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Messages - CottbusFiles

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16
DFRPG / Re: Keeping Players in the Dark
« on: April 29, 2012, 07:53:40 AM »
The problem is, you are railroading your players into the reveal. When we look at the fiction than moles get find out mostly before it's to late (Turn Coat). Your players need to have a (mechanical) chance to find this out everything else is railroading.

I still favour the compel idea because players can play hard in this direction and farm fatepoints and choose to not take the compell when they are happy with the situation.

17
DFRPG / Re: Keeping Players in the Dark
« on: April 27, 2012, 06:22:12 PM »
I think your problem is, that you are thinking in the Framework of a scenario and not in scenes/situations. FATE isn't really a game that you play with an adventure in mind. One or two declarations can totally kill it and then burrow it deep in the ground to kill it again and then throw it into a vulcano.

Make the guy put Aspects on the group like "Trustworthy guy" and give them FP when you compel them. Don't try to fool the players, make it a fun experience for them.

18
DFRPG / Re: The Monkey's Paw...
« on: April 21, 2012, 08:27:05 AM »
The Paw puts an aspect, related to the wish on the game that get's compelled to get the desired effect to happen.

19
DFRPG / Re: Names for the Nevernever in non-English
« on: April 13, 2012, 05:56:49 PM »
Thinking about it, we have the Niebelungensaga and Niebelungen is roughly translated to "children of the fog". Calling it "The Fogs"/Die Nebel is something to think about.
Other ideas for german translation are

Die andere Seite / The other side
Anderswelt / Other(s)world (also a shout out to a cool song of a folk-rock)

20
DFRPG / Re: Names for the Nevernever in non-English
« on: April 12, 2012, 02:47:53 PM »
I have the same problems in german. I finally got my hands on Blood Rites in the german translation but i'm not sure if it is even plays a role in the book. The translation is halfway decent.

BUT the translation of Blastingrod is more or less "Boom/Bang-stick/cane" (Knallstock) and this drives me insane. Why not call it a flamestaff or flamefokus...

21
By the way, Kung-Fu-Were-Panda

22
DFRPG / Re: How often do you ________ in game
« on: February 27, 2012, 09:56:33 PM »
It's been my experience that any dice rolling tends to slow things down. Any fight I've had in freeform roleplays tends to be done a lot quicker (30-minutes for, say, a 5-on-5 scuffle), while fights in Dresden tend to take an hour or more, since in addition to deciding what to do, everyone has to figure out the mechanics of it.

And my groups are composed of mainly freeform gamers, who're just more comfortable acting out the social situations than rolling dice for it.

Then why put points into the social skills?

23
DFRPG / Re: How often do you ________ in game
« on: February 27, 2012, 09:18:18 PM »
Inter-party conflict: Social - all the time - always handled through roleplay. Mental - none since we lost the White Court PC. Physical - about once every other or every two games; much less lately.  We strictly roleplay our characters and often knock each other around when speaking doesn't get the job done.  It happens less the more our characters mature and the threats grow greater.
Grey areas though....

Why don't you use the social conflict system? You can still roleplay all your stuff but you have a rules solution to get moving and not bock down play. Also the social characters get a few more bang for their buck.
(again, i am coming from a burning wheel perspective here)

24
DFRPG / Re: How often do you ________ in game
« on: February 27, 2012, 06:52:58 PM »
Compel?

Self-Compel i think at least once per scene, up to 3.
As a GM i try to get to the more or less the same numbers. 2 compels per scene should be a minimum but sometimes it's hard in the mist of things...

Declare
Depends how much the GM is willing to improvise. In general, a lot

Inter party conflict
Didn't happen until now but i would have no problem with that (burning wheel mindset)

law break
didn't occur until now

25
DFRPG / Re: A More Codified Take on Hexing
« on: February 26, 2012, 06:41:08 PM »
You do not receive a fate point for hexing technology three steps lower than your Conviction score.  As a practitioner, you should simply expect this.

This is still a compel to your high-concept when it comes up in game. !

Also, how do i know what "level" a piece of technology has?

26
DFRPG / Re: Goal orietented Aspects
« on: February 26, 2012, 06:37:06 PM »
Well, since I typically let them have milestones before revealing enough (or even anything) about what's coming next, I wouldn't mind a player trying to do this...
Okay, so currently picking "Gonna cut an 8-Lane Highway Through the Red Court" or 'Thump' said the Police Officer would probably be decent aspects... but that's what they get for declaring war on the Red Court, who happen to be in firm control of the citys police.

And again, that aspect would land them just as much trouble as benefit, so... fun!

Exactly. It works even better if you do this before you know the story. Let's say you have 3 characters and each one has one of those aspects:

People need to wake up
Gonna cut an 8-Lane Highway Through the Red Court
Ex-Mentor to a wannabe Necromancer

than you have goals for everyone and can put obstacles into their paths instead of waving the plot carrot.
It's just simple Flags but you can clearly use aspects for that.

27
DFRPG / Goal orietented Aspects
« on: February 24, 2012, 07:55:16 PM »
Greetings,

i am reading (and playing) the Burning (B. Wheel/Empires and Mouse Guard) games right now and they have something a bit similar to aspects. Beliefs and Instincts (and goals). Especially beliefs are meant to always be about a goal that the GM then complicates.

Can this work with Aspects? Let's say Harry Dresden is called on a case about people turning into flowery constructs.
Jim then takes an aspect of "Determined to find the biomancer". The GM than can than complicate that.

Do you know what i am talking about? Can this work with aspects?

28
DFRPG / Re: Cashing In Focus Slots
« on: February 21, 2012, 07:26:25 AM »
That is actually a house rule I have in my campaign, as thematically, some characters aren't interested in having focus or enchanted items.  I still require players to keep to the normal stacking rules though.

-Cheers

Thematicly focus item's are a big deal in the Books and everyone not using some would be considered strange...

29
DFRPG / Re: Backup.
« on: February 17, 2012, 02:05:45 PM »
I am a knight that says NI

30
DFRPG / Re: Hostile environments
« on: February 14, 2012, 11:46:28 AM »
Contest between groups endurance and the strenght of the snowstorm. That would be how i run it in Mouse Guard...

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