What book should I read next

DeepFlowingRiver

Junior Member
So I have all of the current books, hoping to pre-order the 2nd edition soon, but any way. I have read the main book & the Zenith caste book. Mainly because I have a zenith character.


What book should I move onto next?
 
That's really up to what kind of game you're running/playing in.


In general: Scavenger Sons provides a much more in-depth view of the Threshold than the main book, and for any story that will somehow involve the Realm (in other words, pretty much any story), the Dragon-blooded book is key.


-S
 
Thanks for the tips, I think I will start with Dragon Blooded, then move onto the scavenger sons.


Do you think the manacle & coin book is worth skimming at all?
 
DeepFlowingRiver said:
Thanks for the tips, I think I will start with Dragon Blooded, then move onto the scavenger sons.
Do you think the manacle & coin book is worth skimming at all?
Only if you're interested in the economy of Creation. If trade and money doesn't play a big part of your game, you can safely skip it.


-S
 
Stillborn said:
If trade and money doesn't play a big part of your game, you can safely skip [Manacle & Coin].
I'd say that if trade and money doesn't play a big part of your game, you can safely read Manacle & Coin later than sooner. You can only safely skip it if your campaign does not involve:

  • the Guild
  • the seedy underbelly of places
  • drugs
  • Fair Folk's interactions with Creation
  • slaves & prostitutes
  • mortal (and some spiritual) politics
  • big lizards that eat opium and piss heroin
 
Scavenger Sons should definitely follow the DB book.  It helps with so many plots.
Many will dispute this, I suspect, but after that, I would read the Yu Shan chapter of the Sidereals book next. It goes a long way toward explaining the motivations of spirits, which can be not only an excellent storytelling device, but one that is fairly unique to Exalted.
 
wordman said:
Scavenger Sons should definitely follow the DB book.  It helps with so many plots.
Many will dispute this, I suspect, but after that, I would read the Yu Shan chapter of the Sidereals book next. It goes a long way toward explaining the motivations of spirits, which can be not only an excellent storytelling device, but one that is fairly unique to Exalted.
Ageed, just don't go any further into the Charm section.  I have my reasons...


~FC.
 
The game I am in is defintely focused on non-combat abilities, they are first age solars that were put into "stasis" for the lack of a better term, and then they awaken in the second age. You can see Starhawk for further information. That might help narrow things down for you guys.
 
Hmmm, if the game is focusing on first age solars I would suggest the following books:


Outcaste the chapter on lookshy which is basically a shogunate/first age society


Ruins of rathess, detailing a first age city and some first age friends


Abyssals, after all some of the deathlords very well remember being first age solars and could make up VERY interesting conversation partners


Siderials and Games of Divinity on heavenly affairs cause a bunch of first age solars is surely going to interact with the celestial hierarchy a lot (the loom of fate must go nuts when a circle of first age solars awakens close to each other...)


other sourcebooks depending on the region you are playing in like scavenger sons...
 
... First Age Solars? What kind of freaking starting XP would those have?? Or do you go the "cryogenically induced amnesia" (magical stasis induced amnesia?) route and lose them some XP?


If it's that highpowered, you might want to check out the Sol Invictus fanboy pdf for highpowered Charms. Haven't had time reading through it myself yet, but it certainly seems ripe with ideas to rip-off, at the very least.
 
no we are basically starting characters, they were all still in school when they were "frozen" for lack of a better word. Or so I think...story still going on.
 
Ageed' date=' just don't go any further into the Charm section [of the Sidereal book']
I say plow ahead into the charm section, but only once you realize that it won't be solars casting these charms. Seems like everyone with problems with sidereal charms hasn't actually played a sidereal. When you read their charms and think "Gee, in the hands of my solar, that would be uber", you're somewhat missing the point of the sidereal book, since the charm will instead be in the hands of someone significantly more limited than a solar.
 
Yeah, once you realise your sid basically CAN'T be hit by anything lest you want him plowed into mulch, his really cool fate manipulating charms seem a bit less snazzy.


Yes. I can just disspear from fate and reappear as someone else.  But if a mortal with a bow catches me unawares, he might well kill me...
 
Actually it is pretty easy to kill a "duck fate" siderial, just trick  him into thinking you are considerable less powerful than you are. In one of my games a solar swordmaster/martial artist had some problems with a siddie legging it every damn time so once he figured out how it worked he just pretended to be weak, flared his anima banner before the fight so that he looked like low on essence/vulnerable and used no serious attacks until the fight was well going. when the siddie thought he was on the safe side he battered him through a housewall with a pretty nifty combo and stunt and started on showing his full power.


Outsmarting someone as arrogant as your average siderial is easier than it might look like at first.
 
wordman said:
Ageed' date=' just don't go any further into the Charm section [of the Sidereal book']
I say plow ahead into the charm section, but only once you realize that it won't be solars casting these charms. Seems like everyone with problems with sidereal charms hasn't actually played a sidereal. When you read their charms and think "Gee, in the hands of my solar, that would be uber", you're somewhat missing the point of the sidereal book, since the charm will instead be in the hands of someone significantly more limited than a solar.
You miss understand me. I love the Siddys. To me they are highly playable characters with some wonderful Charms, but I have never, ever considered their Charms in the hands of a Solar, simply because they don't fit the fundamental nature of a Solar, which is to lead and be righteous.


With my throw-away comment, I was simply making an observation that our dear thread author may not wish to trudge through the confusing Charm section if there is absolutely no reason to do so.  Compared to other Exalt's (Fair Folk don't count), the Siddy Charms could do with some serious re-writing since they can cause more confusion than necessarily needed.


~FC.
 
You misunderstand me...With my throw-away comment' date=' I was simply making an observation that our dear thread author may not wish to trudge through the confusing Charm section if there is absolutely no reason to do so.[/quote']
Ah! Got it. Sorry. Yes, reading the sidereal charms does have a sort of Lovecraftian, "I'm slowly losing my mind as the words go by" feel. That feeling is intensified by a couple orders of magnitude reading the Fair Folk book, too.
 
wordman said:
Yes, reading the sidereal charms does have a sort of Lovecraftian, "I'm slowly losing my mind as the words go by" feel. That feeling is intensified by a couple orders of magnitude reading the Fair Folk book, too.
I beleive neuropsychologists refer to this as "The Borgstrom Effect".


-S
 
wordman said:
That feeling is intensified by a couple orders of magnitude reading the Fair Folk book, too.
Oh god, I still haven't managed to finish looking at the Charm section and I've had the damn book since it was released.


~FC.
 
The raksha's shit doesn't make sense until you sit down like, "Right, brain-bending to commence in 5...4..."  While the Sidereals have some effects that skip the normal rules, at least they acknowledge them.  Raksha are like, "Rules?  I had some last week, but then my own Feeding Graces devoured them and spit up these lovely tulips."  That book made my head hurt.
 
The Fair Folk book goes very well with shrooms.  8)


 Seriously, the FF book (and Siddies) make a lot more sense if you come from the direction of fluid game mechanics and diceless RPGing. The only rule is that there are no rules and all that.


 I pity the people who had to write the mechanics for those books...
 
The raksha's shit doesn't make sense until you sit down like' date=' "Right, brain-bending to commence in 5...4..."[/quote']
Once you get used to them not having bodies and wrap your head around shaping combat, it's not so bad.
 
So far I am about halfway through the DB book, brining up a lot of questions and good thinking, so that is fantastic.


I will move onto the scavenger lands next, and most likely games of divinity/sidereal to get a taste of what the solars life before the usurption.
 

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