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Messages - Gilesth

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1
The Butcher Block / Other podcasts?
« on: November 19, 2014, 01:36:28 PM »
I'm not sure if this is the right section of the board to post this, but is there a thread that archives other podcasts Jim has been on? A search through iTunes comes up with a TON of random episodes that he's not actually in (including a sermon series out of Texas that happens to have Jim and Butcher in two separate places in the description). Hoping to see if I can save some time digging if someone else has already compiled a list. Otherwise, I can keep looking :)

Thanks.

2
Cinder Spires Books / Re: Release Date?
« on: November 19, 2014, 01:28:10 PM »
I'm excited! I've been enjoying a few steampunk books over the past couple years, and I love pretty much everything Jim has written (with a few exception that I only like a lot). Can't wait!

Too bad it's not a Wheel of Time situation where everything stops at the publisher to turn the book around in a few weeks when the manuscript is done.

3
DFRPG / Re: A GM's Question of Style
« on: September 14, 2010, 06:56:51 PM »
The system assumes a certain degree of transparency to function as written. You don't know if you need to spend fate points unless you know whether you succeeded or not, and they're too precious to throw onto rolls when you don't know whether you need to.

You could work out some system whereby you say something like, "You're not quite making it up the fence..." and let them spend the fate point. But then you're just putting success and failure into code, and you have to rely on them interpreting the code correctly to make their decisions. This is just a layer of obfuscation on top of the system information. And it's not a layer that particularly reduces the game-ness of the game.

There's already the system of adjectives. Fudge was originally designed so that you don't need to speak in terms of the numbers. You can say, "It's fairly difficult to climb that fence," or, "It would require someone with a good degree of skill to pick that lock." Because characters would have a general perception of how hard something seems to be while they're doing it, and that can translate directly to mechanical information without interrupting narrative flow.

But ultimately your group needs to work out what everyone is comfortable with. FATE does make some assumptions about what range you fall into on certain topics, so you might need to nudge it a bit if you find the assumptions don't fit in the comfort range of your group.

Your example is pretty much how I run it.  The players are always aware of what's going on, but to keep thing interesting during a fail, I don't always want them to know that there are potential consequences to their actions.  Besides that, many of my players are old-school gamers who are used to hard-lined rules that either have failure or success, and failures are always a brick wall on that action.

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DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 14, 2010, 06:49:36 PM »
Another way to reward them is with cash to spend at local stores...like gun stores, magic shops, car dealerships, etc.  Perhaps one particularly grateful client owns a manor house that he then donates to the group as a home base/safe-house.

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DFRPG / Re: A GM's Question of Style
« on: September 14, 2010, 01:40:32 PM »
I think that because of the Fate Point economy, it's important for the players to know the total difficulty necessary for a roll to succeed, so they know whether or not to spend a FP. Because bad things have to happen to your character in order to get FP, making a player spend one in a situation it's not important to do so in seems excessively cruel to me.

Personally, if spending a FATE point would help, I ALWAYS mention that to the group.  But in the case that they mentioned in the book about breaking into a warehouse: a success means they break in, and a failure means they trip the silent alarm.  If my group rolls a failure after I've told them the threshold they need to hit, then they're only going to assume that they don't get in through the door.  Or, they'll simply avoid the risk of going into the building that they've unlocked...and in both cases, they'll question my planning as the GM.

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DFRPG / A GM's Question of Style
« on: September 13, 2010, 10:58:41 PM »
As I'm reading through the rules, I notice that the creators recommend that the GM actually tell his players what the difficulty of their proposed action should be.  Example: Jason's wants his character to climb a fence and the GM tells him, "If you roll fair or better, you'll make it."  Not a smooth example, I know, but my point is, does this help or hinder your sessions?

For me, when I'm playing in a game, I enjoy it the most when mechanics aren't quoted.  If I'm going to try to climb a fence, I don't want to know what my difficulty is until after I succeed.  In fact, as a GM it bothers me when players want to know information in mechanical terms rather than in-game terms because it turns the game into a complicated math exercise.

Does anyone else agree?  Does anyone disagree?  Obviously, as the GM, I don't have to run the game the way the book "says" I should, at least as far as announcing difficulties to my group, I was just wondering if anyone has dealt with a GM who took those rules to the extreme in a way that limited enjoyment for the group.

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DFRPG / Re: Any projects for a Codex Alera RPG?
« on: December 20, 2009, 02:46:44 AM »
Just use CORTEX core. The skills could include furies and their specific effects, and you can house rule a fatigue system that causes stun damage beyond X uses of furycraft.

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DFRPG / Monkey Paw?
« on: October 31, 2009, 06:18:55 PM »
I had a thought the other day...

On an episode of The Monkeys, and on the Simpsons, an item showed up called a Monkey's Paw...an item that allows the user to make up to four wishes (I think) without limitations.  How is DFRPG going to handle items like that?  I mean, if I were to play a mundane police officer, is there a way for my GM to put together a wishing item that would allow me to become a wizard?  I know it would be lame...but it was a thought that MY players would be likely to come up with (they're tricky that way).

9
But it isn't free form enough to make up your own spells is it?

Actually, from what I've read of FATE 2.0 and SotC, a lot of the things you do require you to declare to the GM, "I want to do <give an example>."  At that point, the GM will set the difficulty and call for a roll, depending on the complexity of the situation.  I'm not sure how the magic system is going to work, but in the Dresden Files books, there have been times where Harry says that magic will do almost anything (as far as the wielder is strong enough) as long as the practitioner believes in what they are doing.  So some wizards could invent new spells, if they chose to.

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DFRPG / Re: Results of "What's Next": Harry's World starts August 4th
« on: September 01, 2009, 04:29:47 PM »
In the most recent post, you mentioned that the White Court had Stoker write Dracula, but I thought Harry said in Blood Rites that it was the White Council... I haven't read that book in a while, so I could be mistaken.

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DFRPG / Re: Results of "What's Next": Harry's World starts August 4th
« on: August 13, 2009, 09:54:18 PM »
There will be a solid date when we have a solid date. But we won't claim we have a solid date before we have one.

lol... You might want to sticky a thread with that info in the forum so you don't have to keep saying it.

12
DFRPG / Re: what playable stuff are you hoping for?
« on: July 06, 2009, 01:34:41 AM »
So, can we expect more previews in the near future? I'm curious about how the magic's going to work! That would be a great preview!

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DFRPG / Re: PAX 2009 will EvilHat be there?
« on: June 04, 2009, 08:02:49 PM »
Great opportunity for a little DFRPG Beta testing  ;)

Unfortunately, they won't be doing any beta testing. At least, that's what they said in the May update on dresdenfilesrpg.com. Makes me sad.

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DFRPG / Re: The Dresden Files RPG -- Information Thread
« on: May 08, 2009, 08:42:15 PM »
A really rough estimate?  Probably in the 50-80% range. It's hard to say, though, because a lot of that range is a range because there's some stuff that's *mostly* done but still needs to go some more rounds.

Definitely a REALLY rough estimate.  Is there a "hopeful" time-frame that we can beg for (say, fall 09)?  Or are you keeping it totally under wraps until we can start pre-ordering?

Oh, and will we be able to get PDFs along with our hard copies?  ('Cause I want to buy two hard copies and a PDF for quick-reference.)

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DFRPG / Re: what playable stuff are you hoping for?
« on: May 05, 2009, 01:30:02 PM »
I want to see rules for a
(click to show/hide)
from Turn Coat.

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