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Saved by Sacheverell
on July 29, 2008 at 11:53:31 pm
 

Join us in telling the tale of the crescendo of the Age of Sorrows at amber.org.uk, port 9010. This story is too big to tell alone.

 

Welcome to Tales of the River Province, an ongoing Exalted chronicle played over the internet on a MUSH. (If you don't know what a MUSH is, click here.) The Chronicle is set in three locations in the Scavenger Lands: Greyfalls, The Hundred Kingdoms, and Nexus. These are summarized on page 62, 64, and 65 of the Exalted Second Edition rulebook, and detailed on their respective pages. Greyfalls and Nexus are based off the Compass of Terrestrial Directions: The Scavenger Lands, but they can (and do) change in play thanks to the actions of world-shaking heroes such as yourselves, so the setting write-ups linked to here trump those of the aforementioned sourcebook. The three locations have different tones, detailed at their pages, but most importantly, Celestials are forbidden, out of character, from interfering with Greyfalls, so it's safe for Dragonblooded dramas.

 

This Chronicle, like any other Exalted game, emphasizes some themes and minimizes others.

 

We are about:

  • Changing the world. The characters in this game can change the world socially, politically, technologically, and even geographically when they bring their full might to bear.  Because of our wiki and MUSH infrastructure, the world can change dramatically and visibly with a minimum of administrative effort, so we encourage you to change the world to the limit of your ability as it fits your agenda.  There are some out-of-character limitations to maintain playability, however. For example, players are politely forbidden from using their Celestial characters to meddle in Greyfalls.
  • Long spans of time. For every month of time that passes in the real world, one season will pass in the game world.  Events in game play out sedately, but at a quick pace in the real world, encouraging long-term action that allows a comfortable pace of play.
  • Proactive heroes. We expect player characters to have a motivation that sends them in to conflict with the world, and ideally, with other players.  The strongest conflicts are those between Exalted rivals.
  • A dangerous world. The world itself remains threatened by the Yozi, the Wyld, the Underworld, and other unknowable threats, and beyond that, it is wild and untamed, with vast swathes of wilderness and a shaky grip of law.  Every warrior in Creation might be forced to defend the things that they care about from malevolent, alien forces, or from their fellow man.

We are not about:

  • A rigid world. Many online games have static settings because they have a great deal of effort invested in the state of their setting.  Because our setting is merely written text, it's easy to add things and remove things, up to and including blowing up or rebuilding entire nations, and possibly destroying the sky.
  • Reactive heroes. Characters who passively wait for others to provide them with reasons to adventure or for villains to embark on wicked plans for them to thwart will be bored.  Characters who kick the setting and make it yelp will be encouraged!
  • Accounting. Our setting spans a huge distance that takes weeks to travel, and such journeys require great care and planning to be made safely.  But we ignore all that and you can flit about as necessary to keep roleplay going, though anyone with a fast travel time is going to have an advantage in such matters.
  • Invincible characters. Yes, you have the power of a god.  But with such power, every decision you make, every risk you take, removes a thousand more possibilities from your grasp.  Every decision has an opportunity cost; every struggle can hurt the things you care about, if not you.  This is a game of struggle, not automatic success, and sometimes achieving something vast requires you to risk death.
  • Anything that isn't the Scavenger Lands. For practical purposes, we limit the scope of our games action to the Scavenger Lands. Character concepts or major plots that hinge on events outside it are discouraged - usually disallowed.
  • Black and white morality.  There is no specific 'good guy' or 'bad guy' in this setting.  Regardless of whether you play a Dynast, an Outcaste, a Solar, a Lunar, or something stranger, the only force that can judge your righteousness is history.

Advice on Making a Character for ExaltedMUSH

 

The Rules in a nutshell

 

An individual player can have three characters at first: a heroic mortal, a godblooded, and a Dragon-blooded of any society upbringing. After all three of your characters have earned at least 100 experience between them, (and experience generally comes in at 5-10 XP a week), you gain a fourth character that can be used for a Celestial Exalt (Solars or Lunars). Note that I said earned - even if your character dies, that doesn't set you back in qualifying for a Celestial. You don't have to make these characters immediately, but the option is available. You can use a slot for it's character type or any weaker character type - so you can have two heroic mortals and a dragon-blood, or a heroic mortal and two god-blooded, and so on.

 

Keep in mind we have some House Rules.

 

To apply for your character, create them at the login screen, write up their concept in brief and +request that it be approved by typing +request/add concepts/your character concept here at the MUSH. It doesn't have to be long! One or two sentences is enough.

 

From there, a staff member will approve you and give you access to the character generation, which has instructions as to how to create your character. After that, you can go in-character and roleplay or run events any time you want.

 

Now return to the Front Page for links to more information.

 

 

How to play, in a nutshell

 

In this game, you create a character in the fantasy world of Exalted.  That character has a motivation, and your activities in game revolve around attempting to achieve that motivation.  In the process, you'll have an impact on the world.  People will live, or die; cities will rise, or fall; bridges will burn, or be built.

 

Most of the time, action is resolved very quickly by an ST using the Universal Conflict Resolution Trick defined in House Rules. To use this, all protagonists involved need a goal, and a method they intend to use to achieve that goal.

As an example, suppose Dace the Dawn Caste Mercenary wishes to expand his mercenary company to be the premier mercenary company in all Nexus.  His goal is Become the premier mercenary company in Nexus.  His method is Crack down hard on the streets we patrol to make them safe as a Yu-Shan broadway, and as a consequence for failure, he's willing to risk A criminal uprising destroys the company's control of the streets.  The ST and player negotiate and decide together that this implies he'd be using Perception+Investigation - perceiving crime, rooting it out.  The ST determines that the difficulty to root out all the crime in one of the dirtiest neighborhoods in Nexus is Difficulty 7.  Dace doesn't think he can make that with his perception+investigation pool, so he proposes that he use his Mob-Dispersing Rebuke to change things in his favor. He and the ST negotiate and decide that this would reduce the difficulty sharply, to 4 - within his grasp, if he musters his resources.  He spends a willpower for an automatic success and gets lucky!  His is now the premier mercenary company in Nexus.  But are the streets still clean?  No - if he wanted them to STAY clean, that would have to be a goal.  Instead, the streets fill back up with cutpurses once his reputation is secure.  Only goals can change the world - conversely, goals make changing the world a very straightforward process.

 

This doesn't have to mean all the roleplay that could be drawn from this can't happen, but it does mean that such roleplay happens for the sake of roleplay and not to advance the character, and can occur freeform, without further dice.  In this fashion, conflict and agendas drive roleplay, but the rules don't hold it back more than necessary.

 

When your character is out of the gate, drop your first Goal and Method in the plots queue and let the action begin!  Don't wait - be aggressive.

 

There are a few technical details you absolutely should know.

  • Nothing is considered to have canonically happened until a summary of the event is posted to Recent History.
  • After every scene of roleplay, it is customary to write a short recommendation that the other players in that scene receive XP, as detailed in XP Policy.

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