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Messages - finnmckool

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136
DFRPG / Re: Wizard careers?
« on: August 23, 2010, 03:14:25 AM »
Considering how adamant Harry was at the end of Proven Guilty about not leaving any iron behind because it'd be rude to leave something so toxic just lying around I'd say that the NeverNever Safari trips wouldn't last long. Unless you were in Wildfae.

137
DFRPG / Re: Dresden RPG group in Louisville?
« on: August 23, 2010, 03:11:12 AM »
I'm actually running a Lexington game in Lexington.

138
DFRPG / Re: Running a game for a large group.
« on: August 23, 2010, 03:08:21 AM »
Yeah, that's a Platoon. Their numbers are formidable.

OOoo! You could pit them against each other!

139
DFRPG / Re: possible bonuses for having a genius loci
« on: August 21, 2010, 10:33:03 PM »
Well it almost seems that when he's on Demonreach he gets free declarations and assessments that have directly to do with physical things on the island. It's specified to that place but there ya go. Maybe it's just an aspect you tag to get bonuses to those declarations and assessments or survival skill checks in said area, or alertness or whatever.

140
DFRPG / Re: Wizard careers?
« on: August 21, 2010, 10:28:34 PM »
heh. the wizard in my group runs a curio shop. Comics, vinyl, collectibles, rpg books for the straights. "rare" books, "charms," "crystals," "potions" to the "occult community" (which is mostly his way of getting into the pants of various hippie, emo, goth and wiccan chicks), and the occasional real deal knick knack being kept safe for the council, all legal and regularly examined by the local warden.

141
DFRPG / Re: Introducing DFRPG to a new group
« on: August 14, 2010, 10:11:45 AM »
Or apprentices can make nice NPC's for wizards who sorta get it but not quite. Because then you can sort of quiz the player by asking questions and they have to figure out "how" to make things happen.

142
DFRPG / Re: Thresholds and non-wizards
« on: August 14, 2010, 09:55:21 AM »
In all fairness:
1) harry has almost no threshold. they talk about it all the time when explaining thresholds
2)This is why that demon in SF (who's name I'm not even gonna bother with at this insane hour) walked right in, but he left behind some power at the door leaving him just physical.
3) The Zombies were blowing themselves apart on the wards. Not the threshold, but once the wards were down they busted right in. However, consider that zombies are humans from this plane of existence, magically reanimated or no. There wouldn't be anything stopping them as they're, sort of, mortal. It's their will that's magically manufactured not their bodies.

143
DFRPG / Re: Introducing DFRPG to a new group
« on: August 09, 2010, 04:03:27 AM »
A good first monster to throw at them is one that is mostly just tough. It can be pretty strong and fast and what not, but mostly it should be tough. Big and stupid's good. That way they can practice their offense and defense, think tactically, explore working to together, try out some stuff. And when what they do fails to kill in one go, they don't take their power for granted, and when it finally DOES explode the monster, they'll feel AWESOME.

144
DFRPG / Re: High Specialisations from Refinement
« on: August 08, 2010, 11:24:39 PM »
That's only if you greatly exceed your target, by the by.

145
DFRPG / Re: Handling a Djinn
« on: August 08, 2010, 11:23:52 PM »
Give him his three wishes, and make it ugly. Djinn don't like people. They view us as inferior, from what I understand and their servitude as horrible punishment. So make it like the X-Files episode where you had better phrase your wish juuuust so.

Because it'd be funny.

Just have a back door deus ex machina in case they unmake existance or something on accident.

146
DFRPG / Re: The Power of SCIENCE
« on: August 08, 2010, 11:21:10 PM »
I'd let him resist accidentally frying equipment but only through discipline rolls (thus restraining himself). Harry tries to run a suppression spell in one of the books while he's on a TV show (it ultimately fails but that was due to some extreme social stress). But Harry's not particularly good at that sort of thing and he's not terribly motivated, more's the point, to be good at that sort of thing. To a person who believes deeply in SCIENCE! they may have found something that works somewhat, necessity after all being the yadda yadda yadda...

So bottom line, make him roll discipline and increase the target due to stress/susceptibillity of the equipment. And give him some minions.

147
DFRPG / Re: Psychics
« on: August 08, 2010, 08:40:24 PM »
The farther ahead you look, the crazier you get because you're seeing ALL the possible outcomes and you have to keep track of which ones are most likely while simultaneously trying to live in real time. It's like trying to do calculus in your head while driving a car. It gets difficult.

148
DFRPG / Re: High Specialisations from Refinement
« on: August 08, 2010, 08:38:40 PM »
So what if you're a channeler? Can you stack refinements all the live long day then, if you only specialize in one element or "mancy"? (specifically one of my players is a kinetomancer)

149
DFRPG / Re: Introducing DFRPG to a new group
« on: August 08, 2010, 08:06:40 PM »
Yeah...I'm seconded everyone here. Just let'em be kinda ignorant of supernatural politics zoology. This is accomplishable.

Sadly in my game, my Wizard is the one guy who HASN'T read the books (as the more role playing player and our usual GM in other games I thought he'd be a shoe in...turns out not so much), while my other players who know the books like the back of their hand is a very closeted Fae type, who knows stuff about the NeverNever, but not people, politics, etc, and a focused practioner/drifter and doesn't know much of anything. So my wizard can't explain anything because he knows nothing OOC and the other two don't know anything in game but know it all OOC. Ugh.

150
DFRPG / Re: Aspect Ideas
« on: August 08, 2010, 07:59:53 PM »
Why am I so willin, to be the villain? (I'm only killin' my self)

Compel: They're either foreigners or they're against us

Invoke: Get bent like a bottle cap: bonuses when you're willing to take mental consequeces.

(Old 97's)

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