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Old 12-11-2005, 07:33 PM
KreenWarrior KreenWarrior is offline
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[Exalted]Exalted Rules for Council of Wyrms?

I was thinking the other day about alternate settings for Exalted, and I had the thought that it might be a workable rule-set for the old 2nd Ed D&D Council of Wyrms setting (for those who don't know, it lets the PCs play as dragons). It would require some tweaking, of course (dodge and thrown strike me as odd for dragons), but Exalted is all about playing powerful beings of potentially world-shaking might, right?

Of course, every time I look at Council of Wyrms and want to run it, I realize I can think of 0 adventures for dragon PCs. Of course, you could just drop the Io's Blood Chain Islands into the ocean of Creation..., and give all dragons the shapeshifting ability metallics did in 2nd Ed...

Brilliant or insane?
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Old 12-11-2005, 08:13 PM
nargun nargun is offline
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Re: [Exalted]Exalted Rules for Council of Wyrms?

And here I was thinking

http://en.wikipedia.org/wiki/Diet_of_Worms

Because there's something about the counterreformation that strikes me as terribly exalted-esque in nature. Imagine, a gathering of all the top immaculates and DB nobles, to which is invited the Golden Child of the Cult of the Illuminated, to defend their heresy.

Anyway. On the actual topic...

Canonical exalted dragons qua dragons are powerful elementals, normally filling senior roles in the celestial hierarchy. The siddies book is chock-full of plot hooks for such critters, mostly involving internecine scheming and papershuffling ['cause the go-guys for the real problems are the siddies themselves; nothing you can't hook around, though]. There's no char creation rules for spirits, so you'll have to eyeball everything, but

If you want more of the flying purple people eaters... the dragon kings are in the PG; they're all about "recovering lost glory & reconquering the world". I'm pretty sure they aren't what you're after, but it's a good conceptual framework.

Or, you can ignore the puny humans and just fight with other dragons; this reduces to "You meet in a drinking-lair", and should be doable on the fly by anybody.
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Old 12-11-2005, 08:15 PM
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Thomas T Thomas T is offline
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Re: [Exalted]Exalted Rules for Council of Wyrms?

It strikes me as one of those conversion ideas that's based on a need for the game to "give you permission" for a certain kind of play, rather than the rules being of any use at all. Exactly how much of Exalted's (very specific) crunch is relevant to a council of wyrms game?

It just seems that so much would have to be modified that you're no better than starting from scratch. A generic ruleset might be a better starting point.
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Old 12-11-2005, 08:27 PM
KreenWarrior KreenWarrior is offline
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Re: [Exalted]Exalted Rules for Council of Wyrms?

Oh, I probably should have mentioned I came up with the idea at 2:45 in the morning.

The reason it occurred to me was as I was trying to come up with something to do a one-shot for my Exalted group. And while the crunch is to an extent highly specific, I'm not sure how it couldn't be transferrable. Charms seem an excellent way to represent draconic magic to me, it never really made sense that they would operate using cleric or wizard spells, as most would not keep spellbooks or be clerics.

And personally I find the idea of dragons with dai-claw covers and using magical kung fu to be entertainingly cool. But I have an odd sense of humor.
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Old 12-11-2005, 09:01 PM
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Re: [Exalted]Exalted Rules for Council of Wyrms?

Ah, I see. If you're specificly looking to play Exalted, but with dragons, then I can see that working.
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Old 12-11-2005, 09:06 PM
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Skadedyr Skadedyr is offline
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Re: [Exalted]Exalted Rules for Council of Wyrms?

Like Nargun said the Dragon Kings of Rathess could certainly be a good starting point. I'm not sure which supplements they're in though. I think Ruins of Rathess and Player's Guide.

If you want draconic spirits in the Celestial Bureaucracy you may want to look at Sidereals and Games of Divinity.
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Old 12-11-2005, 09:14 PM
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Re: [Exalted]Exalted Rules for Council of Wyrms?

Quote:
Originally Posted by Skadedyr
Like Nargun said the Dragon Kings of Rathess could certainly be a good starting point. I'm not sure which supplements they're in though. I think Ruins of Rathess and Player's Guide.

If you want draconic spirits in the Celestial Bureaucracy you may want to look at Sidereals and Games of Divinity.
Indeed. All good ideas to supplement such a game. I think using spirits might make it turn out for the best, or perhaps a spirit/Dragon King amalgamation.
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Old 12-11-2005, 11:01 PM
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Re: [Exalted]Exalted Rules for Council of Wyrms?

Quote:
Originally Posted by KreenWarrior
I was thinking the other day about alternate settings for Exalted, and I had the thought that it might be a workable rule-set for the old 2nd Ed D&D Council of Wyrms setting (for those who don't know, it lets the PCs play as dragons). It would require some tweaking, of course (dodge and thrown strike me as odd for dragons), but Exalted is all about playing powerful beings of potentially world-shaking might, right?

Of course, every time I look at Council of Wyrms and want to run it, I realize I can think of 0 adventures for dragon PCs. Of course, you could just drop the Io's Blood Chain Islands into the ocean of Creation..., and give all dragons the shapeshifting ability metallics did in 2nd Ed...

Brilliant or insane?
Insane. Completely and utterly batshit insane.

I like it.

You can assemble a group of lesser (or greater) elemental dragons who decide they could do a better job running Creation and plot to overthrow the Realm and set themselves up as a Council of leaders. Seeing as how they are elemental dragons, convincing the Dragon-Blooded that by serving them, they are really serving the Five Elemental Dragons.

Cult of the Illuminated has the stats for a cult member who is also a lesser elemental dragon.
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