Monday, April 21, 2014

Exalted Rework Part 10: Virtues

Of all the systems in core Exalted, Virtues were the most ambitious and the greatest failure.

Intended to be a mechanical definition of a character's heroic nature, because they relied on the GM calling characters out on counter-virtuous behavior, they were rarely used, except to allow a character to get a larger Essence pool or a more effective way to spend Temporary Willpower to boost their stats.  Players would play to the level of virtuousness they felt their character should have, no matter what their stat sheet said.

One of the handful of posts I put in this blog before starting the Exalted Rework was about rules and how they encourage behavior.  The behavior the Virtue rules encouraged was, assuredly unintentionally, for players to ignore them.  Part of the reason for this is the volume of numbers involved.  A GM who is supposed to be keeping an eye on players' actions for virtue content must consider first whether any given declared action by a player would be considered counter to any of the four virtues, then try to remember if the character taking the action has any of those virtues rated 3 or higher.  In a group of 4 players, that is 12 numbers to remember for essentially every action declared.  It's simply too much work, isn't it.

However, the Virtue system is a good idea, and is far too worked into Exalted's world for it to simply be excised, so I have instead adapted it to the Resonant Virtue system.  Rather than keeping track of numbers, characters and GMs only need to know a simple binary: is it resonant or not.  Furthermore, because both Essence Recovery and +1 bonuses to Conflicts are granted by virtuous action in concordance with a Resonant Virtue, players are encouraged to remind their GM of their Resonant Virtues with some regularity.  This doesn't wholly eliminate the problems, but it mitigates them.

The other big problem with Virtues in canon Exalted was how poorly they were defined.  Each virtue was given less than half a page, mostly a quick list of examples of things it aided in and things you had to fail a check to do.  I think the biggest mistake of the Virtue system was to frame the Virtues as advantages rather than disadvantages with advantageous uses.

Virtue is not easy, indeed, Virtue is what makes heroes heroic.  A character with no Resonant Virtues is not a hero, not even a dark hero.  All things in Creation are defined by Virtue, even the Primordials had and obeyed the calls of the four virtues, save one: the Ebon Dragon, who is, instead, defined by his utter lack of virtue.  The four Virtues derive from four of the Shinma, the god-concepts which were necessary for the Primordials and the Raksha both to come into being.

Compassion is the virtue of kindness, it opposes suffering.  Compassion is a judgmental virtue: when the Compassionate sees others causing suffering (thus breaching Compassion themselves), they are moved to stop them.  Compassion does not mean a belief in equality, freedom or any of the ideals of modern earth, it simply cannot stand to see others suffer, physically or emotionally.  Compassion is not cerebral: even should a compassionate person know that killing someone might save hundreds of lives, Compassion forbids sending them to the Underworld.  Heroic Acts of Compassion are usually self-sacrificing: giving of oneself that others might not suffer, or opposing those who cause suffering.  Compassion is probably the rarest of the Four Virtues in Creation.

Conviction is the virtue of commitment, it opposes doubt.  Conviction is a proud virtue: it only governs a character's own actions and thoughts, and cares nothing for the actions of others.  Conviction's unwavering certainty is a two-edged sword: while it makes the character certain in their actions and beliefs, it also weakens their ability to change or accept new information; Conviction is the virtue of zealots and fundamentalists.  Conviction is stubbornness: it is a violation of Conviction to back down from a goal, relationship or belief.  In particular, it is a violation of Conviction to apologize or admit that one was wrong, even if they failed.  Heroic Acts of Conviction are acts of great risk taken in the name of a sworn goal, especially those choices that others might hesitate to make or would back down from as unnecessary.  Conviction, as the font of Motivation, is the most common of the Four Virtues in Creation.

Temperance is the virtue of restraint, it opposes corruption.  Temperance is a judgemental virtue, like Compassion, it is a violation of Temperance to allow others to be corrupt.  Temperance is about self-imposed restrictions.  It is Temperance that leads a monk to a life of chastity, and Temperance that causes him to judge his brother who breaks his vows harshly.  It is not a violation of Temperance to allow a friend to break a restriction they have not placed on themselves, but it is to allow them to break a restriction they have.  Temperance considers the basic principles of interaction: honesty, fairness, justice and moderation to be restrictions that all have placed on them.  Heroic Acts of Temperance revolve around keeping one's word or adhering to one's code despite great challenges, or opposing deep-rooted corruption.  Resisting the offer of the mate of your dreams, your heart's desire or a criminal act that you'd never be caught doing because the option violated your principles would be heroic acts of Temperance.  Temperance is a rare virtue in Creation, comparable to Compassion.

Valor is the virtue of hope, it opposes retreat.  Like Conviction, Valor is a proud virtue, the valorous are not compelled to punish the cowardly for their weakness.  Valor is, in many ways, the simplest virtue, it simply demands that one never back down.  This is separate from opposing surrender (which is more a matter of Conviction), a Valorous character can accept when they are beaten, but will not let themselves give up until exactly that point, nor turn down a challenge, even if that challenge is worded as an insult. Valor inspires us to be brave and push ourselves to be greater than we are and demands we prove to those who doubt us that we are great.  Valor is by no means a strictly physical virtue, either: speaking up before a king with the power to command you be executed with one missed word requires as much valor as hurling oneself into the teeth of a beastman army.  Heroic Acts of Valor include risking one's life, reputation or hopes on a mission against strong or terrifying enemies. Valor is less common than Conviction in Creation, but much more common than either Temperance or Compassion.

Once again thanks for reading, tomorrow I'll talk about the Dragon-Blooded and some of the design questions I'm asking myself about them, including the purpose of the elemental aspects and how mechanic-less charms will work for the Terrestrial Host.

Please feel free to leave questions or comments below!

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