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Tag: Exalted

Whither setting?

By Kit
|
August 17, 2011
| 8 Comments
| Et in Arcadia Ego development, Game Design

John and I were talking recently about Exalted, a game that Austin has a deep and complex relationship with, that I have never cared for or about. I was trying to hash out what my problems with it were, and we stumbled on something I think is interesting. What follows may be rambling. Other people […]

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Crunch Appeal

By Austin
|
August 12, 2011
| 9 Comments
| Game Design

Recently, I joined an Exalted game a friend of mine was running. After nearly a year of indie-only play, I came to the game with fresh eyes. I was surprised once I got into it, though, at my comparative lack of frustration at the long list of obtuse rules. Don’t get me wrong, many rules in […]

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I Hate Mooks

By Austin
|
March 28, 2011
| 6 Comments
| Game Design

So in the Dragon Age computer/console games, you fight these endless hordes of faceless monsters called Darkspawn. The hero of the story must kill their leader in order to neutralize the giant horde of them that is threatening the ambiguously middle-ages european landscape. These monsters are the giant threat that the hero must deal with, but […]

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The Boundary Paradox

By Austin
|
February 12, 2011
| 4 Comments
| Game Design

So boundaries, even the hard ones, are necessarily all over any gamespace. This is certainly true for our game, In a Dragon-Guarded Land. For example, we make a big deal in the book about how Traits (the defining bits of your character) are facts. No one can take the fictional boundaries they represent away from your character. If your character is Silent As The Air, then they are. The important fact about that kind of boundary is how it’s less like a ceiling and more like a buttress—it defines and supports the players even while it gives their influence definite shape. This is exactly the kind of boundary that you want—a kind of horizontal boundary rather than a vertical one. One that clearly defines the fiction and informs character and player choices, but in a way that those very characters or players can later grab a hold of and use.

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Epic Heights

By Austin
|
January 27, 2011
| 4 Comments
| Game Design

Hey there! My name’s Austin, and I form the third part of Transneptune’s game design trifecta. I got into gaming in high school, starting with Dungeons & Dragons. From there, I spent many winters playing World of Darkness and thinking about a game called Exalted. The latter influenced my game design ideas in pretty big ways, so I’m going to begin with saying that despite its many problems, I do love that game in all kinds of ways. But nevertheless, here are some things I’ve observed about Exalted.

The first thing I noticed about Exalted is the idea of Being Awesome. The Stunt mechanic exemplifies this idea. The concept that player characters should Be Awesome is not an integral part of every game nor should it be. Its sense of whimsical empowerment is particularly unsuited for Noir, Mystery and Survival Horror. But when I was playing Mage: The Ascension and D&D, I was always haunted by the suspicion that the game was promising more than it delivered. D&D may have elves, but when I played it, it was no LoTR. It was just a bunch of morally questionable guys killing orcs and taking their stuff. When I met Exalted, I thought I had found what I was looking for, the Awesome.

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Posted in %1$s Tagged %1$s 4 Comments

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  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
  • Go Play
  • Lumpley Games
  • Margaret Weis Productions
  • One Thousand One
  • Rob Donoghue
  • Ryan Macklin
  • Story Games
  • The Impossible Dream
  • The Mighty Atom

Categories

  • A Piece of Work development
  • Actual Play
  • Critical Theory
  • Et in Arcadia Ego development
  • Game Design
  • Game Design Community
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