Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JDK002

Pages: 1 ... 20 21 [22] 23
316
DFRPG / Re: Mystery Brainstorming
« on: July 28, 2012, 08:14:08 PM »
I would say work backwards in plot design.  Come up with motive and who the killer is first.  Once you have that killers personality and motive down you can come up with a convincing setting and victim pretty easily.

As for railroading, come up with several clues to find and hints from witness interviews.  Let some of them be red herrings that lead to dead ends (and probably trouble for your players).  It gives th freedom to investigate wha they want and in turn gives you more ideas.

317
DFRPG / Re: Ask a simple question...
« on: July 28, 2012, 07:48:44 PM »
I don't really think there's a need to give away fate points - you can spend them to invoke their aspects when appropriate.  It gives you the advantages of trading fate points while allowing you to retain control of how they're used.
I was mostly just pointing out it is possible to come up with in game mechanics for FP trading.  But I do agree with you.  There is little meaningful difference between trading someone a FP and using one to make a declairation and letting someone else tag the aspect.

The latteris actually better because someone else is using their action and you can tag it on your next action instead of having to wait an entire exchange.

318
DFRPG / Re: Ask a simple question...
« on: July 28, 2012, 05:32:35 PM »
Are players allowed to trade fate points between themselves?
Not in any direct fashion.  But that's where teamwork comes in.  Yo may not be able to give another player your FP's, but making assessments, declairations, and compels to aid another player is a huge part of the game.

Of course it's entirely feaseable to create a power of some sort that could allow very limited FP trading.  Heck I wouldn't be surprised if there's one in the custom powers thread already.

319
DFRPG / Re: Ask a simple question...
« on: July 27, 2012, 11:58:36 PM »
Not to derail the current line of discussion, but I have a question about speed powers.  Does the "free" zone movement of something like Inhuman Speed count as your supplemental action?  Or can you move one zone at no penalty, then move a second zone at a -1 penalty to your action?

320
DFRPG / Re: Something Extra (Asheville game)
« on: July 27, 2012, 07:25:45 PM »
You could dance around that danger by explaining it away via role playing exposition.  Like it's a bit of a process to get someone totally zerker.  Or that it doesn't work so well on adults hence doing it to children and teens.  But you could have some fun with it by means of sticky aspects and invoke/compel as the worst possible moment for your players.

321
DFRPG / Re: My awesome players (Asheville game)
« on: July 27, 2012, 07:13:10 PM »
I may have to steal that. xD I have a similar scene in my session tonight.  My players are fleeing from a sorcerers lair in a work van being chased by a pack of Black Dogs. If my players can't come up with something on their own I may use that as an exercise in creative problem solving.

322
DFRPG / Re: Ask a simple question...
« on: July 26, 2012, 06:09:42 PM »
My mistake, I mush be mixing up mechanics.  For some reason I was thinking base power for rotes couldn't be higher than your conviction.  Or maybe I was just transposing that with thinking the practicality of doing so wouldn't make it viable in most games.

323
I agree with the admiral.  Most character concepts require at least one aspect that ties you to any faction the character is allied with.  I also would imagine stats and aspects for factions and organizations wouldn't come into play all that often on a players personal story (which is the games strong suit in terms of role playing IMO).

But I also agree it could be interesting if you are doing to do some big faction vs faction battle royal with your players stuck in the middle of it.  It may also be a good set of general aspects to use as guild lines for npc's of that faction.

324
DFRPG / Re: Ask a simple question...
« on: July 25, 2012, 11:33:38 PM »
What type of spells are best for rote spells has caused alot of discussion in my group. I was going with one attack, one defense, and one misc. My friend was thinking more just defense for blocks and such. Yet another, it just meld his brain and he didn't mess with them at all.
Defensive rote spells would depend on your conviction rating.  Defensive rote spells are limited if they only last for one exchange.  If the player in question only has a conviction of 3, then the rote can only block a power of 2 and last for one additional exchange, not very useful.  But with a conviction of 5, it's a strength 4 with one additional exchange duration.  That is assuming I'm remembering the rules right.  I still feel like I need to read them a 3rd time haha.

325
DFRPG / Re: Ninja Emissary of Power
« on: July 24, 2012, 01:15:41 AM »
What they said.  Character creation is, like most of this game, a collaborative effort.  The player should have a pretty clear idea of what they want their character to be able to do.  Then the two of you together come up with existing powers in the book or develop custom powers and find mechanics that fit into the players idea.

326
DFRPG / Re: Sponsored Magic (and my Autumn Knight)
« on: July 22, 2012, 07:16:51 PM »
That's why you would only want to use it as a very rough guideline rather than an absolute.  Like say if your autumn knight wants to use earth magic, they need a really good justification or clever application.  As the GM it's really all up to you what exact autumn magic means. =)

327
DFRPG / Re: Sponsored Magic (and my Autumn Knight)
« on: July 21, 2012, 06:29:34 PM »
If you really want to set a guideline for what elements are useable you could graph out an element wheel so to speak.  Basically attaching each court to one element.  Winter being water, next in the wheel would be spring which you could attach to earth, next to spring is summer for fire, then autumn with wind.

The court opposite autumn on the wheel is spring.  Which would suggest autumn doesn't really use earth magic.  But could use water and fire as winter and summer are closer to autumn, not in direct opposition, and share commonalities.

328
DFRPG / Re: What does Taken Out mean?
« on: July 20, 2012, 08:34:42 PM »
Hmm yeah seems rather strange to take yourself out mentally, continue say a physical conflict like nothing happened, then be just fine the second the scene ends.

I would probably just use the easiest mechanic and slap a temp aspect that acts as a consiquence that lasts for a scene or two.  Or you could treat it as a debt and get a free compel from the character.

329
DFRPG / Re: What does Taken Out mean?
« on: July 20, 2012, 07:56:15 PM »
In the case of a hexen, I would be a bit bendy with what taken out means.  Being taken out by your own ability would mean you were overpowered by your co-pilot.  Maybe have the character act as a npc for the rest of the conflict that attacks at random be it friend or foe.

Technically the playeris no longer in the fight.  But the entity that give them power is still eager to do some damage.  But I also see how that may be interesting once or twice and get really out of hand and annoying if it's happening every conflict.

330
DFRPG / Re: multi-form wereform
« on: July 20, 2012, 02:35:28 PM »
Awesome, exactly what I was looking for.  Skimmed over the powers thread but couldn't find them.  You are a super hero.  Thanks a ton.

Pages: 1 ... 20 21 [22] 23