Up a Level
Created to Fail

CuteGod Development: (44 / 172 requirements)
Wind, Bear, and Moon Proposal
Muddy Reflections Reading
Summer Biking: (162.7 / 400.0 km)

When you game, the last thing you want to do is have your character fail. Very few people want to roll their dice and barely struggle to do something the rest of the characters excel at. At least, that is what it seems like to me. When I create characters, normally I make them specialized in a few regions and ignore the rest. Basically "all-or-nothing."

Last night, we played in a little Exalted adventure by fightertype. Its only going to be a few hours once a month, instead of bad movie night, but it will be set in the same world as my Sepia Throne game. Actually, it uses characters from the spin-off series from the original arc. My character, Wind-Sweat Dandelion Seeds, is not a character designed to succeed. Her average die pool is... four. If the die rolls of the night were any indication, I botch about 1 in 4 die rolls.

So, I created a character who will fail at even her primary thing. I mean, its an archer and a performance character, 6-7 dice each where I would have normally made them 9-10's. Strange, but I think it is important to focus on "not succeeding" at times too. Regardless, I had a stitch with my botches and failures. For the same reason I think I'm a good storyteller makes it difficult for me to enjoy other storytellers. I'm too... flexible in what I want. I also run the game I want to play in, which typically means the people who have the most trouble in my game are the ones that I have the most trouble playing in theirs. Oh well, nature of the beast.

But, I'm planning on enjoying this character, not because I like playing, but because I am playing. I spend most my time running games that it is really nice to just sit back and let someone else create the stories.