Quote Originally Posted by SKarious View Post
Can't you say that about the Solars as well? "Solars have only two stories: god-rulers, or mad god-rulers."
By the having the path of redemption, as well as destruction, Abyssals have more stories to tell.
And how about the other possibilities presented in the Abyssal books: Abyssals as heroes of the Underworld. There are evil rulers to remove (such as the Deathlords), Behemoths and nightmare-monsters to fight, strage lands to explore, great cities to unite or destroy, ghostly societies to rule over.. pretty much anything Solars do in Creation, Abyssals can do in the Underworld (Perhaps even better, because of their powers, necromancy and backgrounds).
How about the other worlds? Malfeas, the Wyld, Autochtonia and the like? Aren't Abyssals useful there? Can't they have stories just as epic as Solars or Sidereals do?
The argument, which I agree with about 75%, is that Solars actually have a lot of stories. You can play a story about god-rulers, or a story about a band of wandering heroes, or a band of operatives trying to rally the world into an alliance, or a group dedicated to serving someone and promoting their interests, or a McGuffin search for a greater purpose, or whatever.

With Abyssals, no matter what story you're telling, the mechanics force you towards "and then you murdered the world" unless the story becomes specifically about trying to not murder the world. Abyssal god-kings murder their kingdom. Abyssal wandering heroes murder the people they're trying to protect. Abyssal McGuffin searches become about redemption. And so on.