Currently looking for two players for an upcoming game in the vein of the Invisible Fortress canon plot line. The players would have to choose between being a solar and a lunar, and the game will most likely be a modified version of 1E (because I fear change).
Little about myself I spose. I have been a player in four exalted campaigns (only 1 of which finished), and have GM'ed eight campaigns, five of which have come to completion, two of which are currently in progress and numerous small stand alone episodes (for an idea of the length of these campaigns on average I give out 4-8 exp a session and most PC's end a campaign gaining about 200 exp. Episodes usually go 5 sessions and are mainly just an excuse to see the pc's do awesome things in cool situations which of course, is sorta the point entirely). I like 1E because I like rolling dice over having set difficulties in player X player interaction, and it's hard enough to remember all the little rules that come with running a lot of diverse NPC's. Of course if enough of the players want to give it a try we will, but this is where I stand on it as of now.
I already have three players for this campaign. One Lunar and two solars, an extremely diverse npc cast involving standard knife in the dark Bronze Faction Spy/Assasin, Gold Faction Watcher, Cathak Cainan's Grandson who doubts the Realm agenda, Mnemon's Grand daughter who does NOT doubt the Realm but isn't blinded by faith, a Cynis stereotype, a Lunar that can't get any because the PC's ALWAYS break the mood while he/she is trying to get her/his mac on, a Lunar that likes to hit things with an axe 5 times his size, a Lunar who likes to think she's smarter then everyone else, a Lunar who likes to drink and chase all the boys, a Solar Night Caste who reminds me too much of Kvothe from 'The Name of the Wind' and is fairly certain his lunar mate is Raksi, A solar who may or may not be the Hierophant, a Solar who may or may not be a Solar, A solar who may or may not have a Proto Puma Prime for a familiar, a First age Dawn who cannot use Charms or spells, A first age Lunar who is 20 feet tall and spends most of her time pouting and wondering when tea is, a First Age Lunar who hasn't stopped playing her Grand 1024 keyed Court Organ since the Contagion, Some God....Lunatic...Immortal...Bandanna man thing that pops up from time to time to give nonsensical advice or point players towards a goal that won't make sense until the next campaign and oh yeah, just for kicks, Luna, Brigid (in the form of a soul memory imprint found in a ring), and an entire Loom full of irritate and overworked pattern spiders. That's the usual group for this storyline, and I'm told by my current players that my stories usually make sense, come together, and have relatively few loose ends. Although I can't see it myself, but hey if they're having fun and are coming back for this, my 8th campaign, I must be doing something right and they must be having fun.
I have one caveat with players however. If you expect to play a mute, a jack of all trades with stats that do not represent the char being played, or anything in that vein, look elsewhere. I've had players like that, no one had fun in those games unless I split the group 5 ways till sunday and then I had non fun GMing it. If you however are a player who likes witty dialogue (and your good at it, that's a def plus), sexual tension, descriptive actions, a bit of intrigue (I try to add intrigue, but sometimes the players fill in the gaps better then I and I switch things around to fit their awesome character assumptions), loads of drama, and combat that only comes up to advance the plot, then I think we'll get along just fine.
One more thing before my Sale's Pitch. WE SESSION OFTEN. Life is hard and we're flexible but we like to do at least 1 session a week (Usually on Friday, Saturday, or Sunday) but we prefer anywhere between 2-3 sessions a week. This is not a set rule, just something we like to do. The sessions are done via online chat (Currently we use msn messenger but we are considering IRC as a valid alternative), and usually last between 2-6 hours. I try to to schedule sessions at least 48 hours beforehand (I will track all the players down and ask if they would like to or are able to session then, if they aren't we resched accordingly. We're an easy group to work with), and if at the time of a session someone is not present, AND they said they would be present, the session goes on as long as we have a majority of the players present.
Right now if you still haven't said, 'GOD THIS GUY IS A F$%K SCREW THIS GAME', then I probably like you and would like to start a book club (Codex Alera will be our first set of novels). But we'll come to that later. For now...
This is a game designed for established characters somewhere between exp 200 and 300. It is quite similar to the Invisible Fortress campaign created by Whitewolf during the first half, although it diverges towards the end into something new. The main idea is the same, artifacts are found in an area beyond the South Eastern jungles. These artifacts make their way into the world, primarily through Jades and the Realm contingent posted there. while most informed think the artifacts from Rathess (those that know of the place) Some savants will be able to tell that these artifacts are unique, and not of Dragon King origin. Shortly after, a man comes from the desert beyond the jungles, claiming to have found a city inhabitied by immortals and savants of unparalleled intelligence and skill. He also speaks of towers carved from gold, jade, and more precious materials. The artifacts and the madman represent two specific vectors in which characters can learn of the city. The madman cannot back his claims sufficiently, however he can produce a piece of light blue crystal. Any sort of inspection will reveal this material to be magical in nature, Exalted Craftsman will recognize it as Adamant at first, however it's unbreakable composition will confuse them, and perhaps pique some interest. The third and last manner in which characters learn of the city is through their dreams. For one reason or another something inside the city is calling out weakly. Exalts who experience the dreams will feel a slight pull towards the South Eastern jungles, and what lies beyond...
The game itself is broken into three distinct sections: Journey, Exploration, and Escape. The Journey section will involve the trip through the hazards of the jungle, the fires of the desert, and ends with the party facing off against a Guardian who will do everything in his power to hamper the players in their search. What comes after I will not say, but I can Guarantee a surprise or two in an ancient city shaped like vaguely like a cog. I can also assure you that the PC's are not the only people interested in the source of these artifacts. Important groups include:Two Dynast parties, An Abyssal Investigator, and a Scavenger Lord and his Fae companion.
If any of this sounds interesting to you (And you don't have a problem with Alchemic Exalts, I ask because some people do) please contact me! IF you have questions...well contact me too, cause I don't think the Admins want questions in this thread.
Looking forward to a good game,
And that's why you don't break my contracts! But does anyone listen to me?! Nooooooooooooooo!
-Eclipse Raven of the Silvertongue (after making a pact that ended with the deathof one of his circle via soulsteel daiklaive being poorly wielded, decapitating a horse, and inevitably being stabbed in the offenders chest before exploding. Yeah, it was a good session.)