Tuesday, February 27, 2007

QQ more!

So, Exalted.

I find that this game is beginning to frustrate me. The problem I have with it is manifold, and I shall strive to discuss each facet in turn. I realize that I'm starting to repeat myself, but this is somewhat theraputic for me, and should you take issue with my scribings then, as a wise man once said, "Tough noogies". You're always welcome to suggest something.

The basic, underlying problem I have is that the ruleset, while outstanding in several areas, is vague. Too often the rules are loose and awkward, and they leave judgements and rulings to the Storyteller. This is a bad idea. Yeah yeah yeah, you can preach all you want about how you should "trust your GM" or whatever; I don't buy it. I've been a GM, and as such I can tell you from personal experience that we're flawed creatures that screw up all the time. I typically botch at least ninety-five thousand things per session, let alone per campaign! I am (despite flattering rumours to the contrary) only human.

Also, any rule that includes a variable will lead to player/Storyteller conflict. Of course, the Storyteller has the final say, but as I said we're flawed creatures, and as such we often make poor decisions, which can lead to bad feelings between the Storyteller and his gamers. Storyteller pride has a great deal to do with this, because guess what? We are proud, which is a double edged sword (I'll get into that some other time, as I don't want to blogjack my current topic).

This also has to do with conflicting ideologies. Everyone has a different idea as to what Exalted should be like, and while I rarely have a problem with conflicting views, it becomes harmful to gameplay when everyone comes expecting something different. Ultimately, as a player, you will have to conform to the Storyteller's vision of the setting material. If you don't like it, that's fine...you don't have to play. Most other RPGs don't have this issue, because they are what they are. D&D is founded in hack-and-slash, and does it well. Warhammer Fantasy is a gritty, fantastical version of medeival Europe where everything and everyone sucks. Exalted is...uh...a game where you play a reincarnated demi-god. Kinda. It's complicated.

That's a good way to describe it. It's complicated. I would go so far as to say needlessly complicated. This complexity reaches into every nook and cranny of the system, and the fact that this complexity is often riddled with the need for subjective rulings merely exacerbates things.

A lot of this frustration probably stems from my current craving for simplicity, as is evidenced by my previous thread yearning for a dungeon crawl. Also, I'm getting really sick of seeing player conflict. There's been a lot of passive-aggressive bullshit flying about, and if I wanted drama I'd be dating an emo chick. Everyone just needs to sit down, shut up, and have a good time. If you're not having fun, then split. Don't bring everyone else down because you're pissy.

I'm in a bad mood. Can you tell?

In good news, my girlfriend's computer is a-OK, thanks to the Dude At Frys (Windows XP FTW!). Thanks Dude!

3 comments:

Anonymous said...

for me, I just get exsaperated with the whole, I'm god and your god and we're fighting things that are equal to gods.

I'm over it. I don't like to be handed my ultimate power, I want to earn it.

Anonymous said...

I think the "vagueness" (I think undetermined is a better word) of the setting is the way they define a very concrete setting but still make it open to ST interpretation. Allowing much wiggle room.

It part of the WW style of game design. It gives the ST much more creative license and control over the game and story, it's not going to let a well defined rule get in the way of something cool/dramatic happening. Remember the stories are the focus in Exalted, not the rules.

The whoe "trust you GM" thing should be pretty easy. It's not so much about rule calls at it is about you not trying to screw them/ruin their fun. You're the referee and it's your job. As long as nothing's personal, everything should be gravy. Exalted needs a Storyteller, and the players need to let him do his job.

His job is, of course, to make the call on vague rulings, anyone who does more than plead a case for his perspective (aguing, moping etc.) is causing a problem.

I don't think the game has any problems internaly really, with all that. However external problems (frumpy players, adjusting to rotating GM's,) may be 'complicating' things. Just chill out. Don't take it so serious, do what you need to to have fun and don't crap on anybody elses. Or as WotC put it, Hang out, Roll Dice, have fun.

Casey: As for the power level thing, the flavor of the game is epic (think Hercules, Illiad, God of War). I don't think it should matter so much, as there is as much power for you to earn in Exalted. A lot of it. It is a very different mindset to get into, then say a Level 1 D&D character, which probably isn't very far from home for most of us (I'm more like level 3 myself :-D). But earning your power happens in Exalted in much the same way it does in D&D or any other classic RPG.

This has inspired me however. Maybe one of these days I will run Exalted with like 500-800 bonus XP to start. See what happens with characters at that level. I think it would be a fun game for a short campaign (like, say taking the imperial manse!) or a long campaign (Storm the games of divinity, Kill the fates, Oh n0ez the maiden of journeys escaped and has made her way to the underworld, time to hunt her down!)

Unknown said...

Yeah, after thinking about it more I realized that it was more frustration at the players than the system. The system still frustrates me at times (social fu rules, for instance), but it's the players that really make or break the game.