Have a couple minutes before I head off to go under the knife.
Kouk.. sorry, Kook, don't know where that extra U came from. That is the oddest thing I ever heard about an aviator, even stranger than old Howard Hughes. Clearly there's a running theme of loose screws in those magnificent men in their flying machines. Probably all that uptiddly up upping and all the down tiddly down downing. Rattles the brains

Fascinating though, especially the Nazi sympathising stuff. Sent a chill down my spine. Forget systematic ethnic cleansing of the people you don't like, just let natural selection sort 'em out and your technology sustain the people *you* deem to be ok. Talk about playing God.
Dire Lumming said:
... I really ought to work on my own character's history some more shouldn't I.
Not necessarily. As previously mentioned, there's plenty to be said for in-game evolution. History is ok for foundations, but don't let it stifle your creativity when you're in the game. You might decide, for example, that you don't want to play him a certain way, or that certain characteristics can be trimmed down in favour of playing up others you hadn't intended. Just my two pence, based on past experience.
I'd also like to just act the Keeper and shuffle you guys back onto the rail a bit. When you're discussing reasons for meeting up and getting together try to stick with the original theme behind the Witching Hour 'Fellowship', expounded in no uncertain terms in the first post of this thread.
At the start of the game we're going to assume this Fellowship is already established so we can head off into the meat of the game. Even players in charge of characters whose backgrounds are relative strangers to us compared with Sam and Adam will already be 'initiated' into the group. So far they've been discussing the strange and supernatural. They've probably gone on a few graveyard walks, or late night outings to known local 'spook-spots'. All characters have probably mentioned something about the spooky nature of their own homes and the places they live. Arkham is revealing itself to have hidden depths and the group are starting to see beyond the initial trivialities of their interest in the wierd and wonderful.
This is forum play, so lengthy getting-to-know-you stuff, while infinitely enjoyable for the protagonists and fine in the recruitment/OOC thread, can slow things down if roleplayed, sometimes by months. Moreover, and this is the crucial bit, the concept that player characters share this mutual interest in occultism and the supernatural should be more of a driving force than an add-on. In most of the characters it is just an add-on, usually tagged after with a sort of vagueness, when it should really be one of the most important facets of the group's driving dynamic, and certainly an integral part of each player-character.
At the moment I'd say Arabella is the only character with a truly believable reason to get involved in a group like the Witching Hour. Doctor LeGraid is coming a close second (after some tweaking by email with Lucean). Adam has an entire library of the occult, but there's been hardly any mention so far as to why this might be. A library of technical manuals and textile guidebooks would seem more appropriate. Sam has the Witching Hour, but she could also use a nudge toward a greater interest in the mysterious forces that possibly stole her entire crew and downed her plane. This is where I would concentrate backgrounds at this point and leave the rest for the game.
Just a Keeper's point of view. Feel free to ignore me as you see fit. I'm not the last word on this stuff
