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Fellowship of the Witching Hour OOC Thread (Full)
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<blockquote data-quote="Dlsharrock" data-source="post: 4249977" data-attributes="member: 55833"><p>Yes, this is the sort of thing I meant. Background details explaining integration with the Fellowship as opposed to background details explaining integration with one another or reasons for attending the bar. This latter is fine to explore, of course, and important to establishing player character relationships. I just wanted players to think about the former as well.</p><p></p><p>In this instance, for example, its a valid reason, but the role of group skeptic has already gone to the good Doctor <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Now, I suppose it's feasible to have a mythos interest group consist largely of skeptics, but that does clash with my original vision <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> In the opening gambit the group is formed as a means to explore the mysterious aspects of Arkham (which abound) and gives the members (who have an interest in such things) a cheap and distracting thrill as they head out in search of evidence, or at least visit sites of the more famous urban legends (first post in this thread). </p><p></p><p>So this is the basic premise and one I'd prefer players adhere to as best they can. I'm not insisting the occult be the sole driving force in their lives (as DL said, that would make the game pretty dull): it should be a part of them, but not all consuming. But the reason for their joining the Fellowship should be based around their interest in the strange and mysterious. </p><p></p><p>As I said, so far this seems to be tagged onto Adam and Sam's complicated and evolving backgrounds as an afterthought - and that's *ok*, really, I'm not trying to be negative. This is merely the reason I wanted to prod things in a certain direction, to establish before we play why they joined the Fellowship.</p><p></p><p>I honestly think the occult book collection is very likely the key for Adam (finally he has a chance to discuss the contents of his books with people of a like mind, instead of hiding his collection like some grubby secret) and Sam's might be her experience in Bermuda (she's not looking for understanding, but like the young guy sailing his dinghy who, bitten by a shark, goes on to become a marine biologist with an avid interest in Great Whites, Sam has developed an illogical but driving interest in the strange and mysterous.). I would suggest this for the reason behind her opening an occultist based bar, because, on the surface at least, it seems to have captured her imagination. If you know about her internment at the asylum and loose sanity, things appear less flippant (more akin to the guy in the dinghy whose friends and family are eaten by a shark who then goes on to become a marine biologist <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />) To me it merely ties the game and the group together with the purpose of the Fellowship. As those development seeds are already there it makes sense to me to use them rather than come up with alternates. Make sense?</p><p></p><p>These are *just suggestions* btw. I'm absolutely not attacking anyone's characterisation or writing, or trying to take over player roles or anything like that. Both Sam and Adam are great characters and I'm enjoying watching their friendship emerge before my eyes. If any of my comments come across as derogatory or overly critical, I apologise for that's not my intention. Nor is it my intention to confuse and apologise for so doing with any of my previous posts. </p><p></p><p></p><p></p><p>I'd like to place her asylum treatment elsewhere if I may. Nobody gets gentle treatment in my realisation of Arkham Asylum <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> AA is mainly used as a quassi-prison for the criminally insane and is somewhere you wouldn't send a relative or attend voluntarily (more Gotham City than One Flew Over the Cuckoos Nest). If investigators require treatment they'll be taken to one of the more mundane asylums or state clinics, maybe even Arkham hospital provided the high fees can be paid (and in this instance it seems they probably can). That said, they *could* wind up in AA, if things go very very wrong for them <img src="http://www.invision.smileyville.net/smilies/dev%20(6).gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Dlsharrock, post: 4249977, member: 55833"] Yes, this is the sort of thing I meant. Background details explaining integration with the Fellowship as opposed to background details explaining integration with one another or reasons for attending the bar. This latter is fine to explore, of course, and important to establishing player character relationships. I just wanted players to think about the former as well. In this instance, for example, its a valid reason, but the role of group skeptic has already gone to the good Doctor :) Now, I suppose it's feasible to have a mythos interest group consist largely of skeptics, but that does clash with my original vision :) In the opening gambit the group is formed as a means to explore the mysterious aspects of Arkham (which abound) and gives the members (who have an interest in such things) a cheap and distracting thrill as they head out in search of evidence, or at least visit sites of the more famous urban legends (first post in this thread). So this is the basic premise and one I'd prefer players adhere to as best they can. I'm not insisting the occult be the sole driving force in their lives (as DL said, that would make the game pretty dull): it should be a part of them, but not all consuming. But the reason for their joining the Fellowship should be based around their interest in the strange and mysterious. As I said, so far this seems to be tagged onto Adam and Sam's complicated and evolving backgrounds as an afterthought - and that's *ok*, really, I'm not trying to be negative. This is merely the reason I wanted to prod things in a certain direction, to establish before we play why they joined the Fellowship. I honestly think the occult book collection is very likely the key for Adam (finally he has a chance to discuss the contents of his books with people of a like mind, instead of hiding his collection like some grubby secret) and Sam's might be her experience in Bermuda (she's not looking for understanding, but like the young guy sailing his dinghy who, bitten by a shark, goes on to become a marine biologist with an avid interest in Great Whites, Sam has developed an illogical but driving interest in the strange and mysterous.). I would suggest this for the reason behind her opening an occultist based bar, because, on the surface at least, it seems to have captured her imagination. If you know about her internment at the asylum and loose sanity, things appear less flippant (more akin to the guy in the dinghy whose friends and family are eaten by a shark who then goes on to become a marine biologist :)) To me it merely ties the game and the group together with the purpose of the Fellowship. As those development seeds are already there it makes sense to me to use them rather than come up with alternates. Make sense? These are *just suggestions* btw. I'm absolutely not attacking anyone's characterisation or writing, or trying to take over player roles or anything like that. Both Sam and Adam are great characters and I'm enjoying watching their friendship emerge before my eyes. If any of my comments come across as derogatory or overly critical, I apologise for that's not my intention. Nor is it my intention to confuse and apologise for so doing with any of my previous posts. I'd like to place her asylum treatment elsewhere if I may. Nobody gets gentle treatment in my realisation of Arkham Asylum :) AA is mainly used as a quassi-prison for the criminally insane and is somewhere you wouldn't send a relative or attend voluntarily (more Gotham City than One Flew Over the Cuckoos Nest). If investigators require treatment they'll be taken to one of the more mundane asylums or state clinics, maybe even Arkham hospital provided the high fees can be paid (and in this instance it seems they probably can). That said, they *could* wind up in AA, if things go very very wrong for them [IMG]http://www.invision.smileyville.net/smilies/dev%20(6).gif[/IMG] [/QUOTE]
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