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Messages - bcillustration

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DFRPG / Re: Emissary of Lady Luck
« on: August 16, 2010, 04:50:08 PM »
Just name him Rincewind, the rest will take care of itself, so long as he/ she never acknowledges said ties to lady luck.
 :)

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DFRPG / Re: A Compelling Question About Aspects
« on: August 02, 2010, 03:56:48 PM »
Wow there are alot more replies here than when I was asking about how many fate points should be tossed around in a given session. :)

I am the GM of this campaign, and our first 3 sessions nobody got any fate points. ( All trying to get used to the system.)  I am personally having difficulty compelling the players, as I don't want to force them to any particular action, but I want them to have enough fate points to spend some if they want, so I figure self compels are an easy work around. ( And the book says go for it!)

I agree with most posters here, the initial example would not normally be given a fate point, the second would. Handed out the cookies anyways, just cause folks were short on em.

And you're all going to need them, very very soon  ;)

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DFRPG / Re: A Familiar Question
« on: July 28, 2010, 08:15:04 PM »
Abby's Dog Toto might be a familiar...

I believe generally a familiar is quite more than a pet, it's more like a living Philactory. A magic user imbues said animal companion with some portion of their power, both as storage, safety net, & power boost. Familiars often have heightened intelligence, and occasionally outright powers of their own. ( The old witch in the woods whose cat can grow to enormous size, protects the house when she is away, etc.)  I've never played D&D, but I do know they have a fairly in depth set of rules for familiars. Also, doesn't have to be a naturally occurring animal, and often a "familiar" was proof enough to burn a practitioner in not so ancient times.

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DFRPG / Re: Fire Laser
« on: July 28, 2010, 04:09:11 PM »
We have a technomancer scion of Hephaestus / caster that uses light as one of his elements, lasers are his primary offensive rotes.

fun stuff!

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DFRPG / Re: Options when a new player joins group
« on: July 28, 2010, 04:06:37 PM »
We had this issue pop up twice in our game, ( I'm the GM) due to scheduling conflicts. We collectively ret-conned both characters, having them make their own phase one and two, adding them into phases 3 and four, which were both story arcs shared by the whole group. We are currently in game, playing out phase 5 ( I'm hoping for a more gelled, cohesive group, and it's working pretty well so far.) everyone has a temporary 5th aspect, and I'll be giving free aspect change at the end of the campaign, to reflect what folks feel their 5th aspect should be. (In addition to the end of campaign major milestone.)

It's my first time GMing, and I haven't read on here of anyone playing out the 5th phase; but we wanted to get right into the meat & potatoes of the game. Next session tomorrow night, hopefully everyone will get plenty of compels this time :)

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DFRPG / Re: Session notes & a question
« on: July 27, 2010, 04:51:23 PM »
That's the ticket then, as I only have about 40% of all the character's aspects.

Yes, the players are generally good enough to self compel, as long as I notice it :)

as for WWBD, mostly it's heroic daring-do related, although if she missed a hit/job/whatev - to instead go & buy shoes, that should get a FP in my book...

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DFRPG / Re: Session notes & a question
« on: July 27, 2010, 03:25:42 PM »
Hrm... we still have folks tweaking & finalizing their aspects.. but it's looking like that's the trick.

on average, how many fate points are usually handed out in a session?

I'm also thinking, if a player states one of their aspects in the course of play,  that is them trying for a fate point, yes?

IE

Hannah storm, Valkyr Scion has an aspect "What would Buffy Do?"

so if a scourge of black vamps shows up, player says "hrm what would buffy do" then charges in, is that deserving of a fate point? Or is it more GM based - "I'll give you a fate point to go kill some vamps"

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DFRPG / Session notes & a question
« on: July 26, 2010, 10:31:16 PM »
So we're 4 sessions in, our game based in a fictional Tulsa, OK. (well, 3 sessions and a character/ city creation session)

if anyone's interested, we post our notes at
http://tulsadresdenfiles.blogspot.com/

The Question:

anyone have any GM tips on how to throw in more compels? This is my first time GMing, and I think I'm doing pretty well so far, ( nobody has quit playing the game yet :)  but at the end of each session so far, everyone has pretty much the same amount of fate points they started with.

I guess I'm looking for a way to compel without railroading.

Thanks ahead of time yall!

OH ya, our team includes:
A white court Glampire,
A valkyr scion with a minor item of power,
A scion of haphestus ( a technomancer, a singular ability in our game, has been a walking plot point at times)
A talismancing FBI agent
a team of fresh young wardens
( both drafted during the red vamp war)

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DFRPG / Re: Items of Power and Aspects
« on: May 21, 2010, 05:22:27 PM »
Awesome idea!

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DFRPG / Re: Items of Power and Aspects
« on: May 21, 2010, 03:08:34 PM »
In our game a character has an item of power ( a mjolnir-type hammer.)
I'd rather the item have aspects and powers than static bonuses, which one could get from a standard enchanted item. ( this is a contentious issue in our game... :)

not sure on the actual ruling, but I would say the more powerful & older the artifact, the more likely it would be to have it's own aspects... as an example, the swords of the cross all have powers, not bonuses, and they're (-3) (including the +2 built in)

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DFRPG / Technomage! (technomancer)
« on: May 21, 2010, 12:46:22 AM »
One of our players wanted to play a technomage. This doesn't seem to work, as magic in the dresdenverse interrupts/ messes up the flow of electrons in an electronic device. With a force of will & power, even pure mechanical technology can break down.

So we made her PC a scion.
Of Hephaestus.

Awesome.

so one of her supernatural powers is to, with a force of conviction, make it the opposite; even bending the technology to the PCs will.
 doesn't mess with evocation too much, but gets really fun with thaumaturgy. (we're thinking autonomatons, such as Vulcan was reported to have, at some point down the road.)

Otherwise statted as a sorcerer/ practitioner.
the PC still hexes stuff on accident, on occasion. ( wasn't paying attention, etc.)

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DFRPG / Re: Our game based on fictional Tulsa, OK
« on: May 21, 2010, 12:37:34 AM »
Quote
Primarily in the spring and early summer months, the city is subjected to severe thunderstorms containing large hail, damaging winds, and, occasionally, tornadoes,[47]  providing the area with a disproportionate share of its annual rainfall.[46]  Severe weather is not limited, though, to this season; on December 5, 1975, and on December 24, 1982, for example, Tulsa experienced tornadoes.[47]  Due to its potential for major flooding events, the city has developed one of the most extensive flood control systems in the nation.[48]  A comprehensive flood management plan was developed in 1984 following a severe flood caused by a stalled weather front that dropped 15 inches (380 mm) of rain overnight, killing 14, injuring 288, and destroying 7,000 buildings totaling $180 million in damage.[48]  In the early 1990s[48]  and again in 2000,[49]  the Federal Emergency Management Agency honored Tulsa as leading the nation in flood plain management.

Temperatures of 105 °F (41 °C) or higher are sometimes observed from July to early September,[50] usually accompanied by high humidity brought in by southerly winds.[47] Lack of air circulation due to heat and humidity during the summer months leads to higher concentrations of ozone, prompting the city to release "Ozone Alerts", encouraging all parties to do their part in complying with the Clean Air Act and United States Environmental Protection Agency standards.[51] The autumn season is usually short, consisting of pleasant, sunny days followed by cool nights.[50] Winter temperatures, while generally mild, occasionally experience extremes below 0 °F (−18 °C) while annual snowfall averages about 9.1 inches (23 cm)./
Quote

So far all of those would give me clues to themes and threats, there is more... but Im running short on time and having to focus on my own endeavors. hit the wiki, look through that, make sure you look through each and every sub section of the neighborhoods for clues. and then pop over to google maps and look for interested places, formations or sections of the town and surrounding area.



Had some of this info, but DANG! :)

Our first session went pretty well, got up to 5th phase of C-creation.
Roster is currently:
 • A Civil Engineer descended from a Valkyrie, wielding an item of power ( baby Mjolnir) & sponsored magic
 "morally bound hammer of the gods"
• A washed-up white court rockstar
"Glampire"
• A white council wizard drafted into the wardens for the RC war
"wizard playboy"
• and a scion of Hephaestus
"Technomancer"
I'll make a post specifically with the technomancer, as the rules pretty much rules them out.

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DFRPG / Our game based on fictional Tulsa, OK
« on: May 20, 2010, 11:52:55 PM »
Our game will be set in Tulsa, OK, but it's a really nice place.. not terribly scary...  It has ran me into a quandry, in the search for bad guys/ movers & shakers. I want our Big Bad to be either an outsider, or someone trying to summon outsiders. But one of my characters is a warden, and to research his enemy would be breaking a law of magic. What to do?

Also, Tulsa is the geographical location of the center of the universe. True story. Ask google.

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