How to Run Exalted
By
Peter Schaefer
(This
essay is also posted on Ex
Libris Nocturnis. Both the author and the site admins are aware of
this)
What makes a hero? Is it holding the
pass against one hundred men while your companions flee? Could it be laboring
for one hundred and one days and nights to forge a weapon of light that can
strike down evil? Does riding for seven days without rest and convincing a
hostile lord to parley rather than fight a hero make?
Yes.
White Wolf's Exalted is a
game about heroes. The game is based in the Age of Sorrows, an era when the
golden age died a thousand years ago and the silver age followed it shortly
after. Petty warlords vie for control and out-of-control minor gods demand
worship. The majority of Creation pays tribute to the Realm, a powerful empire
run by the few who are more than mere mortal and ruled over by the twin
monoliths of the Immaculate Order and the Scarlet Empress for the past 800
years.
But times are changing. The Scarlet
Empress has disappeared and the Realm is collapsing into civil war. Shadowlands
blight the world wherever death can find a foothold, and champions of the Underworld ride forth. Barbarians
threaten all civilization from the edges of Creation. Heroes are appearing
outside the Realm and are rocking the world to its very foundations. And some
mysterious, powerful people stand in the shadow and tug at strings, playing
destiny like a puppet.
The best of the best, those who
persevere against all odds, the ones who strain human skill to the limit, they
are singled out by the most powerful of the gods and Exalted. Given great power to forward the cause of the being that
has chosen them, these people become larger than life.
One representation of their power is
the ability to use Charms. All types
of Exalted have their own Charm sets that represent supernormal abilities or
out-and-out magic. These Charms are fueled by Essence; Exalted’s basic
measure of character power is the Permanent Essence rating, and the measure of
immediately available power is temporary Essence.
The most powerful of the Exalts are
the Solars. Exalted by the Unconquered Sun, they have not come to the
world in such numbers for nearly a millennium. Now they are considered demons
and hunted as demonic anathema by the vastly influential Immaculate Order. Only
the lapse in hunting caused by the chaos in the Realm has allowed the Solars to
gain any sort of understanding and control over their power before being found.
The other Exalts are the Dragon-Blooded,
the rulers of the Realm; the Sidereals, masters of bending fate and
astrology; Lunars, feral, shapeshifting warriors who prowl the chaotic Wyld, where reality breaks down at the
edges of Creation, waiting for a chance to return to the world; and Abyssals,
yet an enigma, powerful Exalts who appear to be dark shadows of the light that
the Solars bring to the world.
Apart from the wholly worldly
dangers of politics, war, illness and even other Exalts, there are more alien
sources of fear. The Fair Folk are creatures of the Wyld. Born of the
chaos that lurks beyond the edges of Creation, they take upon themselves a
constant form to feed upon their favorite delicacy — the hopes and dreams of
mortal man.
The Underworld, where the
dead dwell, impinges upon the world of the living in Shadowlands. Deathlords rule many of these
shadowlands and much of the Underworld, and both the ethereal spirits and the
shambling bodies of the dead serve them, not to mention the greatest of the
Deathlords' servants, the Abyssal Exalts.
Malfeas is the home of the demons
and their princes, the Yozis, who ruled Creation before the Gods and the
Exalted forced them to surrender. The Yozis are trapped in their twisted city
of iron and brass, bound by oaths sworn upon their own names.
The Solars started as the stars of
the show, and they are the only Exalted detailed in the core rulebook. But as
massive supplements for the game continue to be produced each of the Exalted
have become playable characters. Each Exalt type lends itself to a certain sort
of game.
Solars, Exalting from any walk of
life into the role of a god's hand in the world, have many options. From
leading archaeological expeditions through ancient ruins to battling invading
barbarians or demons to gathering a nation to build power, any game is
appropriate as long as it's epic. Thematically, Solar powers center around pure
supernal ability and glorious might. The power of the Sun that they wield can
awe mortals and sear demons and undead.
As rulers of a corrupt and crumbling
Empire, the Dragon-Blooded lend themselves wonderfully to games of Byzantine
plans and political mischief, as the missing Empress sparks a fierce and subtle
competition for the throne. Yet apart from these hopeful and cunning schemes
are others. Some wish only to keep the Realm whole, and some seek only a good
time, be it through adventure or more classical hedonism. Dragon-Blooded powers
are centered around manipulation of the five elements: Fire, Earth, Wood, Air,
and Water.
Feral and instinctive, the Lunars
sneer at the nature of civilization from the Wyld borders of Creation. Nearly
all belong to the Silver Pact, a complex series of social strictures and taboos
that have helped the Lunars survive a millennium on the edge of reality. Their
monstrous warforms earn them immense respect (and fear) from the local
barbarian tribes, and many wish to lead these primitives in to conquer the
pitiful civilized world. Lunar games tend toward a myriad of ways to undermine
or correct the society they see as unfit and flawed, whether by invasion or
bloodless coup. Lunars’ Charms are based on the ability to change their shapes,
a gift from Luna, their patron.
The Abyssals are Exalted at the
instant of death by the Deathlords, born anew into a half-life to champion the
cause of the Void. Those loyal to their dark origin spend their time
advancing the causes of their Deathlords in the Underworld and increasing the
creep of death into the world of the living. Some rebel against their destiny
of oblivion, and some may actually achieve redemption in the eyes of the Celestial
gods. The magic the Abyssals wield is reflective of their dark natures: decay
and entropy come naturally to them, as does a remarkable efficiency in killing.
Considering themselves the secret masters
of the world, Sidereals move among the gods in the bureaucracies of heaven.
Their games tend toward using their considerable powers to keep whole the weave
of fate. Since the Deathlords, the Fair Folk, and the Yozis and their servants
are the largest sources of tears in destiny, many stories require the Exalts to
repair the damage. Others involve corruption in the Celestial Bureaucracy or
the fate-bending effects that even other Exalts have, when powerful enough.
Sensibly enough, the Charms of the Sidereals are generally direct manipulations
of fate.
Obviously, by using the differences
available between Exalts one can create a party appropriate to any style of
play. But don't let yourself be constrained even by these — Dragon-Blooded can
swear themselves to the darkness of the Void and Lunars can use their
shape-shifting powers to play very effective political games in high society.
Each is flexible enough for any sort of game.
Without stretching the game's
capabilities in any manner I have run a basic scout-and-rescue, heroes in war,
political intrigue, a murder-mystery, dramatic love scenes, and a duel for the
fate of the world, among many other beautiful scenes, for one set of
characters. No trouble whatsoever, as far as the system was concerned, although
some of those drew me to the limit (good murder-mysteries are hard).
Exalted is worth playing for
its setting and its mood. Its setting is original in the world of fantasy
today, and draws from a number of oriental, historical, and literary sources.
More importantly, the developer of the game has a very solid and consistent
world-vision for Exalted that makes it inspiringly cohesive throughout. It
isn't losing focus and falling apart as more supplements are produced. The
world is detailed enough that the reader can get a good feeling for the
setting, but large enough that a full chronicle could take place without ever
visiting a canonical location.
The mood is the most important.
Inspired by anime and wuxia, John Woo and the Brothers Wachowski, the game's
feel is meant to be epic. Wherever the characters are, they are some of
the most important people ever and in the middle of something serious — because
if they aren't, why are you playing them? Perhaps they won't change the world,
but something very big is going down in their lives right now, and it's
important that you be there to watch.
Supporting that feel is the stunts
mechanic, whereby the more cool an action is, the more likely it is to succeed.
Players are rewarded for clever and epic ideas and rousing descriptions that
involve people in the game with extra dice to their dice pools and the recovery
of spent Essence or Willpower.
A modified Storyteller mechanic is
present in Exalted: A dice pool of
d10s is rolled and any die that comes up seven or greater is a success; Exalts
and heroic mortals who roll tens count these as two successes.
I'll
admit that there are some aspects of the system that I don't like dealing with.
Some of the armor encumbrance rules wound up to be too much bean-counting for
my group to handle. Not all of the Charms are entirely clear, and a few have
been officially or unofficially covered in errata by developer or writer.
The biggest problem with this game
is curtailing the massive scales of power that even beginning Exalted can
achieve. Rather, the biggest problem is realizing that you don't have to. As a
game of epic scale, immediately after chargen players can have the ability to
rewrite others' memories, defend without fail against any attack, hurl a
thousand daggers to inflict massive amounts of damage, discover all the
plotting in a lord's court in less than a week, or build works of master
craftsmanship in a day.
The challenge this presents isn't to
make things bigger and harder to beat, but to let the characters be powerful in
accordance with the epic tone of the game. And with characters of epic power
must come characters of epic story — the tales of Exalted are meant to
be as big as you can imagine.. Just be wary during character generation — the
lone wolf ninja who has no family or friends and loves no one has no place in Exalted.
Unless he loves no one because of a tortured past wherein he was bereft of his
family in a hideous war which numbed his emotions to the point where he could
no longer feel — until the band of ragtag heroes he got caught up in re-taught
him the meaning of friendship and compassion. That's okay. Especially if he
gets to fight the guy who killed his family and turned out to be the main
villain.
The following is a session which my
players and all I remember fondly. The old group had lost a member, and met up
with their new compatriots — a diplomatic merchant and a boastful warrior —
gambling and hurling rocks, respectively. They teamed up in short order and
tried to figure out why the city they had approached was locked up, letting
none in or out. Of course, the party had to gain access to the city’s harbor to
continue their journey in search of a Dragon-Blooded sage… but that’s a longer
story.
With a tremendous speech about his
lost love being married to his foul brother (a fantastic stunt – the phrase,
“Brothers in love!” will still get us going over a year later), one of them
reduced the gate guards to tears, and one particularly sorrow-hearted fellow
let them through a secret entrance into the city library. Which is where they
met the librarian – the woman who would become one character’s dearest love —
who was also a Sidereal spy. The group learned that the city was shut because
their store of ancient and dangerous artifacts had been raided, and they were
set to investigate.
The demon that had nicked those
artifacts tempted one of the characters with a magical dagger, and he stole
into the city's center in the night and slew its leader — for the demon wanted
the man's soul, from which she could forge great things. Before all this
mystery could come to light, however, the city found itself besieged by a
mercenary army — and one character's mother yet lived outside the walls! There
was a rush for safety, and in light of his power, bravery, and inspiring
presence, one of the Solars was elevated to the position of General — the
highest rank of governance, here, as well as military command. He outlined a
plan, loosed the soldiers, and then he and his went forth to fight as well —
and combated the Dragon-Blooded instigators hidden in the eye of the mercenary
storm.
In the end, the city was saved. But
by revealing himself as a Solar, Anathema under the Immaculate Faith, the man
made General was loved for a minute and loathed for a year. His own mother
turned her back on him. Not all did, though, and they left behind them a core
of admiration and a spark of hope for the Solars' kind. Perhaps they are not
evil. They also took with them a follower who was too taken with their heroism
to stay behind — and the shy librarian.
If you and your players like a
rollicking good time with over-the-top, classical heroes, powerful stories with
important goals, and an intricate and rich setting, Exalted is the game for you. You can easily run a game with nothing
but the Core book and your imagination, but for a more filled-out setting, I
suggest you also pick up Scavenger Sons
and Games of Divinity. Enjoy!
Want to learn more about
this game? Click here!
Exalted and all associated terms
are property of White Wolf Game Studio and this article is not intended as a
challenge to these or any other copyrights.
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