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DFRPG / Re: Making my head hurt
« on: July 21, 2010, 09:20:40 PM »
As to the character in question the item of power looks (so far) something like this:

Prayer beads of Saint James -3

Item of Power Discount: +2
Holy: See Sword of the Cross -0
Inhuman recovery: -2
Removable Item Catch (your Inhuman Recovery only works so long as you possess the item and it is touching your skin):+1
Ritual ("Exorcising" beings of the Nevernever +1 to conviction when attempting to force all non-Faerie Court Fey (i.e. Seelie and Unseelie will laugh at you) back into the Nevernever) -2

I think the final cost is a bit too low given the abilities it grants, personally, behind that cost fit.

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DFRPG / Re: Making my head hurt
« on: July 21, 2010, 02:36:15 PM »
My suggestion would be for everyone in the group to start off doing something simple.  Just stick to the character templates until you get enough experience with the system to figure out how to price things like items of power.  Just focus on aspects, stunts, skills, and whatever powers the characters template explicitly allows for starting off.  When you get the feel for how FATE works, start experimenting.

With the exception of that one guy, everyone pretty much has.  I have a werecat and a Knight of a Faerie Court (Erlking kind of has a court). 

Ditto.  My group is coming from D&D and Exalted.  We're on our third campaign and still haven't figured everything out yet... if in doubt, go with whatever sounds cool.  We actually just got to making new items of power and focus items this campaign, although one of my players has been toting Teddy Roosevelt's rifle since our first game.

Just wanted to say, I love the idea of Teddy Roosevelt's rifle being an item of power.

What specific things do you want to know about Aspects, IoPs, were-forms, themes and troubles?  I know some of the system can be hard to wrap your head around at first, because it is so abstract.  But once you get it, it really hums.  The system is not free-form improv, although if you are coming from a dice heavy system, I can see where you get that impression.  The system is designed so that dice are only rolled if something interesting will happen as a result, so you aren't going to be rolling handfuls of dice when it wouldn't make a difference to what happens in the story.  Aspects, by being compelled and invoked, give a way for the story to override the dice when the players decide it is dramatically appropriate, so the system definitely favors an element of narrativism, but aspect use can be gamed (gaming them requires the players be creative about what they are and how they are used, rather than number crunching) so the system can reward gamism as well, and it makes a beautiful fusion where the two creative agendas can be allowed to overlap.  The gamist will serve the interests of the narrativist, because his creativity and willingness to contribute to the imaginative space of the game will be his best methods of "winning" and the narrativist serves the interests of the gamist because all of his creative stuff gets rewarded with in game benefits.

Were-forms:  Are they limited to human to beast or is a more Terra West option allowed?

Items of Power:  Really this is more of a thing were a how-to would be awesome.  The book is very vague in what an item of power can and cannot be (not literally "it can be a gun but not a rubber ducky").  The book says minor abilities and certain other abilities, but ... what would those abilities be?

Themes, Troubles and Aspects all fit into the same problem for me, which is basically the same problem every kid runs into while playing cops and robbers ("bang, bang! I shot you!"  "Did not!" "Did too!").  So the question for this was really, how do I make these things flexible but concrete?

Coming at this from another angle, how would you stat the character concept with the Unisystem? If you find that system easier to create the character's abilities, stat it out with that and maybe we can get an idea of what you're shooting for and help convert it to the Dresden Files RPG system. The Item of Power rules can be a bit tough especially if you're new to the system. That said it's possible the rules won't create the character at that power level, and the concept or at least the powers might have to be tweaked.

Really it couldn't.  The larger array of character types was really what drew us to the official version of the game (well that and wanting to support The Dresden Files and Butcher).  In the previous game it was a human P.I. and two Wardens tasked with keeping a town in Alaska safe from a weak Veil, rampaging Yetis, and a resurgence of 3-eye.

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DFRPG / Re: Making my head hurt
« on: July 21, 2010, 12:29:31 AM »
The main thing that is killing me is trying to figure out how to make one of my player's character concepts work.  We're playing chest deep power level and he wants a Priestly True Faith character with some Focused Pract. like skills through an item of power.  I've been trying to get his ideas to work, but no matter what it just makes him either too strong, too weird or just too over-complicated. Add to that the rather non-existent rules to actually creating an item of power and it makes me just want to tell him "no" he can't have that kind of character.

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DFRPG / Making my head hurt
« on: July 20, 2010, 11:46:14 PM »
I used to run a Unisystem Dresden Game with a group of friends.  Recently we all decided to use the official RPG and start an entirely new game.  I brought the books, I'm reading "Our Story" as much as possible, and all I can say is: my head hurts.  Is there anything anyone can tell me that is concrete in things like Aspects, Items of Power, were-forms, themes and troubles.  It all seems far too loose to me, far too much improv. night instead of game night.  Please, if anyone can help I would be very thankful, I want this to work with my old group but right now I'm banging my head off my desk whenever anyone asks a question because I cannot find a concrete answer.

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