I'll admit, as much as I love the crap out of this game I haven't really had much time to play it, although I plan to. I'm currently working on a light hack to use SotS to run late Victorian/Edwardian supernatural shenanigans. Maybe with some Mythos around the edges, but also taking into account all the spiritualism, mentalism, ad general ghost-yness of the period.
summoning @Piratecat
I would love to hear about any straight up successes on the running SotS front. Having not actually played it much I have some reservations about hacking something I'm not all the way down with. That said, I'm going to push on regardless. So, a couple of initial ideas. One, wealth and status will be a little more mechanical. The period and genre doesn't need the flamboyant excesses of straig SotS in terms of weath and spending, so I'll probably stratify things a little bit and let players spend wealth to maintain status X.
I think I'm also going to remove Corruption from the basic list of IA abilities and silo it off and something to attained in-game, and at a steep price (this is maybe very mythos). Most of the 'magic' that standard investigators have, in most treatments of the genre/period are covered by Forgotten Lore, Spirit Sight, and Prophecy. I want the magic to be a huge deal.
Other than the above, I' not planning on changing much. I may change the names of thing to suit the period (allies and enemies specifically) bt in terms of the basic skill lists I think it works. One way it works very well for me is that it obviates the rather enormous list of academic pursuits that come baked into, for example, Trail of Cthulhu. I've never seen the need for that huge list of academics, and I think I'm just going to allow players to choose one specialty per dot of whatever I decide to call that skill (probably academics, but that's not nearly as evocative as the base skills).
On another note, apparently someone is adapting Eberron to work with SotS, which I think is super awesome.
summoning @Piratecat
I would love to hear about any straight up successes on the running SotS front. Having not actually played it much I have some reservations about hacking something I'm not all the way down with. That said, I'm going to push on regardless. So, a couple of initial ideas. One, wealth and status will be a little more mechanical. The period and genre doesn't need the flamboyant excesses of straig SotS in terms of weath and spending, so I'll probably stratify things a little bit and let players spend wealth to maintain status X.
I think I'm also going to remove Corruption from the basic list of IA abilities and silo it off and something to attained in-game, and at a steep price (this is maybe very mythos). Most of the 'magic' that standard investigators have, in most treatments of the genre/period are covered by Forgotten Lore, Spirit Sight, and Prophecy. I want the magic to be a huge deal.
Other than the above, I' not planning on changing much. I may change the names of thing to suit the period (allies and enemies specifically) bt in terms of the basic skill lists I think it works. One way it works very well for me is that it obviates the rather enormous list of academic pursuits that come baked into, for example, Trail of Cthulhu. I've never seen the need for that huge list of academics, and I think I'm just going to allow players to choose one specialty per dot of whatever I decide to call that skill (probably academics, but that's not nearly as evocative as the base skills).
On another note, apparently someone is adapting Eberron to work with SotS, which I think is super awesome.