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Messages - ironpoet

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61
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: February 07, 2011, 03:47:58 PM »
I'm curious, how has the GM compelled your Aspects in the game so far?

He's still learning the FATE system, and we've only run a few sessions so far, so there haven't been too many compels.  I think it's likely that there will be more compels as he gets the hang of the game.

By far, the Aspect that gets compelled the most in our group is "God's Cop" (which belongs to another PC).  For myself, the "Warden" trapping of "New Warden In Town" gets compelled occasionally, whenever I get called on to perform White Council business.

So, have you asked the GM why he hasn't been Compelling the shit out of your Aspects? Because there's nothing wrong or hard to hit about them. They look juicy to me.

Thanks.  I like them, too!  But I do wonder if they're actually "getting in the way" of an investigation style game.  For example, like sinker suggested, I could use stubborness or "being old" as an excuse to slow down an investigation, but I'm not sure how I would do it in a way that made the investigation more interesting.

62
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: February 07, 2011, 03:34:18 PM »
Well, if you want to cut loose with evocation, you could try:

EVOCATION IS THE ANSWER TO EVERYTHING
NO IDEA HOW TO USE MY SWORD
OVERKILL MUCH?
OVERCONFIDENCE
NOT A TEAM PLAYER
A BIT TOO CAUTIOUS.

Heh.  Yes... that would certainly make for a crazy evocator, but it wouldn't be that useful for an investigation-style game, which is really what I'm looking for.

63
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: February 05, 2011, 03:38:29 PM »
In particular, it sounds like, with some buy in from the GM and other players, that these two would let you introduce some hooks for the less CSI style stories you seem to be jonesing to play.

Yes, that's certainly what I'm hoping for.  But at the same time, there's nothing wrong with investigation-style games, so I also wanted to see if there was a good way to tweak my character to fit his stories, rather than vice-versa.

64
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: February 05, 2011, 03:36:07 PM »
Why not fill your last aspect with one that rewards unwise combat tactics? Like EVOCATION IS TOO EASY, which would compel you to fight opponents that you could magically one-shot with your sword.

That's a good suggestion, and I will see if I can think of something along those lines.  On the other hand, what's the point of playing a Wizard if you can't cut loose with Evocation?

65
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: February 05, 2011, 03:33:06 PM »
I guess I wasn't being clear (which is understandable, because it's a pretty open-ended question that I'm asking).

I know how I, personally, would want to compel these aspects.  I designed them to be compelled similar to the ways devonapple and Umbralux suggested.  The problem is that those situations don't really seem to be coming up in actual play.

Take "Stubborn Old Mule", for example.  I thought this would be paying off Fate Points all the time.  But so far most of our scenes tend to be crime scenes or interviewing victims.  It's tough to be stubborn in the face of, say, a ransacked room.  "Darn it, room!  Your disorganization won't stop me from finding out the TRUTH!"

So I guess I'm interested in learning:
  • How do players manuever the story so that their Aspects can be compelled more?
  • How do players modify their Aspects to fit the GM's current style of story?

66
DFRPG / Looking for advice on how to Self-Compel aspects
« on: February 04, 2011, 10:36:34 PM »
I've been playing in a Dresden game for a few sessions now, but I've been having trouble finding ways to Self-Compel aspects for Fate points.  Invoking aspects has been easy, but, even though I have ideas about when my aspects would be compelled, they don't seem to come up in play at all.  I was wondering if anyone had general or specific advice about how to compel aspects more often in play.  (Or how to modify Aspects to make them easier to compel.)

In my specific case, my aspects are:
  • New Warden In Town
  • Somebody Has To Do It
  • Knowledge Is Power
  • Been Around A Long Time
  • Stubborn Old Mule
  • Needs Of The Many Outweigh The Few
  • (plus one more I plan to replace anyway)

In theory, I expected to compel local magical practicioners to be scared and/or suspicious of me.  I expected local faces to tell me to stay out of their business, which would compel me to dig in my heels and mess with their business.  I expected to compel unexpected backstories and possibly owed favors to local Fae Courts.  And I expected to compel myself to make difficult choices, sacrificing a few innocent souls for the Greater Good.

In practice, our sessions have been more "investigate-y".  Something bad has happened, and we have to fix it.  Most of the people we talk to are not in a position of power (so they can't tell me to back off), and by the time we actually meet anyone of power, it's usually time to start slinging spells rather than discuss our backstories.

In short, I seem to have built a character for a supernatural "Leverage" or "Burn Notice" ("defeat the villain with clever moves and countermoves"), but I seem to be playing a game of supernatural "CSI" ("follow the leads to discover the villain").

Any advice on how to modify my playstyle or aspects to earn Fate points easier?  Has anyone else had similar problems, where their choice of Aspects didn't match up with the style of the game they were in?

Quick update for clarity
As mentioned later in the thread, I'm not looking for ways to compel these specific Aspects.  I'm just mentioning them as a specific example to demonstrate the problem.

What I'm looking for is generic advice for how a Player can modify either their character or their playstyle in order to accomodate the story that the GM wants to tell.  There is already tons of advice for how the GM can modify their story to suit the players, but I'm interested in the opposite.  What can I do to make the game run more smoothly?

67
DFRPG / Re: Backstabbing/silent take down
« on: January 20, 2011, 06:56:22 PM »
Of note the diminutive size power says "When size is a factor in combat, you can only inflict 1 physical stress per attack." I would state that if you're just trying to open someone's jugular, or hit a small sensitive spot (the eye or similar) that size is not a factor. In fact the "Small is Big" trapping of that same power might imply that it would be easier for them to hit a small vulnerable spot.

Along the same lines, you could perform a maneuver/declaration to gain the "Aiming For The Jugular" Aspect and then Invoke that Aspect for the effect "Size is not a factor for this attack".  Otherwise, a player could always say they were attacking so that size wasn't a factor, which would negate one of the limitations of being small.

68
DFRPG / Re: How does combat go for you?
« on: January 17, 2011, 06:30:22 PM »
I am having trouble damaging my players in combat.  I rarely get anything past a minor consequence or 2 and a few physical stress boxes checked.  I am filling all the mages mental stress boxes, but they manage to end combat right about that time.  My physical characters generally make it though combat with a few stress boxes.

I wanted to here how other GM/ST's experiences have been.

Are you trying to stack maneuvers?  As far as I know, the best way to land a powerful consequence is to have several attackers perform a maneuver to place an aspect on the target, then let one attacker free-tag all those aspects.

Monster A throws dirt into the targets's face (Weapons vs. Athletics maneuver to add "Sand In The Eyes" aspect to the target)
Monster B knocks over a tower of crates (Might declaration to add "Unsure Footing" aspect to the scene)
Monster C takes both free tags for a +4 to its next attack vs the target

69
DFRPG / Re: Conjuration Table
« on: January 14, 2011, 09:47:27 PM »
First of all, I love the tables, since I've tried to work out good conjuration guidelines in the past without much progress.

I'm a little uncomfortable with the way size and duplication interact.  According to Method 1, conjuring two battleships is practically the same difficulty as conjuring one battleship.  According to Method 2, I could conjure 2 battleships or 5 small houses with the same complexity.

My gut instincts would suggest that "total mass" (ectoplasm) would be the limiting factor, regardless of how many items make up that total mass.  So maybe we don't need two separate tables?

70
DFRPG / Re: How to get players to take control?
« on: January 14, 2011, 09:22:53 PM »
I've run my game for a few sessions now and I think the players like it.  The only thing I wish would happen is that my players to take some more narrative control.  They use their Fate Points mostly to enhance rolls, but haven't been making any declarations or anything.  I think it's from years of playing other games (we do White Wolf games, mostly) and I'm not sure how to encourage them to take the reins more.

Suggestions?

Do you mean "narrative control" specifically in regards to conflicts, or do you mean in regards to the overall plot?  Do you want the players to suggest villains, NPCs, plot points, etc, or are you mainly looking for them to add more flavor to each scene?

Why not try asking them questions up front at the start of a conflict?
- "Okay, the vampires attack you.  You're in the middle of a library, so give me some scene aspects.  If you think of more during the conflict, go ahead and declare them."
- "The noise from your fight is drawing attention.  A big ogre lumbers up the stairs, sees a battle in progress, and smiles.  What's her name and what are some of her aspects?"

Once they know you expect creativity from them all the time, they might loosen up and start adding declarations on their own (especially if you give out Fate points for particularly cool ideas).

71
DFRPG / Re: Knight/Emissary of Santa Claus
« on: December 20, 2010, 06:17:07 PM »
You mean the Knight of Claus?  Because that's the OP.  It's not phrased very well, maybe I should edit it, but this is meant to be about how to stat an Emissary of Power/Knight of Faerie associated with Father Christmas.

I think would make sense, thematically, to give an Emissary of Santa a high burglary skill.  That way he can scope out good routes for Santa's trip.

That actually raises an interesting question: Why does Santa Claus need knights?  What jobs would a Knight of Claus be tasked with?  That might give a better idea of what powers and skills they need.

Are they scoping out routes for Santa Claus?  Are they destroying malls to halt the commercialization of Christmas?  (Or vice-versa?)  Are they trying to convert White Council Elder Ebeneezer Scrooge to renounce his evil ways?  (I think describing the Ghosts of Christmas Past, Present, and Future as Knights of Father Christmas would be cool...)

72
DFRPG / Re: Knight/Emissary of Santa Claus
« on: December 15, 2010, 09:37:44 PM »
He's not a mortal caster though, so the laws don't apply to him.

Well, if I were going to portray him in DFRPG, he'd be a mortal spell-casting, jolly old, sixth-law-breaking vigilante Wizard with some highly specialized powers.  The Wardens would all want him neutralized for messing with the flow of time, but he can't seem to be killed, and no spell or prison can hold him.  Plus it's tough to fight a guy who's just so darn nice!

That's probably not what the OP is looking for in this case...

73
DFRPG / Re: Knight/Emissary of Santa Claus
« on: December 15, 2010, 07:34:21 PM »
Santa Claus:
- Sees you when you're sleeping, and knows if you're awake.  That could be Ritual (Scrying), or it could just be legend inspired by his exceptional Burglary skills
- Knows if you've been bad or good.  This is either an Empathy stunt/power, or an Item of Power ("The List")
- Believes you'd better be good, for Goodness' sake.  This is clearly an Aspect.
- Can enter any family home via the chimney (and arguably homes without a chimney).  That sounds like a Burglary-themed power that allows Santa to bypass physical barriers as well as Thresholds.
- Receives letters from all over the world.  That would provide a Superb Contacts skill and/or Contacts stunts.
- Can travel the entire world in one night.  That suggests that Santa is either breaking the Sixth law or has Mythical Speed, possibly both.

74
DFRPG / Re: Can you "prolong" another spell as a Rote spell?
« on: December 02, 2010, 07:24:32 PM »
I think there should be a chance for failure.  I think It says something about having to gather power, so to refuel a spell you still have to re-gather your power, sense it is not one of our routs, your just empowering a rout.  Now it should be easier, your just looking to up the time 1 or 2 or 3 shifts that should be easy for any wizard.

Generally, yes.  But my specific question is whether or not you can assign one of your Rote spells to be a "prolong spell", which would eliminate the chance of failure.  So, in this case, it would be one of your rotes (assuming that it is allowed).

75
DFRPG / Re: Can you "prolong" another spell as a Rote spell?
« on: December 02, 2010, 07:08:11 PM »
Thus far my group has been playing it that you can prolong any spell (even rotes) without the need for a formal "spell". Seems to me it's more of a matter of just feeding gas into a machine that's already running. I guess the advantage of making it a rote would be no discipline roll but every detail of a rote has to be the exact same thing every time so I'd probably rule that you had to make it like the first set there (Your stonewall and filibuster spells).

Oh sure, I definitely agree that you can prolong without a formal Rote spell.  I'm just curious about whether you can get the Rote spell benefits (no chance of failure).

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