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Kuhan

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About Kuhan

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    Acolyte of the Shadow
  1. Munchkin Q?

    The game will work, more or less, with just two people, but, as with most things, it's funner with more... mainly, with just two people, you lose the excitement of the endgame where everyone throws their screw-over cards at the guy who is almost level 10.
  2. I haven't quite given up on this idea, but I have fallen in complete and utter love with the Exalted 2nd Edition demo. Let's hope I can can get my players to share that love so I can justify buying the core book
  3. I read that thread, and I loved it. The interaction between the college student and the rest of the group, and how it all culminates by the end, is awe inspiring. I've been dying to use it on my rpg group, but as I mentioned in another thread, they don't care for "modern day" games. I also tried to run a freeform version of it at RPOL, but unfortunatly it died quickly. Here's the rpgnet thread if anyone is interested in seeing how the story developed: http://forum.rpg.net/showthread.php?t=148565 I recommend reading tomewilson's take on it though, as he tells it well.
  4. Masterful Storyteller Techniques

    I'm not much of a storyteller yet, so the only real technique I know is to include music in a game. A good playlist can totally accentuate certain themes in your game. Bonus points if you can run your playlist on random, and then improvise your storytelling to match whatever song comes up.
  5. Okay, that looks good... really good. My question is about challenge rating. D&D has a system really centered around the challenge of a combat. With WoD, from what I've seen, it's a bit flimsier. You throw experience points onto a character sheet until you figure you've got something strong enough for your purposes. Any ideas for something more solid than that? I.e. a character with +20% of the average experience points in the group is enough to give them a run for their money.
  6. Okay, so I have fallen in love with the WoD2 system. Aside from how cool the setting is, the system itself is just so streamlined and rational, compared to the overly cumbersome D&D3.5 system. Unfortunatly, my players prefer D&D, mostly for the fantasy setting. They're fine with the WoD system though. So my thought is, have the best of both worlds, with the WoD system so that I have fun DMing, and the D&D setting, so that they have fun playing. Anyone have any suggestions on how to go about this?
  7. The lonely hunt

    Another idea that popped up with Lady Cin's mention of an outlaw, is a game where the player is a Zi'ir. It would be a very strange, surreal game though... and terrifying. Think River Tam (from firefly) on heavy meth, and you'd probably hit the mark. Equally difficult effort on both the ST and player's part to try and really roleplay how such a twisted creature would see the world. It also has the possibility of a redemption arc of the chronicle, where the player works his way out of his spirit hole. The actual thing which the player's character did (or chain of things) to get into such a miserable state would also be apart of the story. Still, very difficult to do.
  8. The lonely hunt

    The theme I think of from what you're talking about is one of desperation. We have a lone werewolf, in the middle of a territory way too big for any one werewolf. Why is he still protecting it alone? Perhaps he is the last remaining member of a really close pack, and he stubbornly protects the territory out of loyalty and pride. Perhaps he made some sort of promise that includes fighting like he is alone. In any case, it's too much for him, and he knows it. The only reason he's still alive is because of luck, and because he's simply too stubborn to die. Regardless, luck never holds, and his will is failing. Every session of the game deals with him reaching into the depths of his inspiration, trying to find some way to survive and fend off whatever threat is coming after him. His enemy could be spirits, but it seems to me it would be better to have him fighting a pack of pure. Fighting spirits, he would be constantly fighting different spirits, but fighting a single pure pack, he would be able to form an antagonistic bond with them.
  9. Making Magical Style more important

    Yes, both were suggestions on how to make it work better. Making the system apply to rotes instead of improvised spellcasting seems to make more sense to me. A rote is, by definition, a set way of doing a spell... a paradigm, if you will. And the stylist's (for lack of a better word) set way of doing things is by weaving symbolism into his spells.
  10. Trying to fade away...

    Oh man, that sounds so cool. I was gonna skip that section, but now I must read it.
  11. Chat Game?

    I'd love to play, but saturday nights are my roleplaying nights. If the game was on friday, I would love to join. Edit: Just reread the first post, 7 pm GMT is somewhere around 3:00 am for me, and I'm not that hardcore I'm afraid.
  12. Help with a Story Idea!

    Some ideas: First off, the rigid "five floors per auspice" smacks a bit too much like deus ex machina if I was a player. Instead, a logical gradient of encounters would be better. The early floors are simpler, less powerful spirits, and can defeated easily by brute force. As they progress, the spirits get harder and harder until fighting them at all becomes less of an option, so they resort to stealth. But as they get even further, the spirits are become even more powerful, so stealth is even harder. Yet as they get higher up the building, the spirits are becoming more abstract, until some of them really arent as aggressive. But the spirits are also just as adament not to let the players get further. Negotiation would help. Further, the spirits are increasingly stubborn and harder to define. Some of them don't even interact with the players anymore, but just block their path out of some strange ban. Here, the players resort to another type of brute force with rituals to open the path. And as they near the top, the world itself warps more and more, due to the lesser god's presence, and the sheer power of the spirits this close to the top. The players find themselves re-enacting some of the events in the building, and perhaps even re-enacting things from their own past. (one disturbing bit would be them re-enacting the death of father wolf) If you wanna get really creepy, have it so that they forget who they are as they are trapped in this little "theater". Resolve + Composure to temporarily break free of it, but otherwise they could become so engrossed in the roles of whoever they are "playing" that they even kill a packmate. And finally, they come to the lesser god. As myth pointed out, it's kind of wierd to have a spirit sleeping in such a relativly mundane location. Two things come to mind when I think of how to deal with that. One was jacked from the Chicago book. In the Chicago book, it talks about the Great Fire of Chicago. During that fire, so many spirits of flame were being created, and all being devoured. For one brief moment, an ultimately powerful spirit of flame and destruction was born from all the spirits, yet when the flame died it disappeared. Some theorize that it merely went to sleep, awaiting the next big fire. If the fire you're talking about in Sao Paulo was really that big, then the same thing could have happened, in which case, sleeping in the place where the fire started would be quite suiting. Another idea is similar to a story hook in the New Orleans book. The guy who murdered his mother and sisters in the house wasn't really doing it for the reasons he said, but because he was trying to summon a spirit into this world. Who knows why, perhaps a reason born out of foolish ignorance, or perhaps once born of malice, but in either case, the whole thing went wrong. If you want to portray the guy who started this in a more positive light, it could have been that he made a mistake, or that his ritual caught the attention of a spirit far bigger than he expected. If you want him to be more negative, his hubris got the better of him, and he tried summoning the biggest spirit he could find. In any case, the spirit got stuck, between the shadow world and the material world. It was simply too big to get into this world and serve the murderer's purposes, through such a relativly small ritual (done by just one man). Being unable to return to the shadow world or make it the rest of the way into the material world, the lesser god just sits, sometimes thrashing about and causing general chaos, sometimes just sleeping. Regarding the locus, I don't think any one floor should have it. If anything, the entire building is a locus of suitably bad resonance (perhaps tainted). Or perhaps it's more of a gradual thing, where the lower floors don't really get much of the locus influence, but the upper floors, the locus is much stronger. Hope that helped!
  13. Making Magical Style more important

    At first, I thought this was kinda cool, but on second thought, it could be done so much better just by making all of the player's rotes function on the dice poll relevant to his style. Making all rotes function on one dice pool is kinda overpowering, though, so probably have a three or four dot "magical style" merit that allows that to work. And, of course, give bonuses or minuses to the rote rolls based on how well they describe how they weave their style into their magic. A less powerful version is changing that person's order rote specialty skills to 3 relevant skills to his style.
  14. Requiem Chronicler's Guide

    I totally agree, I love the idea. I don't like the idea of all vampires having their own little pessimistic inner voice, but it works fine for, say, a bloodline. Another idea is a vampire that sinks low enough in humanity and gets the right derrangements finds a more eloquent Beast (the Other) agreeing with his actions.
  15. A Spark of inspiration

    You could easily deal with lasers Dune style, with lasers being more powerful, but expensive, hard to wield, and difficult to maintain. Also, I doubt many people would be fans of wielding a weapon that can cut through steel like butter, onboard a ship! Certainly adds a bit of "oh shit" when a supernatural hunter shows up with a las-gun, though. Aggravated damage, anyone?
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