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Messages - Ihadris

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1
DFRPG / An aid to UK city building
« on: February 01, 2011, 08:03:23 PM »
Hey guys,

Just thought I would let you all know about a recent website set up by the government over here. It allows you to enter the name of a city, town or street; or a postcode and get a map with details of the levels and kind of crime reported in the area.
The address is http://www.police.uk/

I think it's a wee bit overloaded at the minute and there has been quite a bit of negative press so how long it will be around for I don't know but it's sure to come in useful for any groups looking to set a game in the UK.


2
DFRPG / Re: Confusion over social conflict
« on: August 09, 2010, 01:35:29 PM »
Quote
Also, its very much okay if the players lose a lot of social conflicts
Yeah I forget that bit a lot, I tend to err on the side of making things a little easier but they way things have been going perhaps the chance of them loosing a few conflicts might not be so bad.

Quote
Using weapons to threaten someone, for instance, could be a one time deal because it sounds so cool, but unless that character takes a stunt to allow that use of weapons in the future, you should restrict threats to the intimidation skill.

I had thought of allowing them to use other skills to modify their social skills, so in this case using weapons to compliment their intimidation. What do you think?

3
DFRPG / Re: Confusion over social conflict
« on: August 09, 2010, 07:55:05 AM »
It really is a huge help Cowl, so thanks very much. (Also, whilst you are still making sense, dont keep yourself up on my account!  :o)

I have been letting them use other skills in social, such as weapons when they have been trying to threaten someone as a social attack, but it just ended up that they used all of the skills they would normally use in physical combat over their social equivalents. Which whilst cool, seems to belittle the character of the player who paid for those skills on his sheet. 

Still a wee bit confused on deceit. Is it alright if we work through an example?

Let's go with something basic: the person they are talking to is claiming they dont know anything when really they do.

1.) The pc roll empathy and the Npc rolls deceit in defence, modified by rapport.
-Failure!: The PC sees through the deception and understand that the NPC knows something
-Success!: The PC has no idea that they are being lied to [but the player does, since the NPC rolled deceit and beat them]

2.) The NPC rolls deceit as an attack to utterly fool the PC into thinking they are innocent and know nothing. The PC rolls empathy in defence. (Could rapport work here?)
-Failure!: In trying to push the falsehood too far the NPC reveals themsevles. (any aspects or consequences appropraite here?)
-Success!: The NPC places the consequence "Is sure of my innocence" on the PC. (Perhaps compells it to make them stop asking him questions?)

Also, could you just use Deceit to perform a manuever to place and then compell an aspect in a similar manner to example 2's success?


4
DFRPG / Re: Confusion over social conflict
« on: August 09, 2010, 07:00:23 AM »
Both those posts were a lot of help, thanks a lot. There are still a few wee points of concern that I have-

Firstly concerning the skill levels of the NPCs. Some of my player characters don't have many social skills listed other then Intimidation on their sheet. On the one hand I feel that NPCs shouldnt have low social skills just beacause the player characters do, especially when the concept is that they are good at it. On the other hand I don't want to set impossible challanges for PCs. Any advice?
 
Secondly, concerning skills like deceit. How do you handle players being lied to in terms of what you actually tell them? Because if I ask them for a role and they fail it they know the information they are getting is likely false right? I have a similar uneasiness when NPCs tag their own aspects- the players haven't discovered the aspect yet but it seems unfair to tag it and not explain how it is relvent etc.

5
DFRPG / Confusion over social conflict
« on: August 07, 2010, 07:43:20 PM »
Hey guys,

I've run three or four sessions of the RPG now and I've been struggling with social conflicts. A large part of I feel is coming from confusion over what skills to use. Also, several of the players really geared their characters for physical combat- it's not that they dont enjoy social combat; it's not that they dont want social combat just their characters are not very good at social combat.

So between struggling with how to balance encounters and with what the skills do in the first place it's fair to say that my social conflicts have been less then thrilling. Any advice or examples from your own experiances would be much appreciated.

Ihadris

6
DFRPG / Re: Book Bindings
« on: August 07, 2010, 06:15:03 PM »
Sorry, i did not find a english equivalent....... Can anyone help with that?

At least in England we have the same brand of Glue, it's just refered to as Uhu Glue.

7
DFRPG / Re: looking for suggestion for a tokyo based game
« on: July 21, 2010, 05:57:16 PM »
I wouldnt know about gun laws but as part of the martial arts point from before its very easy for people to get hold of useable traditional bladed weapons. They tend to have to be wrapped and bound to be brougt out in public but no one really seems to blink an eye at it, certainly very different from England (and I guess America) in that regard.

8
DFRPG / Re: looking for suggestion for a tokyo based game
« on: July 19, 2010, 05:10:57 PM »
I had breifly considered doing this as I've been out here studying in the Tokyo Metropolitan area for nearly a year now. I'm no expert, I already know from other threads that there are people far more knowledgable then myself in these matters but I can try and give you a few things that could help out with your game.

There is a lot of 'holy ground' around Tokyo, there are a huge number of shrines and temples all of which have their own god/spirit/deity. There are spirits for entire reigons of Japan or one specific natural feature (mountains, lakes etc). Wikipedia or god-checker are good places to read up on the inter-relationships between these.

Japanese folk-lore has a long history of animals that can turn into people, often beautiful women, so shapeshifters might be a good avenue of exploration.  I have an NPC that is a fox-spirit of knowledge, called a Kitsune. I can send you what I have on that if you think it would be of help.

The Japanese element system is different to the greek one standard Dresden uses- there are already qualities assinged to each element so building a new element set for wizards should be pretty easy and give your games a nice eastern flavour. The same applies to the Yin-Yang which myself and one of my players recently built a set of elements out of. Again if either of these would be helpful I can send what I have across.

Some traditional martial arts- Kendo, Iaido, Kyudo, Judo etc are still frequently practiced by people of all ages all over the city. As such its not uncommon to see people carrying equipment around for this with them on the subway system and in the city- having a brief description of these and perhaps a few stunts might make a really appealing character for your players. As an example one of my teachers practices both Kendo and Iaido and often brings swords and armor into university with him on the subway. Truth be told he was actually very good inspiriation for another npc as he is also a devout Muslim and speaks three of four languages. Sometimes truth is a little stranger then fiction I guess. 

Many people carry charms, Omamori,  from temples that protect or help with a variety of things- everything from passing exams to safety when crossing the road. Perhaps the written prayers some of these items contain come from a true believer and hold a strong measure of power?

That being said, in my experiance talking with my Japanese friends, many go to various temples for festivals and things because its simply what you do rather then any very strong beleif in it. Perhaps this says more about the group of Japanese people I got to know or the younger generation in general rather then than the community as a whole but I would advise against making true beleivers very common in your npcs.

I hope some of this was some help.

9
DFRPG / Re: How many players and how many wizards?
« on: July 18, 2010, 06:19:51 PM »
I have a group of three- one of whom is a Wizard and truth be told he is the easiest to balance encounters for.

10
I think CSEast nailed that one with 'Caught between two worlds' but as another option, perhaps 'Not just the American Dream' or 'There is more than the American Dream in my head'

He is drawn to more than American popular culture's ideal, has more obligations (such as to his heritage and his family) then the average kid and the added burden of the priestess and the dreams

11
My child hood was a fairy-tale

Invoke for: Knoweldge of fae, particularly winter court.
Compell for: Lack of mortal knowledge and perhaps, social skills.

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DFRPG / Re: Norse Mythology and the Nevernever
« on: July 10, 2010, 11:34:48 AM »
One of my players is big on norse mythology and his Wizard is very much centered on that theme but Norse is one area of lore that Im quite ignorant of. This thread has already been very informative! Is there any reccomended sources of reading?

13
DFRPG / Questions from first few play sessions
« on: June 18, 2010, 05:05:30 PM »
Hi guys,

This a set of more general questions, I dont mean to flood the board but I felt that there were enough might questions to justify its own topic.

-Is intimidation the only social attack skill?

-Im concerned about over use of Atheltics for characters/npcs with atheltics as an apex skill and/or supernatural speed. Obviously they have paid the points for this but I found it being used for manuevers both against the character themselves and opponents; defence against manuevers and defence against physical attacks. What are your views?

-Related to the above, I feel perhaps my maps are not big enough or my zones are too big. Characters with superspeed couldnt take advantage of their ability to put distance between themsevles and an attacker as there were so few zones/ the zones were so big that it was easily matched by who they were trying to get away from.

-Is it possible for an enemy that has not yet been seen by a character to use stealth and gain bonuses from the abush trapping when physical combat has already started?

-If a grappled opponent has incite emotion [touch] can they use it without having to break free of the grapple since they are already touching/being touched by the opponent?

-What is the max limit for stress tracks? One of my players took hulking size, supernatural toughness and has a high endurance so his physical stress track is ridiculous.  In addition to claws and supernatural strength it is very difficult to affect him even slightly in physical combat.

Thanks again
Ihadris

14
Hi guys,

A few questions concerning the use of might in physical conflicts. During the course of the first few sessions I have run, one of my players who has Might as one of his apex skills in a waist deep game, along with supernatural strength and hulking size has wanted to:
- Take out a supporting pillar/a piece of the floor or wall and use it as a thrown projectile
-Go up a floor in a building by wripping a hole in the ceiling
-Break an opponents sword

How would you have handled these?
I went for:
-Taking a guess and assinging a weapon value to the thrown object and him using fists aim
-Making him use a manuever to place an aspect on the scene but had also considered a roll against a difficulty in the reigon of 10
-A roll against the craftsmanship value of the weapon.

Throwing objects (maybe even people!) and breaking through things are that really seem to appeal to this particular player and his character is geared for that. I'm just not sure how to handle this or the damage to the building. (A scene aspect perhaps?)

Thanks Ihadris

15
DFRPG / Re: Wards, notes about what they can do
« on: May 29, 2010, 01:49:14 AM »
Two things I thought of when reading through-
-Harry being attacked in White Night is similar to both Viktor Sells and Lydia. Harry attacks Viktor via his scrying shadow by "Sending the magic back up the link" and Lydia allows entrance to Harry's house, bypassing the wards, through her dreaming. So it would seem that Harry's wards protected against physical entrance. Afterall (Changes):
(click to show/hide)

-Wouldnt the "trap" put on the locker containing the blood samples in Small Favour by Ms. Gard count as a ward with a landmine effect?

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