From: Cameron Blackwood Problem: How do you play botches? Player goes to Auspex an NPC (who they suspect of being a vampire killer). Player: "Ok, I examine the aura of the dude in the corner with the coat." Player: "Umm a botch..." ST: "Gee umm ok the man in the coat looks.. umm normal. No evidence of being a killer, actully looks like the sort of person who would pick flowers and give them to his mother." Player: "Gee cant be him then" with smile :-) I ran into this problem and didnt like it. Giving people incorrect after they roll a botch means they KNOW otherwise even if they role play it and it kind of ruins the suspence in the game, I think. So, thinking about it, I cam to the conclusion that I should store them. In the above example, I may give an incorrect result, I may give an auspex reading of 2 sucesses, eg, obsessed and hateful. If I give a sucessful reading, then I note it down and sometime later in the game, I will play that botch when the player rolls a sucess. Advantages: * Adds to dramatic possibilities for ST. * Makes players really PRAY for no botches. * Keeps suspence as they cant always trust their rolls, even when they go well. * Allows players to roll dice even when they should not know the result. Saves ME lots of work. * fair total fails/sucesses still the same. * Works for: Hunting, Dominate, Auspex, lots of things. Disadvantages: * Extra bookkeeping. I have a file (I use a laptop to keep track of my evil) with entries like.... Rob: Auspex(2,3) Hunting(*1) rgg: Auspex(2,1) Hunting(*2) dwagon: Dominate(3,1,3,5,2,5,5,3,2) The "Rob" line means 2 botches for auspex (no really!), one 2 sucess replacement and one 3 sucess one. Also one botched hunting roll (say just give them some blood and play the botch out in FULL later when that evil mind has worked out a really nasty situation :). (This is a made up example people who play in my game.) --------------------------------------------------------------------- From: Stephen Childs Problem: the language rules in Storyteller are somewhat strange for 2 reasons: 1. limit on the number of languages you can learn 2. learning new languages becomes harder the more you learn. Solution: Institute an new "secondary skill" called LANGUAGES - each dot represents a language spoken, there is no limit to the level of this stat. This stat is acquired in a strange way... 1. one free point per dot in Linguistics 2. exactly like a secondary skill normally is bought 3. with experience points Linguistics Cost per LANGUAGES dot - buy Linguistics 1 * 4 experience ** 3 experience *** 2 experience **** 1 experience ***** 1 experinnce or something similar... This means, the more points you have in Linguistics, the easier languages are for you to learn and a character can speak many languages without needing to be the world's best linguist (though he will probably be a pretty good linguist once he knows a lot of languages throught learning the similarities). --------------------------------------------------------------------- From: blr3r@uva.pcmail.virginia.edu Galliard Gift 'Call of the Wyld' is pitched slightly beyond human hearing.