, filled with anger and simmering with rage but forced to go along with whatever she needs him for. It’s fun to behold, especially in Episodes 5 and 6 when he’s recovering from a fight and being a bit helpless.

Penny and Ponder, Mirror’s animated puppets, while not having any speaking roles are still fun to behold as they are being helpful and just a touch creepy.

Beyond that you have a few fine enough NPCs without any real duds in the mix. The NPC cast might not be as colourful as ones you see in Swallows of the South, but most of the people you spend time with are fun.

Infectious excitement

One really nice part of the group I found myself enjoying was how excited they can get at times. Sometimes they get into some really nice spirits and are so happy, it’s great to witness. Like in episode 12 Mirror and Sunder admiring the automatons they found, giggling like schoolgirls in a candy store was really fun, or people losing it in Episode 6 when Reed was wanting to pick up ladies in a teahouse.

Calibration as a strange liminal time

One of the core ideas the plot of the game revolved around was that Calibration was an interesting liminal time. The GM presented the idea that during this time Fate and Destiny stop affecting people, so everyone has complete agency, free from Heaven’s influence. It was thus a good time for a duel to see who really is the best fighter, but also a time where some Sorcerous shenanigans could be afoot. Because this concept was introduced early and time progressed so low for players, I believe it was intended for the Season to completely take part during Calibration, which would’ve been interesting.

It’s nice seeing Calibration being portrayed as an interesting time. I think the only other time I’ve seen it be some central focus for even an episode of a game was in Princes of the Universe.

Raining Limit!

If you’ve read my various Exalted podcast reviews you know I’m a sucker for Limit. It’s such an interesting part of the Exalted setting that I love seeing it depicted. While a good number of players tend to be risk-averse with it, trying to avoid it as much as possible it was nice seeing the cast of the Hymns instead dive head-first into it. They rolled for it 9 times, and the first few rolls were really high (max Limit Trigger rolls in Ep 2 and 4). Heck, Episode 4 and 5 had 5 different rolls for Limit that were pretty high, and I was hoping we were going to get a Limit spiral out of it (where a few characters get high on Limit, then someone breaks, causing others to get more Limit and also break and so on). But then it… just stopped.

So unfortunately, this series we got no Limit breaks. It had a good start, but then the characters didn’t get the opportunity to get that Limit. Alas, this won’t be another Princes of the Universe nor even ExalTwitch Nexus

Favourite moment of the night

At the end of the first six episodes of the stream the cast used to share their favourite moments from the episode. It was a nice part of the stream to hear people’s excitement about the events that transpired and what stuck out to them. Unfortunately with episode 7 that part of the stream got moved onto Discord to encourage people joining it which was unfortunate…

Actual mass combat in Exalted!

For all the things Exalted system offers I was yet to see its mass combat system being used. AFAIR Fall of Jiara hand waved its final mass combat, Princes of the Universe only got into proper mass combat when they switched to Godbound, and I can’t recall any of the other Exalted games I’ve seen / listened to use the system.

But of course, while it was interesting to see the system in action, the battle itself was a bit of a slow slog like a lot of Exalted combats tend to be, and this being the final battle of the final episode of the season didn’t help things ;).

Unique mix of 3E and Essence

It was interesting learning from this actual play that Exalted Essence can be mixed with Exalted 3E and played as an official homebrew of sorts. Not much more to say there.

6) Criticism

No show is without its flaws, and so we should turn to what the Hymns of the Unconquered Sun has committed. Not as an attack on the show or its creators, but as a learning experience on how everyone could improve…

The game is glacial

For me, the pacing of the game was slow. Of course these things are hard to quantify, but I could see a task-oriented group wrap up the content of the season in 3-4 sessions (with the final big combat taking most of the last episode), while Devil’s Luck Gaming crew took 14 episodes going about everything fairly slowly.

But I suppose “getting things done” is not the focus of the group. In fact watching this show I came up with the notion of “vibing vs tasking”. Basically, you watch Hymns of the Unconquered Sun because you enjoy the characters and their players bouncing off of one another, acting and reacting to what’s going on and progressing through the story at a leisurely pace. If you enjoy characters bantering about nothing for an hour and taking half an hour to just go to sleep (hello episode 3), you might enjoy watching this. I personally did not.

I like watching Exalted actual plays for being Exalted and dealing with Exalted-level issues, which rarely comes off in player banter (unless you are actually chatting about some big shit like you’d sometimes get in Princes of the Universe). Actual plays that are more focused on small character things and banter don’t much benefit from being in Exalted. Like swap the characters into being in D&D and you can still get them to complain about how tired they are and how much they want to go to sleep for half an hour, doing a drinking bet or hitting on random people in a teahouse just the same.

On top of that, understandably, the game being Exalted 3E + Essence made the combats drag a bit, but that’s par for the course…

Really short timeframe

It is interesting to see how time passes in various Exalted games. ExalTwitch Nexus wrapped its game in one in-game year, ExalTwitch Academy spent its first season in about two weeks, and RPG Blender managed to spend 20 something sessions dealing with Nechara over the course of a few days. If it wasn’t for the dint of time acceleration during the final stretch of the game Hymns of the Unconquered Sun would’ve spend its entire season within about maybe a fortnight - five days of Calibration between Episode 1 and 8 and then a few days afterwards in the final town. But the GM skipped time forward while the PCs were in a spirit sanctum because he needed the night of the full moon for Sorcerous reasons.

I think the GM’s initial plan for the game was to make the entire Season take place in the 5 days of Calibration since early in the series you hear about people doing some Sorcerous shenanigans during Calibration, but because the characters dilly dallied too much it had to be shifted forward to the next best thing. If instead the story was not tied to it, maybe the pace would pick up and you could fast forward through some events, healing and so on without grinding against the deadline…

Fortune and Fate - interesting if underused resource

To get creative with the game’s format as a Twitch stream the Hymn’s team have a system of Fortune and Fate. If you tip the stream you can give a point of either of the two things which convert to a floating Willpower the players or the GM can use as they need, respectively. It’s an interesting concept for sure to have some audience participation, although in practice those resources largely went unused. By episode 12 the accumulated points got as high as 9 Fortune and 15 Fate just sitting there, but luckily the final episode was a one giant fight where everything got splurged! But yeah, could be something more exciting or more frequently used throughout the game…

Many small things

There were a number of small things that were a bit off about the game that warrant a mention but maybe not their own big section.

In Episode 7 Grandmother Toad talked about the Great Curse the Solars were under as if it’s a known factor - always a pet peeve of mine that kind of deflates the tragedy of the Solars and instead turns them into “oh you poor thing”s.

A specialty for Awareness for “Hidden People” is probably a bit too broadly applicable. It’s not as game flow stopping specialty like “Ambushes” was in RPG Blender but still something that was a bit off.

Like a few other games this one too treated reincarnation and re-exaltation as if they were the same concept while those aren’t the same in Exalted.

Exploring the various rooms in the Qualat was a similar issue to how exploration in Princes of the Universe suffered from “GM expositions something, player reacts, prompts for more exposition as if they are clicking through a long description in an adventure game”.

7) Conclusions

In general, Hymns of the Unconquered Sun was an okay enough series so far.

For me, its main issue stems from its length in comparison to how much interesting content there is in each episode. If someone took the episodes and edited them down to an hour each it would probably greatly improve how well the series holds up, but as it stands, I wouldn’t watch it again as is because I’m not that interested in characters “vibing”.

The cast of the show has been great, they really put a lot of effort into their intro, costuming and general performance. While I might’ve enjoyed the range of varied voices Swallows of the South put out a bit more, the performance on display is still top notch, a lot better than a number of fan podcasts I’ve listened to (understandably), and a bit better than perhaps ExalTwitch Academy.

The content presented by the first season of the game was again a bit thin. A lot of it was spent by characters getting to know one another, interacting with the world in some very basic fashion and only starting to get into some deeper shenanigans at the very end of the series.

So yeah, unfortunately, I found the series to be boring to watch, which is perhaps worse than being bad. I want to love the series, there are a number of really fun characters I’d love to see more of like Grandmother Toad, but when the series gets a Season 2 chances are I might not watch it until years later if ever.

But again, the strength of the group is in its characters and cast. If you are the type of person that really digs fun people hanging out, having a blast talking about not much, you might enjoy the series a lot more than I do.

You might also be interested in these links:

Friday 28 October 2022

Vibing vs tasking - different focuses for RPG sessions

Have you ever had your group spend an entire session in the starting tavern rather than begin the adventure you want to run? Have you had to throw out entire detailed outline of NPC backstory because the party didn't care "about a sob story" and just wanted to get their reward and leave? Are you frustrated with people hogging the spotlight doing something really boring while you just want to move on "to the good stuff"? Well, you might need to check where your group lies on the "vibing vs tasking" spectrum and maybe adjust your expectations accordingly!


Recently I was watching some Hymn of the Unconquered Sun Exalted Actual Play stream by Devil's Luck Gaming. The characters were pretty chatty, they talked up a few NPCs, got into some fights, etc. While watching the second half of the third episode, hearing the characters banter for the better part of an hour, talk about wanting to go to sleep and taking half an hour to do so, playing some music, singing, writing a haiku and so on and so on I started tuning out. This wasn't the first time I had such a feeling - "why won't they just move past this and get to the part where they get to cleave armies with grimscythes bigger than themselves or making the mountains weep to flood valleys? Surely they have better things to do?" and I realised my expectations weren't in the correct place - the group has been "vibing", and that's fine too.

Exalted, you can be this cool as a starting character

By "vibing", I mean the players were enjoying their time talking to one another, doing small things and generally having fun without engaging the system, the story or any task at hand. They just finished resolving a transe situation of negotiating with an evil spirit turned fighting that spirit, so this was their decompression and so on. Not to mention that the group seems to be more focused on getting into their performances (being pretty good at playing their roles, doing voices, being in full make-up and getup and so on, generally giving off "theatre person" energy ;) ), so this can be their preferred mode of play.

I'm personally a more introverted person. When I play RPGs I focus more on engaging with the mechanics, progressing the goal we set out to do forward, and in general dealing with the bigger picture stuff. I would call this kind of engagement "tasking" since it's focused on the task at hand. I do roleplay of course, but I find roleplay for roleplay's sake less engaging.

Of course, one mode of engaging with the game isn't inherently better or worse - they are different and complimentary. It helps, however, to understand what you like engaging with and what kind of engagement you expect from the Actual Plays you watch.

While watching ExalTwitch Academy I had similar frustrations as with the Hymn of the Unconquered Sun - the player characters would often focus on fooling around and hanging out with NPCs, meanwhile the bigger plot of the game of figuring out who the hidden traitor in the academy is would fall by the wayside. That felt a bit frustrating for me to watch and I often found myself not engaging with what was being shown. But then when Season 2 Episode 1 and 2 rolled around and the characters were dead-focused on infiltrating a ballroom gala and stealing some important documents all the while distracting the host, those episodes felt invigorating! Clear goals, everyone working towards moving them forward, every interaction could be the one to break the heist, it was a great listen for me! Again, vibing vs tasking.

Of course, just because you're talking and rolaplaying with an NPC doesn't mean you have to be just vibing - it could be a crucial part of moving a plot along. Like in our game City of the Bull God S01E07 - the player characters go with some local London Mages on a pub crawl and get progressively more hammered. Meanwhile they try figuring out if time travel is possible and then decide to test their theory in practice. All of it is low stakes banter between the two players and the GM, meanwhile they are also doing a groundwork for what later in the series will be a full blown time heist to save someone that has already been dead and burried for a year. Tasking and vibing at the same time!

Of course, even getting the right kind of engagement doesn't guarantee you'll like the end result. As task-oriented RPG Blender's Exalted Campaign can be, the player characters tend to go down the weeds of chasing down the tasks and end up spending 30 something episodes brokering peace in a town after a "beach episode, quick in and out" has gone awry. That was followed by basically racing against the clock to try stopping some doomsday monster from being unleashed meaning the characters have no time to do side activities (or even spend their XP by training). Understandably, vibing and tasking is just one part of enjoying a game.

So yeah, all in all, it's fine if the party wants to spend hours in the starting tavern and talk with every NPC, but that probably needs to be communicated clearly. Same with wanting to go light on the story or interactions with the NPC in favour of accomplishing other things - it's a different engagement that is just as valid. It's best to make sure everyone is on the same page about what to expect from the game ahead of time and so on so that people aren't disappointed with mismanaged expectations.

Heck, if you get good at time management, you can have a bit of both. Give every player a "time slot" where they can pursue their things, be that interacting with an NPC or getting some project done, and then as long as players are patient with one another everyone can get the engagement they want without one or the other bloating into taking up the entire session...

Monday 10 October 2022

ExalTwitch Academy - Exalted Actual Play Review

I’ve spent the last few years listening through a few of the Exalted RPG Podcasts / Actual Plays and I figured I’d share my thoughts on them with you. There is a good deal one can learn from them, whether you’re making your own actual plays or just gaming in general.


In today's episode, I will cover RPG Clinic’s ExalTwitch Academy (really glad they split the name between the show and games they play…).


1) Disclaimers

There are a few important disclaimers to get out of the way before we start.


First of all, I understand this was a fan project and should be judged accordingly. I am thankful for the effort the cast has put into entertaining us with their stories, but there will be some criticism of the podcast present.


Secondly, any criticism made against the characters portrayed or how the game played out should not be held as criticism or insults of the game master or the players. Not everyone is perfect and sometimes something doesn’t work out or falls flat in execution. It’s important to keep the art separate from the artist and focus on the former without being disrespectful to the latter.


Thirdly, since I’m also a part of an RPG Actual Play Podcast that features Exalted games, I might be biassed towards one interpretation and way of handling things in Exalted that might not agree with how others view and play the game, that’s to be expected. That and some might see criticising other podcasts a conflict of interest or something, so here is your disclaimer.


Finally, there will be some spoilers for the show, it would be rather hard to discuss some things without that...

2) Overview and minor things

ExalTwitch is an Exalted actual play hosted by @JonVerrall. The game features a set cast of three PC Exalts and can be generally divided into two phases - the first season focused on the group’s life in the House of Bells, and the second season where they travel across the Blessed Isle.


The series takes the form of Twitch streams (VODs are available here), each about 3 hours in length.


The cast consists of professional actors, streamers, etc. which lends itself to some solid voice work.


List of Episodes and their overview.

3) Player Characters

The campaign features a mostly fixed cast of player Dragonblooded characters:


Cathak Oresta (f) - a stoic Earth Aspect martial artist. An avid reader and an Earth Dragon Form practitioner.


Cathak Pyres (m) - a passionate Fire Aspect orator. Living in the shadow of his sister Maral, out to prove himself.


Ledaal Gale Whispered (f) - a calculating Water Aspect strategist. An vvid Gateway player and planner.


You can find a more detailed overview of them and other characters from the series here.

4) General Plot

The plot is largely split amongst the seasonal divide.


During the first season the player characters are studying at the House of Bells, the prestige military academy of the Realm. During their fifth year at the academy their lives are turned upside down with the arrival of Games Master Vieren who seeks to find rumoured Anathema that have infiltrated the institution. Students are pitted against one another in a series of war games (I’m going to use this term because “games” is a bit too confusing when you’re talking about ExalTwitch Academy the game played in a game of Exalted and PCs taking part in games in that game…). They have to figure out who they can trust and how to survive as they are pushed to the brink.


In the second season the player characters pursue the plots they uncovered at the House of Bells across the Blessed Isle. They aim to stop forces that would see the Realm brought to their knees and unearth their secrets as they are hunted down.


The game might be getting a third season at some point in the future, but the GM stated outright that the same player characters won’t be returning.

5) Highlights

Exalted Harry Potter

I don’t think ExalTwitch Academy ever explicitly aimed to emulate Harry Potter, but given that it’s a game in a magical world about school students, eventually you start seeing similar patterns emerge. The first Season of the game is the closest to book 4, the Goblet of Fire, with its war games the main characters participate in against their wills and the paranoia of sinister forces working in the shadows. Season 2 meanwhile reminds me more of book 7, the Deathly Hallows, where the protagonists have to leave the familiar setting of their school and have to deal with bigger threats in the wider world and stop secretitive enemies from accomplishing their goals.


In general, it is neat to see this kind of a story and setting structure in this game. The protagonists being students up to no good, having to fight against schemes bigger than themselves and the school they inhabit, having to quickly learn that now all faculty are on their side, and not everyone you didn’t get along with at school is an enemy for life.


While it perhaps might’ve been a bit more interesting to explore how the House of Bells is a military academy and how those can operate way differently than your regular school, what we got was still interesting enough.

Safety cards

A prominent part of every episode of the Academy was the overview of the safety cards used by the crew. They are an interesting tool developed by the group to indicate to everyone whether everyone is good to continue playing or if there is some issue that needs to be brought up.


As I understand, the game’s cast are theatre professionals so they can get into situations that on surface look distressing (such as passionately arguing with one another) and on many occasions they did check in with one another to make sure everyone is in a comfortable space roleplay-wise.


Exalted is a game where players can encounter or create tense situations and having such safety cards would’ve come in handy in a few games I have listened to or experienced in the past. I know we ran into a few situations in Princes of the Universe where we should’ve been more aware of one anothers’ feelings, and Swallows of the South also ran into some problematic behaviour that maybe would have benefitted from them.


It is really awesome to see the RPG Clinic crew feature these safety tools so prominently and promote their use. Kudos to them for making the RPG space that much better!

Sex-positivity

The show doesn’t shy away from character relationships and sex. The PCs form various relationships within their Sworn Kinship and outside of it. The matters are handled pretty tastefully and more often than not - playfully.


While I personally enjoyed the more cosy relationship between Ariston and Hearth Eternal from Swallows of the South and the love triangle between Peleps Meara, V'neef Kai and Cathak Shao Dun from Fall of Jiara had more weight behind its narrative, it’s still nice seeing an actual play that is open to building character relationships and being sex-positive. Not much to add there!

Good podcasting quality

From a technical standpoint, this actual play was fairly good! It was a noticeable improvement from their early episodes of ExalTwitch Nexus. Sure, you had occasional hiccups of some microphones not working for a few seconds as you’d expect from a live RPG stream, but they were always quickly rectified.


The voice and acting quality of the group is also pretty good. The GM can pull off some delightful character voices from time to time (like Bodun), and the players have a consistent delivery of their characters even if it is pretty straightforward. It’s no Swallows of the South when it comes to really out there voices but it’s still fun enough.


By the dint of being streamed live you don’t have the high production value of shows like Swallows of the South or Fall of Jiara, but it’s still nice listening to a podcast that is well audio balanced and uses good quality microphones!

Gateway as a storytelling tool

Gateway has been a staple in-universe game in Exalted, but no other actual play has featured it as prominently as this one. Ledaal Gale Whispered was a really avid player of the game and as the group’s strategist she was able to use it in a number of creative ways. From building a relationship with a fellow Gateway enthusiast Cynis Bracken, the Librarian at the House of Bells, through talking strategy and using it as a metaphor for a number of complicated topics, up to using it as a tool for large scale social manipulation propaganda tool, the game took on a lot of depth. 


That last one was especially interesting. Since this is Exalted, characters can accomplish some really interesting feats using the unlikeliest of tools - win a war with a poem, topple a mountain with a song, or in this case - turn everyone against a false narrative by a Gateway opening and its counterplay. It was a pretty enjoyable idea to see carried out in the game and a good use of Exalted Essence venture system!

Seru’s Ballroom Blitz

While the first season of ExalTwitch Academy wasn’t all that interesting for me, the first two episodes of Season 2 were a banger!


The players had to infiltrate a very exclusive gala hosted by Peleps Seru and steal a few key items in order to be able to leave the city of Arjuf. The characters would have to keep pushing their luck and creativity to achieve all of their objectives, run distractions, but also survive a duel and stage a prison break. Like any good heist you never knew when the whole situation would go belly up.


The characters from the gala were also amusing. Seru was a delightfully off putting sleazeball that started hitting on the party’s face Pyres, the keeper of the archives made you feel bad for stealing from him, and even a Gateway grandmaster seeing right through Gale’s disguise had some interesting banter.


All around a great two parter and a pretty good place to jump into the series if you just watch the Season 1 recap.

Dynastic family dynamics

While to date there have been several Dragonblooded actual plays released (Like a Dragonblooded by A Pair of Dice Lost, Fall of Jiara by The Story Told) none have captured how weird and messed up the relationships within a Dragonblooded family could be like Academy has.


In Session Zero we got a glimpse of Pyre’s relationship with his sister Maral, being only a silver child to her status as a prodigy in the House of Bells. The relationship evolves a bit over the course of the campaign as they meet one another in various situations.


In Season 2 Episode 4 we explore Pyre’s house run by his controlling Exalted mother Qiri and his laid back mortal father Dawan. The opulence of having servants waiting on him on hands and feet coupled with the pressure to live up to the greatness of even his older sister was really interesting to listen to. Having everything but your parent’s approval and affection did seem to bother Pyres a great deal coming back home.


Meanwhile we also have a contrast from that to Oresta’s home from Season 2 Episode 6 onward. She grew up in a much smaller house with mortal dynastic parents that gave her much more personal attention growing up and are proud of her even being a Dragonblooded.


It was a pleasure watching these Dynastic family dynamics being on full display in the series.

Solar-level powers on Dragonblooded are scary

This one isn’t as much a critique of ExalTwitch Academy as it was something their game highlighted about Exalted Essence - giving Dragonblooded Solar-level powers was scary. Even if they were “just” Flawlessly Impenetrable Disguise and Judge's Ear Technique when they showed up their implications would basically upend the setting.


The first one was used by Brevin impersonating Games Master Vieren after his demise at the end of Season 1. He managed to go undercover so well the PCs were almost ready to kill him during their confrontation in S02E05.


The second was used by Oresta the PC as a really strong lie detector. Was it part of Season 1 the characters could’ve well found that Anathema they were looking for and uncover a lot more secret plots. Even during the final showdown of the penultimate episode the Charm allowed Oresta to pinpoint exactly when the NPCs were lying to them. It would certainly be interesting to see how the various enemies the group encountered could’ve used this kind of power against them, but I guess we’ll never know unless we get another season of the show…

6) Criticism

No show is without its flaws, and so we should turn to what ExalTwitch Academy has committed. Not as an attack on the show or its creators, but as a learning experience on how everyone could improve...

School’s cancelled and fast pacing

When you present a premise, viewers have the expectations the game will deliver on it. Academy was pitched as “PCs are students at the House of Bells, and there is a mystery to solve”.


With such a premise, it was really jarring listening to Season 1 of the game and realising the whole school game was over in two in-game weeks. And here I was thinking ExalTwitch Nexus was being hasty wrapping a Creation-conquering game in an in-game year.


The pace of that season was a bit relentless. Not as bad as RPG Blender spending 20+ episodes in Nechara spanning a few days, but still rather neck-breaking. The characters were living their lives day by day really for no reason other than keeping the pressure up, barely having time to recover Willpower (since on a few occasions the PCs would stay up to do some night shenanigans) and heal up. Perhaps it would’ve been better to stretch the game into being a whole school year to make it less hectic. That would make it fall more neatly into a Harry Potter-shaped formula for the better or worse.


Regardless, it was also strange that the ending of Season 1 decided to go scorched earth on the whole House of Bells premise and destroy the school. I know that the GM mentioned in I think their FroYo episode that he did that because the game wasn’t entirely jiving with the premise.


So if you are hoping for a game that focuses on the premise of being a House of Bells game, ExalTwitch Academy will be mostly a disappointment. It does feature some neat school-focused character interactions (such as Pyres being disciplined by the quartermaster), but even that is a bit on the lighter side.

The first season feels skippable

While the first season of the game had its fair share of interesting moments and was important for establishing dynamics between the various characters, it felt like you could skip it with just some overview of the plot and you wouldn’t miss much. It certainly didn’t feel like a worthwhile investment of over 60 hours to me.


A good deal of Season 1 was the repetitive nature of the war games. First players get anxious about who will be picked next and hope they won’t get picked, then they receive the official confirmation that they are in fact involved, then they try to prepare for the war games, then the war games are an okay fight, and then there is a brief recovery from what happened and the cycle repeats. This happens 4 times over, which eats up a good deal of the season’s runtime.


When they are not focused on the war games, unfortunately the characters don’t have excellent investigation skills so they attempt to figure out what’s going on but a lot of their endeavours are fruitless. The Games Master is a very elusive figure so they can’t confront him too easily, they don’t manage to apprehend the person that is meddling with the war game invites, they don’t uncover the key secret Anathema, and they don’t manage to stop the Games Master before it’s too late.


In contrast, a lot of plot in Season 2 is driven by the players and they get to accomplish a good deal more, wrapping a loose thread every few episodes.


So it’s unfortunate that the first Season was like this, while at the same time being a good foundation for interpersonal relationships for the characters. It was nice watching them form their rapport with the Games Master Vieren, Bracken the Librarian, Juwinn the Quartermaster, a naval officer Seven-Fingers, medic Garavel, not to mention the key relationships between the PCs, each other and their fellow students. But you have to get through a good deal of relatively boring things to get to the emotional core there that pays off in a number of ways in Season 2…

The war games were uninteresting

A lot of season 1 is spent focused on the war games, worrying about them, preparing for them, seeing the characters being traumatised by them and living in fear of being disbanded as a result of them, but the war games themselves really weren’t an interesting spotlight to the season nor something you couldn’t just wing it.


I’d bring up the comparison to Goblet of Fire again. In that story the tournament had trials you could puzzle out and prepare for to some degree, and you had significant downtime in between them for decompression. The challenges were also rather memorable and varied, not to mention the stakes for losing them weren’t too severe.


In ExalTwitch Academy the war games happened every few days, they were always a variant of “beat your opponent into submission”, and the PCs never managed to get more of a heads up about what they were about than where they would be held or who would be involved.


As something that was pretty much the main focus for half of Season 1, they ended up feeling less of an interesting story hook and more like Dimension 20’s even episodes - “tick tock, it’s fight o’clock!”.


War game one was a quick brawl, war game two was a brawl with some creative use of crafting, war game three the characters managed to avoid with their wits but it also ended up in a quick brawl, and war game four was back to a short combat the PCs overcomplicated trying to make a statement about how much they hate the war games.


So all in all, I wish there was more to these war games, but I guess if you’re dealing with powerful demigods in a military academy a big assault will solve most competitions, so why bother with anything elaborate…

The secret plots in Season 1 weren’t that satisfying

Season 1 of the game was focused on a few key mysteries. Things started off strange with the player characters having their original fangs (military groups of five cadets) disbanded and expelled, with them surviving that fallout for no discernable reason. You had the outside stranger Games Master Vieren coming in from the failed Tepet campaign in the North to throw the school year into chaos with his war games and disbanding those fangs that lose them. There were rumours of a secret Anathema infiltrating the House of Bells, tales of some sunken ship involved in smuggling Orichalcum into the school, mysterious people messing with the war game invites, a lot of faculty not wanting students to pry into their private lives and not to mention Iselsi scheming their vendetta amids all of these.


These could’ve been tense mysteries to parse out. Heck, come Episode 11 and the Anathema being revealed turned out to be a Night Caste and the group losing them amidst a forest fire, that could’ve been something that turned the game into a survival horror setting. You had a secret master infiltrator that could’ve been anyone out for revenge on the people that have wronged them. Players can’t trust anyone but their Sworn Kin, never being sure whether the person they are interacting with is who they appear to be or not.


So let me set the stage. During Episodes 11 and 12 Games Master Vieren went scorched earth and set the player characters to come out as heroes by defeating the Anathema, or be martyrs clearly killed by it. After that war game, everyone turned on him, his room got searched and he disappeared. His plan has gone terribly wrong, the PCs almost killed themselves with a forest fire of their own making and the Anathema escaped.


At the end of Episode 12, Pyres is recovering in the Infirmary. Then out of nowhere, Games Master Vieren is there, imploring Pyres to join him in hunting yet another Anathema, not the Night Caste they have faced off against. The episode ends on a cliffhanger. At that moment, what could’ve been the most interesting place to take the plot?


My money was on this setup - Vieren is a Bronze Faction Sidereal hunting the Solar Anathema. Some Gold Faction is running interference. Now that the Night Caste has been ousted, they want to hunt Vieren down and take their revenge. Whether at the end of Episode 12 Pyres is visited by Sidereal Vieren or Night Caste pretending to be Vieren, either recruiting him to go after the other one, it doesn’t matter, the players are now being roped into spy games that will mess with them. As Fall of Jiara has shown us, a competent infiltrator Anathema playing on PCs’ Intimacies can really start messing with them, and a Sidereal vs Night Caste both manipulating people while pretending to be someone they are not is a perfect shitstorm of mindfuckery for the players.


Of course, that’s not what happens. Vieren is just Dragonblooded Vieren, the Anathema has been planted at the House of Bells by Iselsi who also gave Vieren the information to pit them against one another and the Night Caste actually liked the Realm and the school and I don’t think they even killed anyone in the entire game. Why Vieren was organising the war games, I’m not sure, but he did want to martyr the PCs against the Night Caste which he poisoned prior to their fight but decided to leave for the players to finish off for some reason. He never comments on someone changing who the fangs playing in the war games are, even though that side story apparently involves a Sidereal messenger taking forged invites from an expelled Dragonblooded student, who takes orders from the Night Caste themselves somehow.


A lot of people’s motivations seem to be muddled, and the PCs rarely get clear information about why people are doing what they are doing. Games Master Vieren basically disappears in between most of the war games, so you can’t get a solid answer out of him. It feels like his plan has the cohesion of Star Wars prequel plot - it works if you view it from one specific angle, but fails when viewed from any other side (“I will fund two galactic armies, start with a trade dispute to get nominated Supreme Chancellor, get a Gungan to grant me emergency powers, and then declare myself Emperor after an assassination attemp! There is no simpler way to do this!”).


But it wasn’t all that bad. You had a taste of interesting mystery and secret identities with a plot that came in the later part of the season. The players found a Getimian that was a reflection of another important character from the House of Bells that wanted to kill and replace their counterpart because obviously they deserve to live that life that was stolen from them. Once or twice it wasn’t clear which character was which and the players had to get clever to figure things out, that was nice! Unfortunately, that was more like a B-plot at best…

Pick your team blindly

After a brief introduction, the player characters started the game in disarray. Their former fangs have been disbanded, their fangmates have been all expelled, and they have been put together as a new fang. But since there were only three of them, one of their first goals was to fill their ranks by recruiting two more people. This felt like an odd choice that worked better on paper than in game.


The characters have been in the House of Bells for years already, but the players were freshly introduced to the game, so they barely knew any NPCs when they realised they should be filling their ranks. Moreover, recruiting people wouldn’t be that much of a straightforward task - everyone else would have been a part of a fang for years already so they wouldn’t really want to break those up. So there were two options really, either you quickly learn about all the students in your year and poach the two best ones to fill your ranks and make enemies of the other fangs you’ve disturbed, or you grab the first people that fit your bill and wing it. Of course, the second option was the path of least resistance so that’s what happened.


Conveniently, the PCs faced off against another fang in the first war game in Season 1 Episode 2, and after the players won the other fang got disbanded for some reason. So that not only introduced players to a few other students from their year but also gave them a good guilt-free recruitment pool, so of course they went with those people.


Overall, the situation could’ve probably been handled better if the players were given some overview of all the NPCs the GM prepared for their year so they would know who to approach and befriend. Heck, we did something similar in our game of Persona Summer Away Camp where the GM handed us a whole list of NPCs for us to pick and choose from so we’d know who we can interact with right off the bat. Relying on the few NPCs you could meet during the first two sessions really limited the pool and made the selection a bit awkward.

Anathemas and Anathema sympathisers

A big crux of the show was dealing with the Anathema and the danger they pose to the Realm. Games Master Vieren, the Season 1 antagonist, wanted to expose their corrupting influence on the House of Bells, and Season 2 did have others following in his wake. But there is one big problem - their threat was underwhelming and various characters were too quick to accept them as misunderstood victims.


First of all, ExalTwitch Academy decided to go with a much broader definition of an Anathema from the one presented in Exalted 3e:

In Academy, every Exalted that wasn’t a Dragonblooded was an Anathema. In practice that meant we were dealing with a Night Caste Solar, a Sidereal Chosen of Secrets, an Exigent of Games, and a Getimian.


Of course, the Storyteller can change the setting to their liking, but it’s useful to understand why the cannon Anathema are treated the way they are. The best explanation I got was from a former Exalted 3e developer, which basically boiled down to Anathema being existential threats to the Realm. Lunars have a vendetta against the Scarlet Dynasty and are master infiltrators that will wear the face of your loved ones to fool you. Solars are burgeoning tyrants that will take over or conquer the Realm and position themselves as the new golden emperors. Abyssals and Infernals bear the power of the enemies of Creation and who knows what evil they will unleash upon the world to serve their dark masters. On the flip side, an Exigent of Games might… be a really good Gateway player and be happy with that.


ExalTwitch Academy never gave the players the motivation or good reasoning to hate the Anathema. So despite being dynasts training in a military academy where you’d think the one lesson they would drill into your skull would be “never trust the Anathema, kill them or die trying”, the first time they encounter one of course the characters feel bad for them and start sympathising with them. They had one job and they failed it.


It was even worse when for the finale of the series the group had to confront the Solar as a part of a public execution in the middle of the Imperial City. Surely, this would be one place where a Solar blazing their anima would bring about dozens of Immaculate Monks, a good deal of the legions and dragons know how many All-Seeing Eye agents ready to uphold the one big rule the Realm can rally under. But no, after a speech by one of the PCs apparently everyone was cool with letting the Anathema live and not branding each and every PC as a heretic that needs to be lynched on the spot.


This kind of reminds me how ExalTwitch Nexus handled one of its big pieces of plot - the redemption of Three Fates Shadow. The players wanted that to happen, but they haven’t done much work to further that plot. But because it was something they wanted a whole awful lot, the world bent itself to them and delivered.


Sure, you can handwave all of that away by citing GM fiat, but if you’re listening to an Exalted actual play to see characters dealing with the world as it’s presented in the books you know, you can be left unsatisfied by the resolutions to such situations that would’ve been really big deals otherwise.


Of course, if we get another game in the same continuity as this one (as the Storyteller mentioned in the Season 2 wrap up episode - it’s a possibility, but not with the same PCs), it would be interesting to see some other characters trying to address this kind of behaviours by hunting the old PCs as heretics and traitors to the Realm. I know chances of that happening are slim to nil since it would be directly taking a dump at the previous two seasons and so on, but it would be an interesting take…

Anathema-detecting poison

Early on in the campaign you could feel the tension rising once shenanigans were afoot and PCs started being convinced there was a secret Anathema in the school. Anyone was suspect, and worse yet - you couldn’t ever be sure the person you’re speaking to truly is who they are or if they perhaps are some crafty Night Caste or a Sidereal impersonating them. Heck, in Episode 13 where Games Master Vieren approached Pyres in the infirmary he acted so suspicious I was ready to believe it wasn’t Vieren but someone impersonating him. It was an interesting paranoia… but that didn’t last.


In that episode Vieren introduced a lie-detecting colour-changing sorcerous water and I was ready to call that bullshit. Luckily that turned out to be a lie… But then we got the Anathema-detecting poison and later Judge’s Ear Technique and suddenly part of that bullshit was real.


As we learned in Season 2, house Iselsi, secretly working for the Scarlet Empress, have created a poison that was very useful in uncovering secret Exalts. The poison would do nothing to mortals, could potentially kill Dragonblooded, but would cause all other Exalted to flare their anima. Sure, you could only make the poison during Calibration, but you’d think if the Scarlet Empress got her hands on something like that it would be in the kit of every Immaculate Monk and All-Seeing Eye agent. Heck, it was even convenient enough you could slip it into food or drink to activate it.


Being able to confirm any possible Anathema is a powerful tool. It’s not as egregious as Fall of Jiara’s raccoon god Curry who was able to detect Anathema by licking letters, but still…

The plot fell into PC’s hands

Coming back to the premise of “PCs are students at the House of Bells, and there is a mystery to solve” - probably my biggest gripe with the game was the expectation that it would focus on solving mystery and intrigue seeded early into Season 1. The early game did put a strong emphasis on trying to figure out why Games Master Vieren was targeting the group with his relentless war games, figuring if there is a secret Anathema at the House of Bells and who might that be, and why the whole plot was put in motion in the first place.


While the answers themselves were pretty alright, the way they got answered was pretty unsatisfying. More often than not, the big answers would just fall into PC’s hands. The big reveal about who the Anathema was was the PCs stumbling on them, already glowing. Why were they glowing? Because another NPC set them up using the Anathema-detecting poison that forced them into a glowing Anima. It was really handy…


Worst yet, as far as I remember, the only clue to their real identity were some strips of Orichalcum that could’ve been easily planted in their room, especially since in the same scene the players discovered broken wards there. Moreover, the person in question didn’t have a need for the metal, so the audience couldn’t even predict who the Anathema was beyond a dubious guess.


The contrivances continued into the second Season as well. While the Games Master Vieren was killed during the attack on the House of Bells, the news about it haven’t spread too far. The players didn’t want to make a martyr out of him, so they devised a plan to poison his reputation and control the narrative before the truth reached the wider Blessed Isle. Their main tactic for doing so was creatively spreading openings for Gateway that illustrate Vieren’s tactics during the attack and then show their weaknesses. That part of the plan was a clever and creative use of Gale Whispered’s love of the game. But that wouldn’t be the only step.


Someone decided to start impersonating Games Master Vieren, and that someone just happened to turn out to be the PCs’ frenemy student Brevin. Using Flawlessly Impenetrable Disguise (as mentioned before, it’s a weird power scale in Exalted Essence to let Dragonblooded use these kinds of Solar charms…) he perfectly imitated Vieren and thanks to that the PCs would be able to give him a disgraceful death. So with this convenient ally in tow, they conspired to make a public show that Vieren was a disgrace and a traitor.


So how would they go about proving Games Master Vieren is a scumbag? Well, they had the Gateway propaganda of his failed tactics going around which somehow are a proof of something (but since it was a player’s successful Venture, sure, let’s give them that). Then Pyres presented evidence that he changed his will from giving money to his house and Pyres specifically to giving it to the Regent Fokuf, which apparently is a faux pas? Coming from that character it mostly came off that Pyres had a personal grudge against him. And the final piece of “evidence” was the two non-PC fangmates talking about Vieren, how he’s a coward and how he turned the students against one another.


Meanwhile Brevin as Vieren brought up the fact that the Games Master did have an order from Regent Fokuf, that the Anathema did infiltrate the House of Bells and accuse Pyres of being corrupted by them.


So how does this situation get resolved? An Immaculate Monk, former teacher of Oresta, was arbitrating the accusations. He used his artefact tetsubo against Oresta (the only person that knew what it did - made lying against it extremely unlikely if not outright impossible) and had this in-depth exchange about the statements made by Flevienne and Sientelle: “Lies?”, “No.”.


And that’s it. That’s all it took for him to grab Vieren and get him executed (except not really since the PCs didn’t want Brevin to die so they planted Vieren's actual head and so on). You’d think that beheadings in the Realm would take a bit more hard evidence, especially when you’re dealing with someone on the orders of the Regent himself…


But these kinds of convenient political machinations didn’t end there. In the penultimate episode the player characters were not only facing off against the Anathema from the House of Bells in a mock battle before they were supposed to be executed, but also the players wanted to use this attention to let people in the Imperial City know the Iselsi have been plotting a downfall of the Great Houses. Because they were friends with the Solar, the fight ended up being mostly staged. When they got to convincing the crowd about the Iselsi being the real danger (next to the blazing anathema banner mind you), Pyres failed his roll and got into a back and forth argument with the head Iselsi - Jalal. Their arguments were pretty flimsy, and even someone from the crowd literally shouted "You have anathema on your side right now, how are we supposed to trust you?". Then Roseblack appeared and started championing their side against her uncle Regent Fokuf because she played a game of Gateway prepared by Gale Whispered that exposed the Iselsi plan. In the end, the players achieve at least a token victory there and nobody seems to remember wanting to execute the Anathema in the public square, glowing like the noonday Sun, after not an hour ago Pyres have been hyping the crowd up how they cannot escape. I guess when PCs like an NPC a whole awful lot the Realm forgets the one lesson that was key to the survival of their entire culture…


There were some other conveniences through the story, like how one of their Hearthmates turned out to be Iselsi so that entire plot can kick off, or how an Iselsi assassin just happened to come on by to their house, give a big exposition about a lot of things and only then decide to try killing someone right next room from all the PCs that soon enough managed to whoop their ass. But I think this section has gone on long enough. Suffice to say, too much of the plot just ended up landing at the PC’s lap for my liking.

Not enough pushback from the world

Exalted is a game where the PCs are meant to be able to accomplish anything they set their mind to. However, it’s also a game with a somewhat strongly defined setting - a flawed world where the strong oppress the weak, a lot of bad things happen, and justice is not a given. It’s a bit disappointing when player characters can just ignore a good deal of their society’s expectations and not feeling a pushback against it.


The players befriended a good deal of Anathema at the drop of the hat because they weren’t bad people. While barely anyone knew about that, I don’t remember their Hearthmates baulking at them for it.


Beyond that towards the end of the game the player characters start talking about reforming the Realm by throwing various ideas at the wall to see what sticks. They want to oppose Fokuf because he was in-league with Games Master Vieren, Pyres mentions making some kind of democratic council of Great Houses to make the Realm a better place, and I think someone suggests Pyres should be some political figurehead. Like sure, democracy is great and all, but let’s remember Rules for Rulers - you are asking the people in power to give up their power for nothing, it won’t happen without a strong opposing force to force them.


Why won’t the Realm just become a democracy, it will be better for everyone!


Luckily most of this ended up being largely idle chatter because the follow-through hasn’t been the strongest aspect of the game. We didn’t have the ending like in ExalTwitch Nexus where the PCs won therefore the whole Realm bowed down to them.


It would be nice to see a season or even an entire game about the player characters fighting politically to reform the Realm in the light of what happened in the game so far, but I’m not holding much hope for that.

Scarlet Empress and her Cache Egg

Another interesting creative liberty the GM took with the setting was how Cache Eggs operated. According to Aspect Book: Earth and Wonders of the Lost Age, they are useful storage devices you can banish into Elsewhere and recall back as desired. They are especially useful for Celestial Exalts since the Artefact’s connection persists throughout Exaltations, so they can be a useful tool for the GM to gift the PCs with some useful things.


In ExalTwitch Academy however, there is an important difference - once sealed the Eggs can only be opened by the person attuned to them, but they lose that protection in the event of their death.


In Season 2 the characters are guided by an NPC to steal one such Egg from Seru’s mansion during his gala. The egg allegedly belonged to the Scarlet Empress, and the PCs deduce its content somehow relates to opening the Imperial Manse.


So that’s a cool hook for a story, but here is the catch - the Egg won’t open, and since the GM stated it cannot be opened unless the Empress is dead, that makes it at the same time a useful tool to know that the Empress is alive (a very valuable piece of knowledge), but also makes the Egg entirely useless. The PCs cannot use it, the Empress is nowhere to be seen, and even if the PCs claim the Egg proves the Empress is alive, it might be really hard to convince people that yes, this random Egg was indeed owned by the Empress. It’s a really weird thing to have around that never gets a good payoff…


Plot-wise, it does become a thing that gets brought up at the final arc of the game where the PCs are at the Imperial city. Apparently some group is able to track its approximate location somehow AND they claim the Empress is around and needs it to make her return. However as the PCs are pretty adept at hiding it, that big plot point of Scarlet Empress returning also never gets a resolution since apparently people wouldn’t believe it’s her without the Egg? It’s a bit contrived.


So yeah, the players managed to get their hands on an artefact that apparently is very valuable and at the same time useless because they can’t use it and the only person that can is a setting-defining plot elephant. I would be curious to know what the original intention for including this Egg was…

7) Conclusions

ExalTwitch Academy is a pretty good Actual Play stream. It’s competently produced, technically sound, and the cast enjoys their time together. Their focus on safety tools is commendable, and experimenting with Exalted Essence hot off the preview presses was interesting to witness. It had a number of genuinely interesting situations happen, especially during Season 2. However, the plot leaves a few things to be desired.


The premise largely feels unfulfilled, the plot progresses at its own pace without the players to push it forward in the first Season, resolution to some big challenges feel a bit unsatisfying.


It seems a lot of the problems this series faced were due to the setup of the game. The frenetic pace of the war games didn’t let the player characters breathe. The players didn’t appear to have a strong buy-in into the war academy setting of the House of Bells. The mysteries of Season 1 couldn’t be well explored because the player characters weren’t built as investigators. The pivot in Season 2 did revitalise the game, but the series as a whole will now sit in this awkward spot where its identity is a bit muddled.


If you’re on the fence, I would recommend watching Season 1 recap followed by Season 2 Episode 1 and 2 to get the show at its best in a self-contained story. If you want inspiration for how a Dynastic family might work, I recommend checking out Season 2 Episode 4. In general I’d recommend Season 2 over Season 1.


ExalTwitch Academy wasn’t a bad show, but it wasn’t great either. It’s competently produced and does a few things right, but could do better in others. Being near average made it rather hard to review - you can only gush about so many things that excited you, and a good deal of criticism feels like nit-picking. So this is where it landed to me - on the positive side of the middle of what I’d expect from an Actual Play.


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