Several Things, Please don't Flame me.
First: A Merry and Joyful Holiday Season to ALL of you! I hope you all
enjoyed your Christmas and I want you all to Party this New-Years. Spread joy
to everyone you know.
Second: French Ninjas. French Ninjas (or any new style) can be played for
laughs, or they can add an all new level of danger to a Chronicle. I was
using them for a year as the remnents of an ancient Assassin's guild. They
were trying to edge Shadowloo out of certain operations, both sides were using
the Players as pawns in their operations. The players just found out that the
forces of evil were playing them for fools and their reaction was priceless.
Next Story they think they're becoming masters of their own destinies, such
Third: Evil Storytellers. A difference should be made between evil and
annoying. So far you have all been discusing Annoying Storytellers. Annoying
Storytellers think in Powergamer terms. They need to be ...corrected. Teach
annoying Storytellers how to imagine, come up with inventive ways to AVOID
fights, use the STUNT card, try turning those irritating all combat stories
into detective work, build up a personal life for your fighter.
Annoying Storytellers will either adapt to this by becoming better
Storytellers or the Non-powergamers will leave in disgust that they can't do
anything outside of the Arena. Not a problem. The point of the game is to
have FUN. If things are as bad as some of you say then you are no longer
having Fun and you need a change.
Evil Storytellers are another matter entierly. I am a Totally Evil
Storyteller, I game one player a new power and the oportunity for more. Can
you say Devil's deal? Another player's Girlfriend has died, thanks
Shadowloo's Project Dopalganger Cybernetics he does not know. Evil
Storytellers like to do cruel things like that to see how people react, they
HATE powergamers because the fools are so predictable (BTW, Does ANYONE know a
Cure for powergamers? I'm desperate). This is usually not a problem, most of
my players LIKE the torment I put them through (and still do a good job of
role-playing their tormented heroes).
Forth: New Moves. I LIKE new Moves. The opportunity for new moves has been
the only reward for some of the deadliest stories I've run. I Like new styles
Fifth: Warriors and Werewolves. Rules-wise it's not hard to mix Street
Fighter with the World of Darkness. 1-Get World of Darkness: Combat.
2-Street Fighters must Roll Dex (Perception for Focus)+ Technique to hit.
3-Decide if Street Fighters are "Awakened Beings" (I give them this
automatically, If you want you can require them to have Focus).
Story-wise is a bit harder on the surface, but is not as hard as it seems.
Decide which setting is dominant.
If Street Fighter is Dominant the Technocracy is Weakend by attacks on all
sides, Vampires are Much less commen and Pentex is locked in a war with
Shadowloo. Mages can pull off some Vulger Magick by making Martial Arts a
Focus (Akasic Brotherhood...).
If World of Darkness is Dominant The Tournament is Hunted by the Technocracy
and looked upon as snack food by the Vamps. Pentex permits Shadowloo to exist
as long as they "Test" Some "products". Most mortals never even heard of the
tournament or Shadowloo.
Whatever you make of these comments remember the point of the game: HAVE FUN!
Dispite what some of you may think I do not intend any hurt feelings with this
Posting, if there are I'm sorry. If you liked This: Cool, that's what the
list is for.
May the Games Never End!- Arkon, DL
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