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Any good exalted modules?

 
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geese howard

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Since: Mar 22, 2006
Posts: 2



(Msg. 1) Posted: Wed Mar 22, 2006 7:48 am
Post subject: Any good exalted modules?
Archived from groups: alt>games>whitewolf (more info?)

I have the main book and the dragon blooded, tomb of five corners and
time of tumult. None of them have good adventures,good characters,
good seetings yes, but nothing good at all in terms of adventures. Far
too much back story on and on and on with no real direction at all.
Except for the systems rules, these are basically fantasy novels in
module form. The bit in Tumult about the Autochtons was particularily
dissapointing as something to actually play through rather than read
while on the toilet.

I'm used to the fast, sharp, pulpy Feng Shui (from which Exalted was
spawned in the first place) style with a focus on cinematic combat, big
set- rather than political machinations and exhaustive background. The
key to running a cinematic style game, is the set-piece battles, the
location is important: Bomb making factory, for instance, throw in a
couple flashy villians, climax with a player's character gets
incinerated so the rest can get away, but who's really dead with all
that smoke and fire and gunk? That's the good stuff. All the exalted
stuff I've read so far just gives the players far too many choices, too
much background that they will never have th time or inclination (or
need) to learn about, and I don't want to pick up any more modules that
are just more of the same.

Also, if you've just read it, I guess that's ok, but if you've actually
played it or GM'ed it, that's really cooking with gas.
Thanks!

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geese howard

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Since: Mar 22, 2006
Posts: 2



(Msg. 2) Posted: Thu Mar 23, 2006 7:01 am
Post subject: Re: Any good exalted modules? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Thanks for the info. I only have first edition so far, I dl'ed your
module and I'll check it out.

I will probably use the characters you have in there for archtypes,
just toss the backstory for each out and have the stats for a generic
night caste assasin, etc. hand them out to players and go from there.

One thing that Feng Shui also has is the archtypes. You want to play a
ghost, there's your ghost with a couple options to choose from, you
want to play a big bruiser, there's the archtype, and characters can be
built in 10 minutes or so, letting the player concentrate on the
narrative hook and a backstory. It's only once the game starts does
the character of the character start to flesh out.

In comparing it to feng shui which handles the "unnamed" characters
pretty well, as in they go down very fast with the stunts (usually 2-3
per 3 second character 'scene' with a good stunt: which is what this
style of combat system is all about). I have the unnamed all take
their turn in groups of 3-5 or so and go for a group stunt, such as two
grab a character's legs and spread them open while a third headbutts
their crotch region; or the old 60's batman style where the mooks all
grab the limbs of a character and have the Named characters line them
up for a real nasty haymaker. Or, most important, swarming characters
with mooks so that a named villan can make their escape.

One thing that's frightened me is the splitting of dice pools by
characters who will focus on that rather than the stunt that they
should be forming in their mind. It just begs the question: if a
character is pulling a stunt that will land multiple attacks and extra
damage, why the need to have the system incorporate splitting dice
pools? Just do it all in one roll of the dice. Again I don't have
second edition yet.

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