Thank you for reminding me of the artist's name! It had slipped my mind ^^
Wizardthieffighter
Creator of
Recent community posts
Hey, I do read, but often with a delay!
1. Oracle rolls are for the kind of situation where you just want to "find out" if something could be available or not. A bit like a magic 8-ball. Or quantum world-building. So, yeah, your interpretation of "skill rolls with no risk or variable results" is pretty much close enough. Adding skill in that situation is a bit of a judgement call by the referee. The examples you list - finding a secret or a good sale - if the player gave me a good or funny one-line rationale why their PC's skill would apply this time ... I'd be inclined to either straight up say, "yes" or "yes, if you spend 1d4-1 cash and a quarter of an hour buying some local weirdoes some iguanas-onna-stick."
2. That is absolutely one of the uses of Hero Dice. They're a quick way to regain life (hp). So, the PC can choose - boost your roll now to get a crit? Save your HD for after the fight? Otherwise, life (hp) are one of the attributes that can be recovered after a 1 week rest.
It doesn't fit perfectly - but it's close. The core system hasn't changed that much - the big numbers (level, life aka hitpoints, defenses, travel, dying of thirst, caravan mechanics, carrying capacities, etc.) are all basically the same.
I have to update it, but ... well, it will come!
PS - glad you like the books!
"Welcome" is Heading 1 - in the contents it is styled as SMALL CAPS with an empty linespace above it.
"Do Not... etc." is Heading 2 - in the contents it is styled as Regular with no space above it.
"New Servitor etc." is Heading 3 - in the contents it is styled as Regular with no space above it and a 0.235in indent.
These are all stylistic choices. The simple answer is that I like how it looks.
To change it, select the entry in the table of contents (H1, H2, or H3) and adjust its style in the Text Styles panel. For example, if you want each subordinate entry to have a greater indentation, give the TOC 1: Heading 2 style an indent of 0.235in, and TOC1: Heading 3 style an indent of 0.47in.
The reason for the naming is, quite simply, because I called this TOC style "TOC 1" - i.e. Table of Contents 1.
I hope that helps!
I got it yesterday and looked it over. I really like how you elegantly built eras, rises and falls, into the main play tables themselves. It's a really, really cool mechanic.
Overall, theme and style, superb. I like it a lot.
The interior headers really give an art-deco-infinity vibe that echoes Lynch's Dune for me (which is definitely a good thing). I'd personally have gone with a similar styling for your cover, but your tribute to the 1960s and 1970s sci fi pulps is a good choice.
In a few places, I feel like the large "dice icons" trapped you a little bit, making it hard to stay on a single spread or keep a section feeling cohesive. I would have made those icons a bit smaller, and possibly gone for a narrower body font. Maybe a Helvetica or Univers. But this is really just my own quibble: I want more of those cool header and art deco elements on the rise / gold / fall sections! :D
Thank you for bringing this game to my attention.
They are basically the same. The Exalted pdf is from the print edition, hence the larger size (the dpi of the images is larger). It doesn't have bookmarks because, again, a for-print .pdf.
We're discussing a new print run next year, which may see some slightly larger updates and will also include a digital file.
Cheers :)
The simple answer is that you don't need to keep all the different threads in your head at the same time.
Use the player lead approach you're used to. Give the visitor's book to the players to reference and build off, then use the referee's book to surface challenges and problems as they play. The referee's book presents factions, events, and locations to provide fuel, not firm structure. You can share events between sessions and ask players to pick what they'll focus on, while rolling randomly to see what else happens in the background.
The basic idea of most OSR or OSR-ish or sandboxy games (whichever term you prefer) is to give content you then generate from randomly or semi-randomly (or even just for straight-up cherry-picking). There's no right or wrong way to play an adventure, much less a sandbox.
And best part is, if you break it, it's fine - it was made for breaking :)