Tantavalist's most recent comments on the “To the Stars” setting got me thinking about the Transcendentals, and what they actually are. Not in a in-universe sense, but in a story and gaming sense. I figured that I should share my ideas, so here goes:
First, the Transcendentals are a framing story. They're Scheherazade talking to the King; well, sort of.
The thing is, most games (indeed, most stories) have an unfortunate elephant in the room, namely, why do these crazy things keep happening to these characters? Some games ignore the question (breaking my suspension of disbelief once the third less-than-a-million-odds crazy thing happens). Some assume that the PCs are some brand of “adventurer” or “shadowrunner” and thus actively seeks crazy situations, which works, but it also limits the kinds of personalities that those characters can have (namely, thrillseekers and mercenaries).
Others make the characters special in some way (you're a werewolf!) and more-or-less state that crazy things happen to characters who are special in your way, but unless the population of special folk is small, one is left with either an absurd amount of crazy, or just a bunch of werewolves doing werewolfy things, while your characters are having adventures. The alternate, a low population of special whatsits, again restricts the possible characterization (this time, you simply can't have someone who is “normal” by any definition). And again, one is left wondering why being special makes crazy things happen to your characters. Why can't your werewolf retire from adventuring, get a job at a 7-11, and maybe chain himself in his basement every full moon?
There's one other solution, and that is that there is an active force in the universe seeking to make crazy things happen to your characters. In Scion it's literally Fate and it ensures that you always walk in on situations at the most plot-crazy time.
In SA, the Transcendentals handle that. Whatever happens, the T's are probably (very indirectly) causing it. They're setting you up to end up in a crazy situation, without backup or information, because you can (probably) handle it. And, being pan-temporal, their reasons only need to be clear in hindsight. So, you go on paid vacation, and craziness happens. You get sent to deal with a patent infringement, and craziness happens. No suspension of disbelief; just the PCs railing against the T's for being jerks.
This brings up another thing. The Transcendentals don't exist to solve the PCs problems (and any GM who uses them thus is an idiot). The PCs exist to solve the Transcendental's problems. Which means that I, as the GM, can toss the PCs into situations where the problems are much, much larger than they are. Namely, problems which are scaled for a T. So saving entire planets is on the table, as is existential crises.
And third, they're the subtly laid tracks for a hint of railroading. Not of the “you must follow my path” variety, but of the “you shouldn't stop moving; ideally forward but I'll take what I can get” variety. By being present, and by giving (nearly) useless instructions, they ensure that the PCs keep going until those instructions actually make sense. So, if I set up some sabotage that clearly wouldn't work, the players keep digging; trying to figure out how it could work, because they know that something is going to go wrong. As opposed to, I don't know, fixing the immediate problem and declaring themselves “victorious” because nothing else appears to be going wrong. Or Nick can hand the PCs a character who was clearly not kidnapped, and the PCs will continue trying to figure out how the character was kidnapped anyway. In another setting, the PCs would look at the situation, conclude that nothing was going on, and wander away having missed, well, everything.
Most games can get away without this for two reasons. First: most game's plots are much, much simpler (maybe one layer of indirection, at most). And second: there's always the tried and true method of hammering important facts at my players repeatedly (never be subtle!). SA is the one game where I can really get away with incredibly subtle, convoluted plots.
SA can't take those short cuts because of Comprehension. If your plot has no levels of indirection, Comprehension becomes useless (and the PCs win in 5 seconds and 1 twist use; boring). So, SA plots are necessarily complex. And that means that the PCs need the drive to keep digging, even when there isn't anything obviously going on. The Transcendentals, with the ability to see the future, give that drive. I'm not sure anything else could.





