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Messages - WadeL

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16
It's nice to have a setting which encourages proactivity. But adventures are almost inherently reactive. If your players are pursuing their own unique goals, you don't need adventures. You just need to let them do their thing.

So I'd say that the dichotomy is created by the requirements of the medium.

I find, though, even if players might be inclined towards pursuing their own goals, having reactive adventures come to them tends to train them out of it.

Not necessarily a problem, but the main thing that made me notice it is Major Milestones. If the players are initiating the adventures, they can work towards accomplishing a Major Milestone. If you follow the default in the books and have more GM-initiated adventures, players are essentially waiting and crossing their fingers the GM sets up a nice opportunity for them to accomplish a Major Milestone.

17
So, I've been noticing a bit of a contrast in the general "how to run the game" stuff in DFRPG.

City Creation seems aimed towards setting up this big sandbox with all these pieces that bump off each other. Players get their biggest rewards (Major Milestones) for changing Threats and Themes. It all seems to aim towards a player-proactive sandbox campaign where players set goals, initiate change, and the NPCs add to the story by reacting to player action and snowballing things sort of like a classic Vampire: the Masquerade sandbox chronicle.

But the adventures seem exactly the opposite. The advice seems to presume that the people taking action and shaking things up are going to be the NPCs, that the players will generally be going along enjoying the status quo until they run across the evil plans of an NPC and start blowing things up to stop them. The advice on creating adventures seems to be aimed at creating a fairly reactive campaign.

To  be fair - the adventure creation feels very much in the spirit of the novels. The books almost never start off with Dresden trying to accomplish a goal and then facing opposition. Usually it is just Dresden trying to put his life back together and reach some sense of equilibrium, and then he stumbles across some antagonist who he just can't let go unopposed (or someone comes to him and says "hey, buttface, you owe me/have this obligation, go do a thing!"). Dresden is generally an incredibly reactive protagonist.

Anyway, anyone else notice this? It is almost as if the game sort of bundles together two very distinct playstyles, and doesn't realize how different they can be. I'm seeing the potential for confusion in my players - when I finish an adventure up, half of my players assume they go back into "Reactive waiting for adventure mode" and presume things are unremarkable until their lives get messed up again, whereas another half go into "Okay, what's the next goal we're accomplishing/antagonist we're going after?" sandbox mode where they aren't expecting there to be much of a time jump between adventures.


18
DFRPG / Re: Paranet Papers
« on: February 05, 2015, 07:36:48 PM »
Does anyone have any clue what is meant by "Cheer-saving Thaumaturgy"?

19
DFRPG / Re: Should magic circles somehow be more sturdy by default?
« on: January 21, 2015, 09:39:35 PM »
Ah, fair enough. Curse my brain. Regardless, they were totally protected against the (admittedly-weaker-due to-threshold-crossing) demon inside the circle...He had to get out or it would have destroyed everything around the circle. It wasn't a function of Harry's will or the demon's strength.

Yeah, it clearly isn't a thing where he has to struggle to hold it together like he does for his shield. It is less of a spell, more of a law of physics. And one we also know unempowered mortals can also use to their advantage.

20
DFRPG / Re: Should magic circles somehow be more sturdy by default?
« on: January 21, 2015, 05:09:25 PM »
Basically, you don't have to create a "block:X" circle, you can simply create a magic circle aspect and reinforce it's narrative impact. If the novels say anyone can draw a circle to cut off magical energy, that's what they do. If a spirit wants to enter the magic circle, he can't, cause he's a spirit. You wouldn't let a human roll on gnawing through a concrete wall, because it's just not going to happen. I see this situation pretty much the same.

I guess I just wish the book said a little bit more about it? When I was rereading the Dresden Files, the whole thing about magic circles seemed pretty central to a lot of stuff, but since it had been some time since I'd read the books I never would have remembered that.

It actually seems in the books there are a couple of ways to stop some Thaumaturgy dead. Can't really beat through a magic circle for a lot of stuff (although it doesn't seem to protect against long-range attacks - Dresden never thinks of hiding in a circle for Storm Front, for instance). Can't do tracking or magic at a distance at all without some sort of link to the target - the book sort of says that, but most people seem to play it more as "oh yeah, having a strand of someone's hair is worth an aspect to invoke for that Thaumaturgy roll", when in actuality in the fiction without that link it is just impossible.

I've seen folks complain about the power of Thaumaturgy and how it can do everything. It would seem that if we actually had a list of some of the "Thaumaturgy can't do this" stuff, it might quell a lot of those concerns.

21
DFRPG / Re: Are there any advantages to Power over Control?
« on: January 20, 2015, 08:02:55 PM »
It makes high-Refresh spellcasters substantially weaker. You might not see that as a downside, but personally I don't like the idea of making Evocation so inaccurate.

I guess, comparing it to other high-refresh characters...are other high refresh characters likely to get big bonuses to their attack rolls that Wizards can't also get? It seems that stunts/powers that raise your attack roll (as opposed to damage) are pretty rare - for the vast majority of character types, the only way to raise your to-hit roll is to up your skill. Except wizards, who can pretty trivially get +4 to attack even by the time you're in the low teens of refresh.

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DFRPG / Re: Are there any advantages to Power over Control?
« on: January 20, 2015, 05:21:36 PM »
I saw this suggestion elsewhere, so I figured I'd ressurrect this thread to see if anyone had any thoughts...

What about just saying Control bonuses don't apply to the attack roll?

So you've got Great (+4) Discipline and Conviction, specializations/items that give you +2 Control and +2 Power. You summon up a Weapon: 6 fire blast for 1 Stress. You roll Discipline to attack, get +0 on the dice...so a Great (+4) result. Your Control bonus applies to that roll to check if you can control your shifts of power (6 control for 6 power - check!), but you still only get that +4 to attack.

It would seem that it takes away some of the double-dipping of Control bonuses, removes the thing where after a few Refresh wizards are way, way better at hitting things with single-target attacks than anyone else, down-powers Control on attacks where everyone agrees it is too powerful, and doesn't down-power Control in other areas at all.

Anyone see any meaningful disadvantages to doing it this way?

23
DFRPG / Should magic circles somehow be more sturdy by default?
« on: January 20, 2015, 03:41:36 PM »
I've been re-reading the books, and it seems that blocks are kind of a poor way to represent magic circles in some ways. Harry never really seems to worry that a monster might breach his circle through sheer might - his concern is always things like staying away or inside the circle or the like. And when he concludes something has been hidden away by a practitioner, he seems to be like "Oh, I guess magic won't find it, not even the Senior Council" - I'm guessing because it is probably inside a circle or the like.

Anyway, circles seem pretty much invincible in the fiction and are relatively fast to put up. It is more of a magical law than anything. But in DFRPG you'd handle it with a block...and, well, Thaumaturgy really is a matter of "Who wants to spend more time on it?" You can muster 10 shifts into your circle? Surely someone else can muster 11 with a tracking spell, etc. And even when going against mundane monsters, some of them aren't hard-pressed to breach 10 or so on a Might check to break something, whereas 10 feels like it should be a fairly solid circle...

Any thoughts?

24
DFRPG / Re: Constantine by way of Dresden RPG
« on: January 19, 2015, 02:36:12 PM »
Honestly, Constantine's magic is even less Thaumaturgy then just straight up plot device - it'd probably be handled much better with invokes and declarations than Thaumaturgy, I think.

I'd actually, personally, use just Fate Core for Constantine instead of Dresden Files RPG. I can't really see the added systems in DFRPG adding too much to Constantine if you're looking for a system to play in that setting.

If you're talking about bringing the character into DFRPG...I'd honestly make him a Pure Mortal instead of giving him a template. Leaves him a ton of Fate Points to invoke for effect his aspects all the time for those types of Plot Device things - his magic seems less like what a practicioner does, and more like something anyone could do if they knew the words. Constantine doesn't seem much more of a practioner, with innate magical talent, than Thomas does - he's just go really high Lore and crazy Aspects.

But that's just part of the universe he comes from. It doesn't seem like the spells he casts come from him, but that, for instance, he could instruct pretty much anyone to do any of his spells (clearly, Dresden couldn't tell Murphy "Okay, just hold this item and say these words" and expect to get some Thaumaturgy out of it). One could easily argue that in the Dresdenverse, Constantine is a practicioner (probably only Thaumaturgy). In the comic book universe, Constantine clearly has the full suite of sorcerer abilities, and some crazy other stuff besides.

So question the first - do you want him to be a practioner?

25
DFRPG / Self-compels vs "just roleplaying"
« on: January 16, 2015, 03:35:49 PM »
I was wondering if folks had good guidelines for where the line between a self-compel and "just roleplaying" is. I have a hard time adjudicating such and knowing when to hand out Fate points or not.

Like, let's say you've got a character with a stereotypical "Smartass" Aspect.

I think clearly if she mouths off at a potential ally and turns them into an enemy because of it, definitely self-compel and she gets a Fate point.

If she mouths off to an enemy who was already going to try and kill her and all that really changes is the enemy focuses fire a bit more on her...that just seems fairly clearly roleplaying, it doesn't really introduce a new problem or consequence. No Fate Point.

But how do you sort of draw the line on the places between? What's a big enough disadvantage to warrant it actually being a compel?

What I'm really having a hard time is articulating what counts as a compel or not to my players in a way that helps them feel confident about when is a good self-compel so they can get more Fate points, and what is just kind of weak("My Hot Temper caused me to take a slightly less than optimal action in combat!").

26
DFRPG / Re: Running combined fights/chases?
« on: December 18, 2014, 12:54:46 AM »
Keep in mind that some things don't have to be anything in terms of conflict or contest at all. A fighting retreat could also be done by ending a regular fight in a concession. Again, going for the movie equivalent, I would say it's the time in the fight where things start to go in slow motion, the music gets louder and you only hear the occasional gunshot or swords clashing, but not much of the fighting noises that were there before. The fight is over, you lost but you got away, now lets wrap it up and put a bow on it.

In the Dresden Files, it seems most often the fighting retreat is less the slow motion "we've already lost" type fight scene, and more the "And then I realized I had been double-crossed. So I blasted the nearest bad guy and ran for my car...which they obviously anticipated, since two goons with machine guns stepped out of the bushes..." type escape.

27
That just means they're emotionally invested in their characters and now have something to work towards in regards to beating the Dragon. Never underestimate how far players will go to have their revenge.

Perhaps people have had different experiences, but in my experience this only works when they lose what they perceive as something resembling a fair contest. They tend to go the opposite way and utterly disengage if they feel it is coming from opposition they had no meaningful way to try and stop.

28
DFRPG / Re: Running combined fights/chases?
« on: December 17, 2014, 07:14:50 PM »
That does make sense - in action movies, you're right, no one swings a sword at someone mid-chase. They chase and then fight. Or they are mid-chase but fighting at the same time.

I think the takeaway for the future is once someone starts to flee, it becomes a chase.

Fighting retreats are a bit different, but I guess they're a lot more about fighting your way through opposition until you can get to the place where the chase begins.

29
DFRPG / Running combined fights/chases?
« on: December 17, 2014, 03:34:44 PM »
Here's another one for you folks...

Is there any good way, in this version of the DFRPG, to do combined fights/chases?

Like, it seems a ridiculously common scenario where someone will either flee midfight, or try and make a fighting retreat out of an ambush, and when a bunch of characters will all have actions like "I want to chase after him and hit him" or "I want to run to the car and fire a few shots at my pursuers". And DFRPG doesn't have a good system for multiple non-Supplemental actions.

So you end up with either
a) Everyone takes a Supplemental move each round. So everyone moves one zone. No one ever gains distance on the others.
b) Someone takes a Sprint action. They get no attack. Now anyone who wants to try and use a same-zone attack against him has to also take a Sprint action. Repeat every round, unless somehow the guy failing doesn't make at least a Fair on his Athletics.

Am I missing something? Should I just be moving things into a Cat & Mouse Chase as soon as one guy takes off running? (Presumably with a win by the cat in a Cat & Mouse meaning you've got the guy cornered and he can't easily flee again)

30
In this case, The Dragon is basically getting his authority challenged. As such, he will probably need to make an example of them to keep the delicate balance of power in Vegas.

True, but...

Were I in that position, I'd probably either have the wizard mutilated somehow to send a message to the White Council along the lines of 'You breached the accords and killed one of my men. I'm being merciful this time' or addicting him to the Red Court Saliva and then sending him on a suicide mission to excorsize The Cowboy or something.

With the exception of the last one here, I can't at all see these being good for gameplay. Players will sometimes stomach that type of stuff if they take it as a result of a fair fight going badly, but when forced on them as "punishment" by something outside their weight class...yeesh, I've never seen that go well.

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