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		<title>Thus Spake Zaranephilpal/MeritsAndFlaws - Revision history</title>
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		<id>http://exalted.xi.co.nz/w/index.php?title=Thus_Spake_Zaranephilpal/MeritsAndFlaws&amp;diff=41836&amp;oldid=prev</id>
		<title>BrokenShade: *</title>
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				<updated>2004-04-08T07:37:28Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Nephilpal - 04/07/2004 17:10:51 &lt;br /&gt;
&lt;br /&gt;
I like well-thought and polite critiques. You won't offend me with &lt;br /&gt;
those. Also, I flat out ignore anything I find needlessly rude, so &lt;br /&gt;
I'm really hard to piss off.&lt;br /&gt;
&lt;br /&gt;
Shoggoth has been really helpful. He pointed out a use of Callous &lt;br /&gt;
that I hadn't thought up, which would break his games. He has also &lt;br /&gt;
expressed some overall frustration that Merits and Flaws are so &lt;br /&gt;
dependent on players and individual adjudication rather than being &lt;br /&gt;
universally acceptable.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there isn't a way around that. Merits and Flaws ARE &lt;br /&gt;
tweaks and they CAN get out of hand. Heck, I'd even go so far as to &lt;br /&gt;
say they get out of hand very easily. I admitted that in the &lt;br /&gt;
introduction for them. I also gave the big bold rule so that players &lt;br /&gt;
couldn't ever argue that they had a right to take them just because &lt;br /&gt;
the Traits were in print.&lt;br /&gt;
&lt;br /&gt;
Some players could be trusted with freeform chargen. You could &lt;br /&gt;
say &amp;quot;Make a character. Make the character interesting and fair and &lt;br /&gt;
fun for a game with this tone and this power level.&amp;quot; Such dream &lt;br /&gt;
players would walk off and come back with concepts that blow you away &lt;br /&gt;
and practically write stories for you. There are other players who &lt;br /&gt;
milk every loophole and point, trying to build the most combat &lt;br /&gt;
capable character they can imagine. They play by the letter of the &lt;br /&gt;
rules without understanding the spirit. Then you have everyone else &lt;br /&gt;
between the poles of that broad continuum.&lt;br /&gt;
&lt;br /&gt;
Things like Unskilled, Weak-willed, Callous, Diminished Attributes &lt;br /&gt;
and the like... those are dangerous in the hands of a minimaxer &lt;br /&gt;
because they screw with the delicate balances established in standard &lt;br /&gt;
character creation. Is there a place for that kind of customization? &lt;br /&gt;
I believe so. I also believe it isn't appropriate for everyone, nor &lt;br /&gt;
should it be. Every Merit should improve a character's life or &lt;br /&gt;
capabilities in some way, with a cost appropriate to the benefit. &lt;br /&gt;
Every Flaw should represent a continuing liability.&lt;br /&gt;
&lt;br /&gt;
Take Callous, for instance. Callous makes you less Virtuous, which &lt;br /&gt;
marginally decreases your available Essence pool (for many types of &lt;br /&gt;
Essence users) and lowers your opportunity for channeling Virtues. &lt;br /&gt;
Those are also minor disadvantages by some definitions, but &lt;br /&gt;
disadvantages all the same. But in some games, being Callous isn't a &lt;br /&gt;
thematic liability. So you're crueler and have no self control. You &lt;br /&gt;
got an extra charm out of that. Is that fair? Well, I don't know. In *my*&lt;br /&gt;
games, you better damn well act out your Virtues or I'm going to &lt;br /&gt;
start docking XP. If you have Compassion 1, you're a heartless &lt;br /&gt;
bastard at the core. You might cover up your cruelty with high Social &lt;br /&gt;
Attributes, but you really truly don't give a damn about others. &lt;br /&gt;
Sooner or later, that will catch up with you. You'll screw over &lt;br /&gt;
someone who takes it personally and has the power or friends with &lt;br /&gt;
power to make your life miserable. You will reap what you sow. If you &lt;br /&gt;
have Conviction 1, you're a sniveling worm. You aren't a coward... &lt;br /&gt;
that's a lack of Valor... but you don't stand for anything. Sooner or &lt;br /&gt;
later, your refusal to stand by your beliefs will leave your supposed &lt;br /&gt;
friends high and dry. When life gets tough, you'll take the easy way &lt;br /&gt;
out. In the big heroic epic, you'll be the bastard who sells out to &lt;br /&gt;
the other side because you got a better offer. And you'll get your 30 &lt;br /&gt;
pieces of silver and the enmity of everyone who ever trusted you. &lt;br /&gt;
With a deficit of Temperance, you act and speak without thinking. &lt;br /&gt;
Eventually, you'll mouth off to the wrong person or you'll do &lt;br /&gt;
something so catastrophically reckless that your whole Circle will &lt;br /&gt;
make a point of beating your head into the wall. You'll eat the &lt;br /&gt;
faerie food or sleep with the war god's daughter or tell Jacint to go &lt;br /&gt;
[...] himself. That's when the hurting starts. How about Valor? What &lt;br /&gt;
happens when the coward bolts and leaves a hole in the formation? How &lt;br /&gt;
will your loved ones ever forgive you for running away and deserting &lt;br /&gt;
them in their time of need? In my games, a lack of virtue is a &lt;br /&gt;
liability, if only because it forfeits the chance to really BE a &lt;br /&gt;
hero. Callous is worth every point you get from it. Is that more work &lt;br /&gt;
for me? Probably. But that's why that Flaw works in my games.&lt;br /&gt;
&lt;br /&gt;
Let's look at another bone of contention, though: Unusual Appearance. &lt;br /&gt;
Look at the real world a moment. Racism is not dead. Things are &lt;br /&gt;
better, but you still have white supremacy groups and slurs &lt;br /&gt;
like &amp;quot;nigger&amp;quot; and &amp;quot;chink&amp;quot; and &amp;quot;cracker.&amp;quot; You have places where you'll &lt;br /&gt;
be looked at funny, and even if they don't actually say &amp;quot;You ain't &lt;br /&gt;
from around these parts!&amp;quot; the accusation and mistrust is clearly &lt;br /&gt;
written on their faces. In the world of Exalted, you have people with &lt;br /&gt;
really wild appearances. You've got long-toed, green-haired folk in &lt;br /&gt;
the east and three-eyed mutants and god-blooded and who KNOWS what &lt;br /&gt;
else. You have insular, clannish settlements across the world who &lt;br /&gt;
don't know if any foreigners are actually alien gods or demons or &lt;br /&gt;
Anathema or Ravagers in disguise. You have rampant xenophobia and &lt;br /&gt;
suspicion which doesn't die easily in a society considerably more &lt;br /&gt;
primitive than ours. In my series, the Haltan Eclise was &lt;br /&gt;
called &amp;quot;Monkey Boy&amp;quot; by a lot of characters. Those who actually knew &lt;br /&gt;
he was a Haltan sometimes turned that into &amp;quot;Monkey [...]&amp;quot; or &amp;quot;Sloth &lt;br /&gt;
[...]&amp;quot; at choice moments. And all this wasn't because he was mean, &lt;br /&gt;
because he wasn't mean. He was a nice enough lad. He got treated like &lt;br /&gt;
shit because he was different. THAT is what Unusual Appearance is &lt;br /&gt;
for. If someone takes that Flaw, it's not because they look &lt;br /&gt;
different. Looking different isn't what makes that a flaw. The Flaw &lt;br /&gt;
comes from looking different and suffering for it. When a player &lt;br /&gt;
wants to take that Trait for a character, you as a Storyteller have &lt;br /&gt;
to decide how bleak you want to make the world. If you want to make &lt;br /&gt;
Creation a cold hard place where suspicion and hatred and bigotry run &lt;br /&gt;
rampant, then the Flaw will justify itself. I promise you that. If &lt;br /&gt;
you want a lighter and happier place where humanity generally gets &lt;br /&gt;
along or tries to... the Flaw probably isn't appropriate for your &lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
A really good thing to do with Merits and Flaws (but especially &lt;br /&gt;
Flaws) is to realistically inform players how the Traits will affect &lt;br /&gt;
gameplay. Sometimes this is obvious. If I take X, I get (or lose) so &lt;br /&gt;
many dice in these situations. In other cases, as with Unusual &lt;br /&gt;
Appearance or Callous or Dark Fate or Destiny or Past Lives or many &lt;br /&gt;
others, the ramifications remain very much a matter of Storyteller &lt;br /&gt;
fiat. By being honest, the players know what they are in for and it &lt;br /&gt;
gives Storytellers a chance to work out their expectations and plan &lt;br /&gt;
in advance (which is always handy).&lt;br /&gt;
&lt;br /&gt;
--Neph&lt;/div&gt;</summary>
		<author><name>BrokenShade</name></author>	</entry>

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