Limited Reagent wrote: Irked wrote: Limited Reagent wrote:
CRM was pretty narratively-based. That is, a lot of the way you decide to use the system is directly based on the actions you want to take in the game world. So, if this new systems is anything like that, and bureaucratically-related Charms are easy to understand how the empower the character, then there shouldn't be problem in determining how a given Charm interacts with the CRM-like system.
Hm. I had kind of the opposite takeaway from 2e's implementation of the CRM - it was a neat system, and you could see where one could write Charms to make tasks easier, but most of the existing Bureaucracy Charms didn't obviously interact with it in any meaningful way.
Yeah, but I think that was a problem with the way the 2e Bureaucracy Charms were written. They were basically "things happens because." They didn't obviously interact with anything
. You need that second point of mine --- bureaucratically-related Charms being easy to understand how the Exalted is accomplishing them --- for the scale-up to work.
Here's the basic problem we realized exists within the CRM, after TDO did an amazing job of streamlining the system:
It's not an RPG. We looked at all the rest of the rules and realized that it was dissonant, it was doing something different. When the CRM came out, you basically stopped RPing and played a sim game for a while, then went back to RPing.
That seems really obvious in hindsight but yeah.
That's not a condemnation of the CRM-- as bureaucratic warfare sims go I think it's extremely robust and neat-- but it required as much mental effort to grasp and use the system as it did our entire core rules engine + combat engine + associated paraphernalia. And this was because it was basically a separate game inside our game.
John decided, and I agree, that that's not an appropriate corebook feature, and that Exalted should focus on roleplaying and probably try to avoid any big complex non-roleplaying minigames as part of its fundamental structure.
This is not to say that for some (many?) groups, stopping mid-RP to play a sim game that impacts on the RP wouldn't be fun, and I wouldn't be surprised to see the CRM pop up later as an optional add-in. But we felt it was a mistake to force all groups to have to approach and master the CRM just because Bob took some dots of Bureaucracy.
In 2e, it was a lot easier to see the CRM as a coherent part of the whole design, because the game zoomed out to that macro view a lot more often, with the Mass Combat system and the Mass Social Combat system. But in 3e there is no Mass Social system, and no "Mass Combat system" either-- mass combat is the camera affixed to your character's shoulder as his might shapes the course of huge battles, rather than a dedicated sim-warfare engine. In 3e, the rest of the game never leaves that micro, RP-centric view for more than a brief dice roll or so.
With two macro systems already established, it seemed natural for 2e to have a third. With no other macro systems in place, it became clear that CRM wasn't core material for EX3. Thus its removal for now.