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Messages - g33k

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2176
DFRPG / Re: PC change
« on: April 17, 2017, 07:46:12 PM »
I think there is scope for a min-max player to bamboozle some GM's who don't think that way...  But I think it's largely non-broken.

For one thing:  Stunts.

Sure, the skill-swap lets you do a social/mental build, and shapechange lets you do a combat build; bu -- correct me if I;m wrong -- you only get the one suite of points for Stunts to support those.  It's a lot harder to build a Social-Fu Monster if half your stunts are supporting your Combat Monster build (and vice versa).  In both arena's (social & combat) the "pure" build is liable to out-perform the one building 2 skill-pyramids.


2177
DFRPG / Re: Question of Social Conflicts
« on: April 11, 2017, 06:17:01 PM »
... what prevents a character like Dani with strong social skills from verbally destroying others in a situation like this where the target can't really fight back physically?
  Absolutely nothing.  Or to turn the question around, what prevents a character like an ogre from physically destroying others in a fistfight, where they can't fight back?

In this case, Dani was merely throwing her weight around, but if she REALLY wanted the PC out of the picture she could do it. I suppose in a full-blown conflict, other characters would aid the PC either through teamwork or socially attacking Dani (who was clearly being a jerk). Turns out Andy the Jock is Dani's ex, after all! I guess it shouldn't be treated as a conflict unless Dani is fully commited to taking the PC out of the picture, with the potential of the others taking the side of the PC and attacking her back.
I wouldn't be quite so didactic as that; it doesn't have to be all-or-nothing, conflict-until-taken-out.  It could be just as you played it -- a brief exchange (or a few) and then stopping, with nobody Taken Out.  The same could happen in a physiucal fight, too!
But yeah, the I'd be prepared, as the GM, for NPCs to step in on the situation.  Inflict stress-track and Consequences on the Mean Girl, or tag'able Aspects for the PC to use; etc.
Going back to the ogre-in-a-fistfight analogy:  the PC has gathered with a bunch of NPCs in a group at a boxing match, and suddenly the Biggest, Baddest NPC (an ogre) calls out the (relatively frail) PC for a quick little fistfight...  Unless the other NPCs step in (or the ogre breaks off the attack), the PC will get Taken Out trivially easily !


2178
On the other hand, OH DEAR GOD!! Those source books will spoil so many kinds of great things from the series, it actually hurts me.  Deep down, In my Soul.   :'( :'(

<nods thoughtfully>
Violates the Eighth Law of Magic, isn't it?   Or is it the Ninth?   ;D

2179
DFRPG / Re: hypothetical vs scenario
« on: March 01, 2017, 07:55:23 PM »
Can you explain why drakul is in the fight mate. I created this treat to answer a simple question not to lets create dresden files battle royale in the same forum
Thread drift.  'nuf said.   8)

But if you'd rather:  the plain and simple NEED to use interpolation and triangulation (i.e. other Dresdenverse heavyweights) to even BEGIN to even TRY to answer your question... which (contrary to your claim nere) is NOT a "simple" question!

Third answer:  "yes".  That is to say, whatever answer YOU prefer is the right one FOR YOU... and I cite "Deadpool Kills the Marvel Universe."  Either wins.  Neither/both win, in a mutual kill.  They fight to a stalemate.  Or whatever.
 

2180
DFRPG / Re: hypothetical vs scenario
« on: February 27, 2017, 03:26:44 AM »
"Age and Treachery will always overcome youth and skill."

A being such as Ferrovax (or Mab) will win:  young punks like Cowl or Kemmler simply won't be able to take them by surprise.

They will feel the power of a Darkhallow/etc accumulating, look at the situation and say "oh HELL no" and take a closer look; then give somebody like Harry Dresden the needed nudge (or subtly run interference for him) such that the Darkhallow (or any other world-destabilizing plot) fails.

And then there's Uriel...  Nobody wants to be on the downside of Uriel's machinations.  Nobody.
 

2181
DFRPG / Re: stored spells
« on: February 08, 2017, 12:12:53 AM »
I'm gonna pit my Denarian against your Skinwalker!
"Ursiel!    I choose you!!!"

2182
DFRPG / Re: JUST like the Dresdenverse... but not!
« on: January 30, 2017, 09:07:52 PM »
If that is your concern, I think it would be worth your time to write up a brief cheat-sheet for your players.  Nothing long or complicated, maybe as simple as an outline with a list of the major (known) factions and a couple-sentence description with their publicly know reputation/description.  The more they know about your world, the less they'll feel the need to fill in the blanks with Dresdenverse bits.  Just make sure to leave some blank spots on the list, and maybe a few "unconfirmed" factions based on rumor (akin to the Jade Court of actual DF) so there is still a sense of mystery and discovery out there. Something like:

Wizardry
  • Council of the Wise - North America:  Contemporary/Modern Wizards, Democratic structure, internal struggles between Native, European and African factions. Moderate Military forces
  • Regnomagicae - Europe:  Classic Wizard tradition, isolationists, Aristocracy by "noble" magic bloodlines.
  • Court of the Sun - Africa:  Loose coalition of tribal and cultural leaders throughout africa.  Ruled/administered by Egyptian faction until 20th century.  Now under Vodun faction control.  Interests vary by region.
  • [unknown]  - Asia:  The practices of Eastern wizardry are largely unknown to the western magical populace. 
  • Aetherites - Near NeverNever:  Wizard nation in near NeverNever.  Founded by refugees during the Inquisition, Established Demense in NN via unknown means.  Control most Ways travel through nearby Natural lands (Fae lands in DF).
  • Aetherites " Competator"  - NeverNever (?):  Details unknown, Aetherites do not discuss, but they visibly prepare against antagonistic actions. 

Vampires
  • ...
  • ...
Almost exactly, that; yes!

Honestly, the "what everybody knows" cheatsheet is probably going to be even more abbreviated; I'm really liking the notion of "world cards" from the GM during character & city build session; the 3x5 format fits well into that session, I think.  I'll probably compile those into that single "cheatsheet" format (after session-1):  whatever the players actually glom onto gets "canonized."  The rest falls by the wayside.

For everybody with some Clue -- but lacking an insight into the higher politics/culture of wizards -- will be a pair of cards about Wizards.  Typical PCs for this might be:
  • a low/mid grade Paranet member
  • a Pure Mortal who got (a little bit) Clued-in by a wizard
  • some other Supernaturals like a Were' pack-member
  • etc.
They all know roughly the same stuff, and get these 2 cards:

"General Wizards" card --
Human wizards are organized into a series of regional councils/coalitions/whatever's, each rather different from the others; little more than a pact of non-aggression connects each, though all hold to a similar set of laws.  You know a bit more about the North American council (because you live here and have had decades to put together snippets overheard).

"North American Wizards" card --
Theoretically a "true" 1-wizard-1-vote democracy, it's rife with internal factions & rivalries; some factions are virtually powerless.  There are several FirstNation groups, at least a couple of "WASP"-y ones, Asian & African ones, and likely others.  Laws definitely include some  version of "Thou shalt not kill" (but with odd exceptions, because those bastards DO kill ! ) .

Someone who grew up comparably, but NOT in North America, would get a different "Regional Wizards" card.

Then someone even more info, such as...
  • one of the above, with an Aspect suggesting extra info
  • Wizards' Apprentice
  • Focused Practitioner
  • Senior/Powerful Paranet'er
would know more than that:  probably a half-page or so on the North American council (most of the factions, most of the main individuals), and brief "cards" (akin to the NorthAmerican one) on probably 2-3 other "regional councils".

Unless they have an Aspect indicating some special "political savvy" or "well-connected" -- then they know even more!

As another example, someone magical who was "Raised on the Res" (the Reservation) might know of all the "First Nation" factions in some depth, in addition to the "general wizardry info" cards above.

Etc...

Once PC's and City/Campaign is built, I'll know what's important-enough to get onto the "everybody knows" cheat-sheet.

Ideally, I'd get unique in-character info -- cards or half-pages that are NOT "everybody knows" info -- delivered in-character by the PC... maybe even with extra detail added by that player's own creative input!  I'd LOVE to get that level of buy-in from them...   8)
 

2183
DFRPG / Re: JUST like the Dresdenverse... but not!
« on: January 26, 2017, 01:08:33 AM »
@Sanctaphrax & @Taran -

I seem to have mis-spoken.  (I'd arrogantly accuse you of willfully misunderstanding ('cos I never "IMHO" I always "IMAO" (being just that arrogant)) but it's 2 of you and only 1 of me, so I'm forced to be reasonable:  if you BOTH "misunderstood" it's obviously *I* who mis-spoke).  :o

I intended the D&D-monsters as a simile:  not mainly about any specific monsters of DF (so it's about re-skinning them or using obscure ones), but about the broad factions.  It isn't so much whether the D&D player recognize an "Ogre," or the DFRPG player recognizes a "Ghoul."  Rather, it's that I want to not simply re-name "the White Council" into "Merlin's RoundTable" & "Arthur Langtry" into "Andrew Laughton."  After all, I'll be advertising this as a game that is (at least) "inspired by" DF.  If the details behind the names are the same, they will peg the identities in short order:
  • O-kaaaay! worldwide wizard's council... CHECK
  • scary-ass mofo's... CHECK
  • On the face of it, mostly / more-or-less TheGoodGuys(tm)... CHECK
  • Actually rather arrogant; sometimes morally-ambiguous in their presumption of GoodGuy-ness... CHECK and MATE!
"WE HAVE OUR WHITE COUNCIL, FOLKS!"  Then they have pre-set expectations (which may differ from one to another, or from my own understanding:  always a problem).  And they will approach the Council, and interact with it, based on those expectations.  They WON'T experience/discover the Council as they encounter it, as an evolving in-play relationship (I suppose I could make it a very-different worldwide Council, but honestly my "Regional Councils" notion seems to me to increase the potential stories/characters).

And so on, for multiple divergences...

2184
DFRPG / Re: JUST like the Dresdenverse... but not!
« on: January 25, 2017, 06:18:00 AM »
Thanks to all who have responded !   I'm thinking over your comments, and want to make a few responses to your questions, and report on my own current-thinking...   :D

@Sanctaphrax -- I can replace some characters, sure.  But a lot of that just comes with a City-Build:  they'll hardly run into Murph, or the Alpha's, if the game is set in "San Francisco" or "California Wine Country" or whatever (I pick those as local-to-us).  It's more the organizations and institutions where I want to twiddle the details... preserve the overall "feel" of the Dresdenverse, but have players (who are fans of the books) NOT automatically recognize and categorize every foe, every group.

When I began gaming -- Lo! those many years ago -- I read and re-read the AD&D MM cover-to-cover between the time I got my grubby little mitts on it, and the next time the group met to play.  I recognized EVERY creature as soon as the GM described it, and for the next several game-sessions I could recite HP/AC/Damage, special attacks & special weaknesses, faster than the GM could turn to the page...  The same happened when I met "Gamma World," etc.  I know other gamers who are the same... and I have more than one of them in my group!  Sure, having everyone know I was The Guy who could tell them if it was a pushover or a run-away was fun egoboo for my teen self... But actually, the most gaming fun seems to be had by "discovery" (always presuming you aren't caught-out by making stupid presumptions that, IC'ly, your PC wouldn't have made!) .

Anyone who's a "Wizard's Apprentice" (or has other alliance to the White Council), in stock D'verse, will be able to quickly check on the bona fides of any caster they meet.  Players will assume any Council-governed wizard will adhere to the Laws of Magic and more or less follow approved standards of behavior.  With many Council's, around the world ... ?  Not so much.  Etc Etc Etc for each of the significant power-players in the canon.  Then there is the issue of varying player info:  some players are fully up-to-date with the novels, all shorts, the graphic novels, etc.  Some are still lagging by some years' of publication.   Some have clearer recollection than others.  Etc.  So my differences will "level the playing field" for IC-vs-OOC info.

There is NO way in the stock Dresdenverse to get that genuine "learn about it by encountering it" feel.  That sense of discovery is a wondrous thing!

I'll probably need to do some player-handout notes for each of my new power-groups & Famous Entity... maybe a 3x5 for "what everyone who's Clued-In knows about <X>" and a half-sheet or more for "closer acquaintance with <X>" ...

@Shaft (and others who followed up this point) -- YES to keeping the "Laws of Magic."  They are an inherent part of the Dresden "feel," IMHO.  I'm probably going to have some of the Wizard Councils keep one or another of the Laws a bit more lax than others keep them...   Also, thanks for the tip RE "GURPS Voodoo!"  GURPS books are usually top-notch resources for ANY gamer in ANY system, so that goes to the top of my Shortlist!  Also, FWIW, I have (and plan to mine for setting-inspiration) the same author's "Witchcraft" (the standalone Unisystem rpg).

@Sanctaphrax/@Nepene/@etc RE travel -- Yes, they might go places where odd/foreign monsters exist.  Also, the USA has enough "regional enclave" subcultures that MANY oddities may get imported (or grow locally); and don't forget that many monsters might be entirely capable of getting on board an airliner or a cargo-ship, too!  They could show up in Middle America entirely without their traditional trappings... and where folks don't know their traditional weaknesses!!!

@ Nepene (and others) RE the power-level -- yeah, I'll start them on weak things; stuff that will terrorize a town filled with Muggles (no-Clue, 1-3 Refresh) will probably be not too much of a challenge to a coordinated team of semi-Clued 5ish-Refresh PCs.  I expect to grow them FAST, too:  likely a milestone every session or every other session.  However (at y'all's suggestion) I'm revisiting the starting power-level.  It's a fine line between "powerful enough to be interesting" but not "so powerful the characters should/would already know at least a little bit about most of the major players."  Murphy, for example, went from wild-eyed-at-the-existence-of-the-supernatural in Restoration of Faith to "Toe-to-Toe with a Supernatural Heavyweight" in Changes; I'd like something closer to early-Murphy than early-Dresden, so the PLAYERS get that full progression... 

RE city-building and character-building in "ignorance" of the world -- These are some VERY valid points.  I confess I hadn't actually gotten that far in my own planning   ::)   I'll take a stab at it.  As always, comments welcome... encouraged... c'mon, don't make me beg...
  • This will be standared DFRPG steps, I expect.  Break out them 3x5's!
  • Players will know up-front that it's using the DFRPG rule-set in an "inspired by the DF" setting, so they'll have a sense of the world, the scope of character, etc.
  • Obvious major Powers -- faeries and other beings of the Nevernever, certain Old Gods, those touched by the Divine, etc, will clearly be A Thing (but WHICH specific Ones -- ahhh, there's the rub!).
  • They will understand that they are just-barely-clued-in, and will learn more in-play.
  • During the "Build" steps, the PC's 3x5 cards will be floating around.
  • My own "what everybody knows" 3x5's will be doled out as part of that.
    Anyone whose High Concept and/or Trouble justify special knowledge will be handed the specific 3x5 to study, and asked to hand that one 'round the group when done (cos EVERYBODY WITH A CLUE knows it, yo!)
    THEN they will get the expanded info on a "For Your Eyes Only" basis, to keep and refer to later.
  • Anyone who gets an "expanded info" sheet will be welcome to engage with me secretly, or with the whole group if they prefer, to alter or expand that "expanded info" to make it better match their character or the campaign.
  • At some point (probably near-ish the end), any of my "what everybody knows" 3x5's that got mentioned or touched-upon will get handed 'round, so ideas they had will have an instance in the game-world; the "expanded info" sheets obviously reserved for later.
  • Other 3x5's & "expanded info" sheets I will set aside, and only introduce as-needed or if-needed.
So... Where are we at now?

Ahh, yes -- @Taran, I think, has seen the way I want to approach this:  lots of Discovery, both as a trope in play and likely formalized in City Aspects (although I want to be open-minded about "City" -- might call it "Campaign" instead, so they aren't too bound to Urban or even Suburban games).  The achievement of "Disovery" as not just a character but a player experience!

2185
DFRPG / Re: Factions for DF:A in San Francisco
« on: January 10, 2017, 09:29:50 PM »
The White Court
...
Goal: Popularize Poly and Kink to Build WC inroads
Obstacle: Poly and Kink don't advertise much
Resources: Burning Man community

Heh.  You know about the San Francisco Armory building, right?  National Register of Historic Monuments & HQ for what may be the single biggest worldwide kink vendor?  Huge uproar when Kink bought the Armory!!!

EDIT:  well, DAMN.  No sooner do I point it out, the local paper announces that "Kink" is moving out of the Armory...

2186
DFRPG / JUST like the Dresdenverse... but not!
« on: December 07, 2016, 10:39:43 PM »
    I am considering a DFRPG game, because almost all my players know and like the DF novels; but:
    • I don't want to get into the issue of degrees to which different people remember the "canon" of DF novels/shorts, and differences-of-opinion as to what-things-meant, etc.
    • Not everyone is equally up-to-date in the stories
    • I don't want to get into the canonical plot/metaplot issues, including where-in-the-series (esp. pre/post "Changes") our game begins
    • I don't want to stray into FanFic / MarySue territory, e.g. "My character is a BFF of Karrin Murphy"
    • I *DO* want to start with lots of unknown setting-details they can discover in-character, through play.  I'm planning to start maybe feet-in-the-water'ish (a bit clued-in, but most of what they "know" is pretty vague, no detail)

    The rules (both Dresdenverse metaphysic, and DFRPG mechanics) and the "feel" of my 'verse will be the same-ish (I hope!), but few-to-none of the specifics will match.  I'm hoping for some input/suggestions from the community here (hence, this post!) .

    Some of my WIP ideas (so far, all subject to change):

    I'm envisioning TWO sorts of diversion from Dresden canon.   First: most of the supernatural elements will be similar-flavored but differently-detailed...
    • NO Denarians with 30 coins.  Probably instead the Seven Deadly Sins (one demon per, each with their own cultic followers); probably delving into Islamic "Iblis/Shaytan" and Hebraic "ha-satan," and possibly deciever/destructor figures from older mythologies.
    • NO "Knights of the Cross."  Probably a different (and varying) number of "relic-wielders:"  sometimes just a few, sometimes dozens.  The Church tries to identify these and offer them support, protection, etc (as per DF Knights); but these are direct Servants of God, and the Church isn't really in charge (the Boss got that "ineffable" thang goin' on, doncha know!).  Some relics/wielders pass through the world unknown to the Church!.  N.B:  not all are "warrior" types!
    • "Enlightened" and/or "holy" folk of other faiths (not just Abrahamic), with similar Holy Powers.
    • YES to Blampires (I just can't let go of "Stoker's Guide to Vampire-Slaying" ! ;-) ) but a bit tweaked, likely a bit AnitaBlake-ish (different bloodlines = different powers) but always classic Blampire weaknesses (no Blakeian "Day-Walkers" dammit!).
    • NO Whampires/Rampires; however, different-sorts-of-Vamps will still be A Thing:
      • Ashanti Asanbosam
      • Philippine Asawang
      • Japanese Nukekubi
      • others from 'round the world
      • probably I'll add at least 1 wholly-invented sort (I'm working on a "Dream-Thief" vamp).
    • ? ? ? Faeries -- deprecating the Winter/Summer thing, mostly.  I'm considering a much-more-folkloric (and thus more-regional & less-unified) view
      • Norse/Teutonic Ljosalfar/Dokkalfar (most-similar to DF-canon Summer/Winter)
      • Celtic "Fair Folk" and then Yeats' "Trooping/Solitary" division, with bits of Seelie/Unseelie sometimes crossing that.
      • Many other somewhat-faerie folkloric traditions (such as when the Blackstaff showed up with a small army of Kenku (traditionally called a form of "goblin" or even "demon" by some, but IMHO much more faerie-like) )
      • Various other "Nevernever" beings may be "faerie-like" or not, depending
      • There is DEFINITELY still a Wild Hunt!  (I'd be too afraid of the consequences of slighting Them!)

Second, there will be some "alt-history" vs. the Dresdenverse; MANY things happened differently over the past few millenia:
  • NO singular "White Council" of wizards.  Probably instead something more fragmented:
    • a semi-feudal "Olde Council" in Europe
    • a semi-democratic "New Council" in North America
    • a "Celestial Bureaucracy" governing Asian wizards... from a "court" in the Nevernever!
    • a more-fragmented / non-governing group (except in the face of threat) of Afro+Caribbean Vodun/Bo Traditions
    • etc...
  • Kemmler happened.  In fact, the Olde Council power-structure is STILL in shambles!
  • Major "geosupernatural" tensions on the border of "New Council" and Vodun territories
  • etc...

Basically, I'm looking at a 'verse that -- if I were to write it up in novelization form -- is clearly an homage to DF at best (and probably just a cheap rip-off).  But as my in-house RPG... it's BOTH an homage AND a cheap rip-off, and I'm OK with that!

Extra brainstorming & input -- and criticisms of anything obviously or inobviously "broken" that I've missed -- are very very welcome!

2187
DFRPG / Re: Circle limitations and a dying game
« on: November 10, 2016, 03:18:08 AM »
... and it makes me suspect that your group is a bit of a powder keg. I think you should probably try to fix whatever makes it so easy for sessions to dissolve into rage. Otherwise you might be facing this kind of problem again in two months, over some other random detail, possibly in a different system and setting. (Unless this is really an anomaly for your table. I don't know your players, obviously.)
This, this, a thousand times this!
They may have seemed reasonable in other contexts, but they went nuclear over this issue.  WHY?

Did they know the DF stories?  How well?

The thing is, there was clearly a mismatch of expectations & understanding of what a circle is/does; a wizard, in-character, would know what a circle is/does, and wouldn't raise a circle expecting it to last in these circumstances.

Letting a PC do something in the clear player-expectation of ONE outcome, when the character would clearly expect something ELSE ... well, yeah.  I'd cry foul, too.

If I'm GM'ing a game where "draw a magic circle of protection" ONLY protects against magic, AND can easily be mundanely-broken, AND there are Mundane combatants around to break it ... well, I'd feel obligated compelled  :-]  to offer the player a caution, "Your character would know that this circle can easily be broken by THIS or THAT combatant, if they know they SHOULD break it."

OTOH, if the player was familiar with the stories, then I'd presume they already knew this, and were doing some tactical/strategic thing (and wouldn't bother with the caution).

Given this level of misunderstanding, I'd do a serious run-through of game mechanics and setting-expectations.

2188
DFRPG / Re: Dresden RPG & other books on Humble Bundle
« on: November 10, 2016, 02:55:16 AM »
https://www.humblebundle.com/books/fiction-faves-rpg-book-bundle?mcID=102:581903e4486e542f083cda81:ot:56e86802733462ca89a47f3e:1&utm_source=Humble+Bundle+Newsletter&utm_medium=email&utm_campaign=2016_11_08_Unreal_Bundle&linkID=582221bf4190d42f558b456a&utm_content=cta_button1
... & something called The Laundry ...

In case it's actually news to anyone:

Based on the Charles Stross horror/spy + bureaucratic/tech satire series.  Brilliant stories, if you don't know them!  1st volume The Atrocity Archive or The Atrocity Archives (note plural in 2nd), the difference being the pluralized title includes a 2nd story, The Concrete Jungle (available as a separate title, if you've bought the original volume with the singular title), followed by The Jennifer Morgue. And a bunch more after that...

Game mechanics use "BRP/D100" aka "Basic RolePlaying" which is Chaosium's house engine, driving Runequest & Call of Cthulhu (and more distantly, Pendragon), and in other variants & itarations many other games.

http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Products/CB71200
(or the BoH of course)
 
 

2189
DFRPG / Re: ritual to remove a denarian shadow
« on: November 07, 2016, 06:28:22 AM »
True, but how would Michael know that? Harry had been avoiding him since he got the shadow.
  But Harry's friends keep in touch; I expect Murphy in particular kept in touch with Michael, but also maybe Butters, even the Alpha's.

2190
DFRPG / Re: ritual to remove a denarian shadow
« on: November 07, 2016, 06:25:38 AM »
Also, not all injuries heal (unless you're a wizard :) ).
A couple of considerations, here...

First, we don't know how much more resilient a wizard is, vs. psychic injuries; more so than an "average mundane," I suspect... other disciplines may give as much (or more!) resistance to a Shadow's influence.  The physical healing that a wizard does may be an entirely-different thing.  I think this is a complete imponderable -- we have no info either way.

Second, I presume that the influence of a Shadow -- the imprint made from a moment's contact -- is less than sustained psychic contact with one of the Fallen (such as carrying a Denarius continuously & accepting a bargain!).  Nevertheless, we know that sometimes, the Knights win -- they get someone to renounce the Coin and the Denarian with it!  So I expect that a Shadow can also be resisted and overcome (in more cases than Harry's).

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