Editing Solar Exalted
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 60: | Line 60: | ||
===General advice on running Solar games=== | ===General advice on running Solar games=== | ||
''and problems that may arise'' | ''and problems that may arise'' | ||
− | ''Think big''! Solars don't do small plots. If the fate of an entire kingdom (if not the whole world) isn't at stake, you | + | ''Think big''! Solars don't do small plots. If the fate of an entire kingdom (if not the whole world) isn't at stake, you?re selling the Solars short. A moderately competent solar can create a fantastically efficient kingdom, fight an army single handed, create world shaking magic or start a cult that overtakes an entire nation in a few months. Solars can be scarily good at what they do, and it can be intimidating to create challenges for them. So think big. Array the entire Seventh Legion against your upstart nation builders, have the Deathlords take a personal interest in the fate of your characters. Make it world shaking and you are on the right track. There's nothing quite as satisfying in a Solar game as watching your players take your epic plot by the reigns and pull it in a completely unexpected direction, because dammit, they can, they're Solars. |
+ | |||
===The PCs are the Stars=== | ===The PCs are the Stars=== |