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Topic: [Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions
Started by: lampros
Started on: 11/28/2005
Board: Actual Play


On 11/28/2005 at 4:19am, lampros wrote:
[Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions

Hey all,

I'm currently running a game of White Wolf's Exalted: the Abyssals. Exalted is a (rigorously non-D&D) fantasy world which puts a heavy focus on setting. Characters are some of the most powerful people in the setting, in this case "Deathknights", gothy and powerful slaves of the "deathlords". (Think Darth Vader in service to the Emperor.) The system is very crunchy and based off old World of Darkness, with a number of innovations. I currently have two players, both of whom are experienced roleplayers who are quite talented at roleplaying. We play on IRC. (and are recruiting, if you're interested.) I GM. We use the rules pretty much as written, except I give double XP.

Things I've noticed while playing:

- Almost any plan the characters can come up with pretty much just works, as long as they stay within their schticks. Practical "Problem Solving" is not a major element of the game, simply because there arn't many problems the characters can't solve easily.

-This effectively removes the "game" part of role playing game. I might calll our series "interactive storytelling", really. We're getting relatively little value from the system, which

-The main fun part of the game comes from the cool descriptions we come up with. Part of the cause seems to be the medium (IRC), part seems to be the setting (Which features a lot of over the top imagery) and part the sheer power of the characters - their characters can do over the top things, so their players can describe over the top things.

So.....

Any idea how to describe this style of play?

Anyone else played like this before?

At some point I'd like to think about how to emulate this style of play, possibly while getting more value out of the system.

yours,

A

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On 11/28/2005 at 10:27am, Matt wrote:
Re: [Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions

Sounds like you're doing a lot of what we call Drift...

If you want to emulate this "collaborative creation" style of play, there are a dozen or so systems by people who have hung out here that will aid you (and not get in the way like some aspects of the Exalted system). Since you've stated you like the over-the-top descriptions angle, I'd suggest a look at octaNe from Memento Mori, where the system is pretty much a way of agreeing who gets to do the over-the-top description. Somebody on RPG.NET suggested using the Blood and Steel expansion for running a more freeflowing Exalted game, so that thread is worth digging for.

There are loads of techniques and games designed by forge designers that might appeal to you, but that was what seemed like the logical progression from your current preferred style.

-Matt

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On 11/29/2005 at 2:07am, Danny_K wrote:
RE: Re: [Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions

I'm planning to use WUSHU to run an Abyssals game sometime in the near future, for much the same reasons you describe.  Are you really playing it all free-form?  A starting level Abyssal character can have pretty big dicepools (particularly if using one of his Charms -- which probably translates into "staying within their shticks"), but there are some opponents and situations which should be able to challenge them.  It would be interesting to see how you actually played through a recent conflict, and whether you used the full Exalted mechanics. 

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On 11/29/2005 at 4:09pm, nikola wrote:
RE: Re: [Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions

If, indeed, the coolness of the descriptions are what you play for, you might want to use Primetime Adventures. The way Fan Mail works means that descriptions are supported by each other.

Plus, since problem solving isn't what you're after, there should be no problem with the round-robin scene calling. You'll get right at the gnarly stuff behind the characters and Fan Mail will fly for both doing it and describing it.

You should be able to find some Actual Play of PTA using IRC or Chat. I'm certain it's been done.

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On 12/1/2005 at 6:52pm, lampros wrote:
RE: Re: [Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions

Danny_K wrote:
I'm planning to use WUSHU to run an Abyssals game sometime in the near future, for much the same reasons you describe.  Are you really playing it all free-form?  A starting level Abyssal character can have pretty big dicepools (particularly if using one of his Charms -- which probably translates into "staying within their shticks"), but there are some opponents and situations which should be able to challenge them.  It would be interesting to see how you actually played through a recent conflict, and whether you used the full Exalted mechanics. 


Hey Danny,

It isn't really freeform, its just diceless. The rules define what the players can do pretty well, and this definition is very helpful. To take the system at its most basic, have the characters pick three favored abilities and tell them they have all the charms under those abilities, but otherwise they're mortal. 

I guess the conflict is usually "my schtick helps me here, his schticks help him there, how do the two plans interact?" The exception is combat, which I like to run in all its gamist glory. This only works if your players know the system well though. The real drama in the story is the Players vs. Themselves. The PCs always win, but do they want to always win, given that their nominal goal is the destruction of the world? It'll be interesting to see what happens if they ever go head to head with opposing Exalted with the same schticks, my de facto diceless system might break down then.

Yours,

Alex

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On 12/1/2005 at 8:12pm, lampros wrote:
RE: Re: [Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions

Re: Wushu:

Have you used systems where giving good descriptions grants a huge reward? How did they work?

Exalted has a system where good descriptions give you a small bonus on your roll. It seems to help encourage people to give good descriptions. The problem is, some people's descriptions end up being detrimental to the game. Basically, some people give long winded but kind of boring descriptions. In tabletop games I've played, these are a huge problem, because they break up the tension and pacing of the session. In Exalted, I can simply not reward these descriptions. In Wushu, not rewarding a description would mean automatic failure and hurt feelings, no?

Octane, that's one I need to think about. I'm not familiar with PTA.

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On 12/2/2005 at 1:29am, Blake Hutchins wrote:
RE: Re: [Exalted: Abyssals] "Interactive Storytelling" and really cool descriptions

Heya,

Wushu focuses on cool embellishments of statements of intent, with no GM denial of those descriptions.  No reason you can't apply 1 to 3 additional bonus dice per stunting rules in Exalted, just to punch things up.  There you have established GM discretion to filter for coolness.

Best,

Blake

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