Saying a game should be fun is like saying food should taste good; it’s trivially true but effectively meaningless when you want to discuss how to make food. Just like you have to prepare different foods in different ways depending on the experience you want the dinners to have, you have to design rpg mechanics in …
Conviction versus the other Virtues
Conviction (capital C) in Exalted is a stat, one of the four Virtues upon which Creation is metaphysically based (there is a fifth, Willpower, but it is more of a meta-Virtue and closer to what we mean colloquially by conviction in our world). In any effect, Conviction is a stat that can be applied to …
On Limit Breaks
The general intent of Limit Break is that it’s something that won’t actually impact you much if you do exactly what a Solar Exalt shouldn’t. That is, the more you set yourself up with responsibility and power and prestige, the more and more Limit Break is going to screw you over. It’s actually an elegant …
Fixing the Eclipse Anima
I find that the major problems with the Eclipse power go away when you blanket rule that all permanent Charms can not be learned (and thus ruling out any Charms that use it as a prerequisite). It neatly cuts the knees out of all the Eclipse-based rules raping that I can think of.