Editing How to Run:Exalted

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 62: Line 62:
 
I basically choose one grid from the map ( 6400 square miles! ) and set-up local stuff for each character at the start of the game.  Then, I let them choose which direction they want to go.  While the players have their characters direct the game itself, my job as a stint is to keep things in perspective.  Here are some of the things I try to do for Exalted campaigns:
 
I basically choose one grid from the map ( 6400 square miles! ) and set-up local stuff for each character at the start of the game.  Then, I let them choose which direction they want to go.  While the players have their characters direct the game itself, my job as a stint is to keep things in perspective.  Here are some of the things I try to do for Exalted campaigns:
  
'''1.  Focus.'''
+
'''1.  Start Small.'''
 
 
'''1-A.  Start Small.'''
 
  
 
Stay small as long as you can.  Any chance that you have to focus on small instead of big, do it.  That war between Lookshy and Nexus that so-and-so has always been wanting to play out?  Well, one of the non-player characters has a fourth cousin in Nexus.  Ready to break the Guild into quarters?  The plan falls out on the day of a Sister's friend's recital.
 
Stay small as long as you can.  Any chance that you have to focus on small instead of big, do it.  That war between Lookshy and Nexus that so-and-so has always been wanting to play out?  Well, one of the non-player characters has a fourth cousin in Nexus.  Ready to break the Guild into quarters?  The plan falls out on the day of a Sister's friend's recital.
Line 70: Line 68:
 
Tomorrow, a Scarlet legion will arrive in the player-characters' hide-out village, but right now, little Sipping Water needs help to find his teddy bear.
 
Tomorrow, a Scarlet legion will arrive in the player-characters' hide-out village, but right now, little Sipping Water needs help to find his teddy bear.
  
'''1-BCasualties Are Not Numbers.'''
+
'''2Make A Copy of The Map.'''
 
 
That bloody revolution that your players just pulled off for the good of the region?  A familiar non-player character refused to evacuate.  That wound that the circle member suffered?  It still hurts, and the locals express their sympathy.  The subversives are planning a gorilla attack?  Little Sipping Water has gone missing.
 
 
 
The long and the short is that everyone knows everyone through someone else.  Vast as Creation is, it's really the confined space of one little planet.
 
 
 
'''1-C.  Hooks.'''
 
 
 
The practical application of this rule is so very important.  The saying goes, "...lots of fish in the sea."  This is how it should be for the stint.  Set plot hooks.  Set them every-where.  Keep the diversity of the hooks, and where they lead, high.  One of the purposes of the stint is to make the plot interesting.  The players get to choose which hook to follow, when, how, and why.  ''Let them''.
 
 
 
Along with this is an often unspoken rule for hooks.  The players ( due to character ) retain the prerogative to ignore a plot hook.  This means any plot hook and for any reason.  This can be difficult for the stint after all their hard work and thought about plot. But Exalted is based around character-shaped campaigns.  As long as the players and characters remain in theme with the game, and in type, do not bring out the ''Mighty Staff of Moderation''.  It will be important for any stint to learn to ''tough it out''.
 
 
 
'''2.  Material Aids.'''
 
 
 
'''2-A.  Charts And Graphs'''
 
  
Make a copy of the map.  This is very important to keep in mind when dealing with sweeping political or geographic campaigns.  Not only are the players' characters going to want to rename the cities they conquer, they are going to want to rename the streets.  They also will want to build their own city-nations and name them.  In this kind of campaign, keeping things straight through notes is important, but so is that drawing of the enemy's battle line.  Depending on who your players are and their tastes, it might be prudent to have a way to draw ( and re-draw ) the invisible borders that your players' armies will shape.
+
This is very important to keep in mind when dealing with sweeping political or geographic campaigns.  Not only are the player's characters going to want to rename the cities they conquer, they are going to want to rename the streets.  They also will want to build their own city-nations and name them.  In this kind of campaign, keeping things straight through notes is important, but so is that drawing of the enemy's battle line.  Depending on who your players are and their tastes, it might be prudent to have a way to draw ( and re-draw ) the invisible borders that your players' armies will shape.
  
'''2-B. Quick Reference Sheets'''
+
Did one of the party characters hear that the enemy was marching?  Where were they marching to?  What speed?  What morale?  Do they have materials for fortification?
 
 
I keep a short-cut sheet in front of me for non-player character to non-player character interactions.  I keep mine in short-hand, but you will want to ask your players if it is okay to use First Edition rules on that sheet for game mechanics.  Frankly, Social and Physical Combat are chores to calculate when they do not involve the players' characters.  I call my sheets Stint Action Cards, or STACs.  They're handy to have around for when the stint actually wants to calculate a sub-plot inside the campaign.
 
 
 
It is always better, when applicable, to calculate sub-plots outside of session time.  Keep focused on your players while they are there and mess around with less-than-important material at other times.
 
 
 
'''2-C. Working The Mojo Out of Paper'''
 
 
 
Did one of the circle's characters hear that the enemy was marching?  Where were they marching to?  What speed?  What morale?  Do they have materials for fortification?
 
  
 
Conversely, one of the characters wants to found a village!  Where is this village?  What topography is in the region?  What resources does the area have?  How will the new village effect the neighbor civilizations and the region as a whole?  What is the political climate of the village leadership with the nearby major powers?  ( Does the Mask of Winters want to stop by for tea? )
 
Conversely, one of the characters wants to found a village!  Where is this village?  What topography is in the region?  What resources does the area have?  How will the new village effect the neighbor civilizations and the region as a whole?  What is the political climate of the village leadership with the nearby major powers?  ( Does the Mask of Winters want to stop by for tea? )
  
'''3.  Discipline.'''
+
'''3.  Casualties Are Not Numbers.'''
  
'''3-ACampaigns; Not Soap Operas'''
+
That bloody revolution that your players just pulled off for the good of the region?  A familiar non-player character refused to evacuate.  That wound that the circle member suffered?  It still hurts, and the locals express their sympathyThe subversives are planning a gorilla attack?  Little Sipping Water has gone missing.
  
The general flavor of traditional Exalted settles around greatnessNot necessarily heroes ( I wish there were more ), but people destined for huge reputations.  These are characters who are capable.  They accomplish.  Their goals drive them forward and they use all of the means at their disposal to achieve their desires and dreams.
+
The long and the short is that everyone knows everyone through someone elseVast as Creation is, it's really the confined space of one little planet.
  
This does not mean that we want to watch them earn Experience Points through an hour of role play about brushing their teeth.  While such brief additions or stunts add a bit of flavor, the stint wants to see where they are going.  The players want to see what the characters are doing.  If the characters are just loafing around drinking wine, eating cheese, and training to be the next Gateway master, I use the Time-Skip rule until something more interesting comes up.
+
'''4.  Get A Room!'''
 
 
'''3-B.  Get A Room!'''
 
  
 
The Real Life Table doesn't want to know about a single character's flirtatious escapades ( and inevitable failures ) with the five-gender species the party just encountered.
 
The Real Life Table doesn't want to know about a single character's flirtatious escapades ( and inevitable failures ) with the five-gender species the party just encountered.
Line 114: Line 88:
 
As a stint, I have a Fade To Black rule.  It is admirable that the courtesan decided to protect little Sipping Water during the raid, but this is not an excuse to bog down the entire session with rolls on every possible sound uttered in the building following the characters' learning of her generosity.  ( No, it is not a good reason to ask for her address.  Or her phone number.  You know who you are ).
 
As a stint, I have a Fade To Black rule.  It is admirable that the courtesan decided to protect little Sipping Water during the raid, but this is not an excuse to bog down the entire session with rolls on every possible sound uttered in the building following the characters' learning of her generosity.  ( No, it is not a good reason to ask for her address.  Or her phone number.  You know who you are ).
  
'''4Know Your Audience.'''
+
'''5Alternate Universes Are Good!'''
  
'''4-A.  Never Use The Same Formula Twice.'''
+
I can not stress this enough.  The source material, diverse as it is, may not suit all the tastes of the players.  One of the best ideas for a game that ever crossed my table was, "Can we do a Stargate theme game?"  Before it was all over, the players had gone to another dimension, procured technology from the First Age that never fell, and came back to enact their characters' plans of liberation.  Their characters had met themselves, talked to themselves, and fought themselves.  It was a blast, but keep in mind that each game is different.
 +
 
 +
'''6.  Never Use The Same Formula Twice.'''
  
 
Ideas are like atoms that when combined in a certain way produce a certain chemical.  Changing ideas around is fine, good, and expected, but getting caught in a familiar formula makes a game boring.  The players ''and'' the stint will get up and walk away if they are bored.  The point is to not be in a rut so I keep random words and names handy on the pad to pull out if it looks like the players are merely grinding.
 
Ideas are like atoms that when combined in a certain way produce a certain chemical.  Changing ideas around is fine, good, and expected, but getting caught in a familiar formula makes a game boring.  The players ''and'' the stint will get up and walk away if they are bored.  The point is to not be in a rut so I keep random words and names handy on the pad to pull out if it looks like the players are merely grinding.
  
The list of themes I use is divided by players and barring the use of the Do Not Insert rule, all kinds of random things are liable to pop up.  This is one of the ways to make the lives of the characters interesting ( either being harmed, helped, or avoided ) and the players interested.  I used to use a secret Random Wheel which would rotate through events.  Immaculate monks, natural disasters, traveling merchants ( or wanderers ), other Exalted ( one each for Solar, Lunar, and Dragon-Bloods ), were all listed there so that the same thing was not done over and over.
+
'''7.  Every Story Ends'''
 
 
'''4-B.  Alternate Universes Are Good!'''
 
 
 
I can not stress this enough.  The source material, diverse as it is, may not suit all the tastes of the players.  One of the best ideas for a game that ever crossed my table was, "Can we do a Stargate theme game?"  Most stints would balk at this and say, "No! Stay in canon!"  But knowing my table and how much they liked the idea, I bent with it.  Before it was all over, the players had gone to another dimension, procured technology from the First Age that never fell, and came back to enact their characters' plans of liberation.  Their characters had met themselves, talked to themselves, and fought themselves.  It was a blast, but it was a game based on what the table wanted.  Keep in mind that every game is different because every table is different.
 
 
 
'''5Closure.'''
 
 
 
'''5-A. Every Story Ends.'''
 
  
 
Remember those clearly defined rules you set-up at the beginning?  One of them was the long-term goal of the game.  It is the event or ( set of ) condition(s) that passes to announce the successful completion of an Exalted campaign.  You did set a clearly defined goal for the end of the game, right?
 
Remember those clearly defined rules you set-up at the beginning?  One of them was the long-term goal of the game.  It is the event or ( set of ) condition(s) that passes to announce the successful completion of an Exalted campaign.  You did set a clearly defined goal for the end of the game, right?
  
There is a difference between the characters' motivations and the goal of the game.  The goal ''always'' comes first.  It is okay to get the group together and pow-wow to hammer out a new goal if it somehow gets lost in the weeds.  But never get caught up in what the characters are trying to do.  They will do anything they want because that is the selling point of Exalted.  My job as the stint is to keep track of the objective and once it is a achieved ''end the game''.
+
'''8.  Do Not Over-Stint.'''
 
 
'''5-B.  Do Not Over-Stint.'''
 
  
 
The reason man-kind calls it a stint is because it is temporary.  No one will care if you are the best storyteller in the world if you are tired of doing it.  Let someone else run a campaign.  Let them get their feet wet.  I tend to have more free fun as a player because being the stint means I have to keep focus with the campaign.
 
The reason man-kind calls it a stint is because it is temporary.  No one will care if you are the best storyteller in the world if you are tired of doing it.  Let someone else run a campaign.  Let them get their feet wet.  I tend to have more free fun as a player because being the stint means I have to keep focus with the campaign.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)