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Messages - chrislackey

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DFRPG / Re: My Group Hates the System
« on: February 09, 2011, 07:59:32 PM »
Maybe you can tweek it a little to suite your group. What it sounds like is that your character can and are willing to roleplay, but the self compelling gets in the way. Maybe you could just have them roleplay with the aspects as a guide, and you hand out fate points when you feel it appropriate. that would IMO reduce the amount of characters pouring over their character sheets and put more of the weight on your shoulders. But hey, it might also come down to this isn't the system for you. I am excited about because my group is kind of the opposite. They are used to be dnd players, and this is their first introduction to an indie game. So the aspect system for them will hopefully help them take more narrative control. So good luck, and I hope everything goes well. And even if you decide not to run dfrpg, isn't a great reference guide anyway?

Yeah... I think that's a good idea. I think that would work if I could get them to play the system again.

I gotta say, the aspects during character creation is one of the best things I've seen in a role-playing game in years. I think almost every game can use them. I even did a Star Wars Saga Edition that had aspects and it worked beautifully. Giving out force points and the like for good RP and putting in complications. I think the beef with Dresden is that you really need those fate points and without them, characters quickly get handled. Socially, mentally physically... it's not just combat.

I'm honestly looking for something to convince my players to give it a try again. I think with a bit of massaging it could be really cool and they would love it. But I don't have any REALLY good reasons. But maybe enough GOOD reasons might get them interested. I don't know. But thanks for all the input here. It's helping me put some arguments in order!

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DFRPG / Re: My Group Hates the System
« on: February 09, 2011, 04:45:41 PM »
All very good points. And after thinking about it, I think the DFRPG is just too much work for my players. And in a way, I can see it.  Fate points fuel everything and to get more fuel, they have to be clever storytellers ALL THE TIME. So I see them looking over their sheets trying to figure out what to do in a given scene, how to move the story forward, but also incorporate their aspects. This can get tiresome very quickly. If aspects were more of a guide line and flavor than an actual mechanic, I think they would have used it when they thought it appropriate.

It's not the players really. We've played prime time adventures and Dogs in the Vineyard and these guys shine. They're really good at character development. But when a game makes you do it to survive a combat, it seems... annoying.

Am I making sense?

3
DFRPG / Re: DFRPG miniatures?
« on: January 30, 2011, 05:15:57 PM »
Very helpful! Thanks!

Self compelling was going on in the game, but the players had a hard time with this. They tried rewriting aspects, but still had a hard time with this. I do feel the aspects, while cool for flavor and story, become far too important in the mechanics. I think just giving folks a +1 or +2 here and there for modifiers will fix this dependance.

The wizard does seemed over powered, unless you get the drop on him. But few of my big bads who are non-wizards last 2 round with a wizard PC. they throw around 18 levels of stress and your player with a gun is like maybe tossing around 6? 7? Balance was an issue, but my players are good about that stuff so I never really worried about it.

I gotta say, that no one ever used maneuvers, unless they couldn't really do anything else. It really wasn't worth giving up a whole action to get a +2 or a reroll. But if the non fighting guy would do a distracting maneuver on the villain, the guy doing the actual fighting would tag it. But that didn't happen much. The maneuver is good support thing, but never used in combat by people actually doing the fighting.

I'm still fuzzy on the magic system and I've been running the game for 3 weeks. I'm not the smartest guy in the world, but I've been playing RPGs for almost 30 years. I read it. I think I understand it. Then when we're actually playing I have to look it up again.  It's just doesn't feel as intuitive as it should.

I'll definitely give my group a link to this post!

Thanks for your help!


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DFRPG / My Group Hates the System
« on: January 29, 2011, 04:47:52 PM »
I just got done running The Dresden Files for my group here in Leeds, UK. The game itself, went well. They liked the story and their characters, however the didn't like the mechanics. And seeing them in play, they left a lot to be desired from my stand point. Maybe I was doing something wrong or just not understanding. So here are my main issues and maybe you can point out some things I can do to make this game go smoother.

1) Hard to give the PCs fate points - They use them quickly and it's hard to give them some kind of inconvenience every scene so they can get them back.

2) Having to use fate points to gain bonuses - So one of my characters wants to take cover in a fire fight but he has no fate points to tag the aspect 'crates.' As I understand it, you can't use an aspect unless you have fate points. Seems very counter intuitive.

3) Complicated magic system - anytime the wizard wanted to do something, it took a while. And I have to admit, I often got fuzzy on how if you succeed on a evocation, do you add in the power to the success of the casting? I just felt like it could have been made simpler.

4) Looking up powers - it was tough looking up stats for villains. there was sort of a little cheat box at the bottom, but I had to go to the other book to look up what powers they used. I ended up making my own monster sheets with power descriptions included.

I'm really not trying to start a flame or anything, I just want to try and save this system for my group. they want to ditch it and go with something like primetime adventures or wordplaly. I feel kinda bad thinking I dropped almost $100 bucks for a game I'm gonna play 3 times. Ugh.

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DFRPG / Re: The Nevernever in Other Parts of the World
« on: October 03, 2010, 03:18:18 PM »
This is from Wikipedia...

Genie (Arabic: جني jinnī; variant spelling djinni) is a supernatural creature in Arab folklore and Islamic teachings which occupies a parallel world to that of mankind, and together with humans and angels makes up the three sentient creations of Allah. According to the Qur’ān, there are two creations that have free will: humans and jinn. Religious sources say little about them; however, the Qur’an mentions that Jinn are made of smokeless flame or "the fire of a scorching wind". They have the ability to change their shape. Like human beings, the jinn can also be good, evil, or neutrally benevolent.

The Jinn are mentioned frequently in the Qur’an, and there is a surah entitled Sūrat al-Jinn in the Quran. Islamic scholars have ruled that it is apostasy to disbelieve in one of Allah's creations. Some research by the American Jewish Committee has shown that the belief in jinn has fallen compared to the belief in angels in other Abrahamic traditions.

The social organization of the jinn community resembles that of humans; e.g., they have kings, courts of law, weddings, and mourning rituals. A few traditions (hadith), divide jinn into three classes: those who have wings and fly in the air, those who resemble snakes and dogs, and those who travel about ceaselessly. Other reports claim that ‘Abd Allāh ibn Mas‘ūd (d. 652), who was accompanying Muhammad when the jinn came to hear his recitation of the Qur’an, described them as creatures of different forms; some resembling vultures and snakes, others tall men in white garb. They may even appear as dragons, onagers, or a number of other animals. In addition to their animal forms, the jinn occasionally assume human form to mislead and destroy their human victims. Certain hadiths have also claimed that the jinn may subsist on bones, which will grow flesh again as soon as they touch them, and that their animals may live on dung, which will revert to grain or grass for the use of the jinn flocks.


Sounds very feyish...

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DFRPG / The Nevernever in Other Parts of the World
« on: October 03, 2010, 10:57:54 AM »
The Nevernever is very euro-(if not Anglo)centric as it's described in the books. I was reading up on middle eastern mythology and in some of the reading I found that the djinn have a very similar kind of thing to the fairy courts. In some myths they seem to have another world that they live in that is close to ours and they organize themselves in hierarchal structure, but more tribe based.

Anyone read anything about this? Or know of any good books on the subject?

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DFRPG / Re: Audio example of play?
« on: September 20, 2010, 11:23:28 AM »
I listend to the first episode of the dresden play session of The Walking Eye podcast. It focused on city creation, which seemed pretty strait forward in the rule book. So I didn't feel like I needed that info. The real info I'm looking for is just seeing how people use aspects and tagging and all of that in play and to see how they are interwoven. 

The second episode which I have yet to listen to, says it has more about character creation, which, again, I'm not looking for help with. Just actual play.

I understand they're trying to be completely comprehensive for someone who's totally lost, but that's not me.

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DFRPG / Re: Audio example of play?
« on: September 19, 2010, 08:49:25 PM »
I listened to the first episode and I didn't get much out of it. The rules for character and city creation were never very confusing to me, but the use of aspects and fate points in the game are what seemed a little blurry and that is what I was looking to hear more of.

Has any of the Evil Hat guys thought of doing little audio demos for their games? I think it would be really cool to hear from the creators of the game to really get a feel of how it's supposed to be done.

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 07:59:12 AM »
 * Igor attacks Dave. He has Fists at Great (+4), he rolls -1, so his effort is +3. Dave rolls Athletics (+2) to dodge, gets a +1, and also has effort +3. That means Igor hits. His claws are Weapon:4 so he does a 4-stress hit. Dave only has three spots on his track, so this would take him out. He decides to take a Mild Consequence instead (Nasty Scratches) which reduces it to a 2-stress hit, which he marks on his sheet.

I thought if you get a net "0," you miss. +3 for Igor, +3 for Dave. I'm confused.

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DFRPG / Re: No vanillas with magic items?
« on: July 29, 2010, 03:37:18 PM »
What about a mortal character that goes a sort of magical James Bond and has a huge store of magical items, but only uses them as needed?  So he may own -30 worth of items, but doesn't use them all at once. Then as the need arises he picks and chooses the ones he needs for particular missions, never using more than say... -7 worth at a time.

Is that within the rules?

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Chrislackey, wanting that endless supply of food would also cast new light onto objections to any sort of contraception from such a figure. 

That genuinely creeped me out! I love it! I think those are the scariest/creepiest ideas. When someone or thing believes they are "good" and goes about it with an insane conviction. How do you deal with something like that? 

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Boy, I just read some of the criticisms of Mother Teresa from Hitchens and I gotta say I'm surprised. Again, don't want to make this thread about religious debate.

As for the Ghoul idea... having an endless supply of dying people would be pretty helpful for a ghoul. And if you want to go really dark with it, Christianity loves it's cannibalism! Catholics (as a church) believe in transubstantiation. That the bread and wine actually becomes the blood and body of Christ! I was brought up with that being just fine, but now when I think about it, it's a very bizarre (and kinda gross) ritual.

I could totally see a religious Ghoul perverting that into a justification for cannibalism. A very interesting idea!

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DFRPG / Re: Audio example of play?
« on: July 04, 2010, 09:36:24 PM »
Great! I subscribed to the cast!

CJL

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DFRPG / Audio example of play?
« on: July 01, 2010, 05:01:23 PM »
This may be a strange thing to ask, but I would really love to hear so folks playing TDF:RPG! With all the aspects and tagging and Fate Chips being thrown around, I would love to hear how it's intended to be played. I mean, I have an idea, but I don't feel very confident about it.

Nothing really long, just a scene or something.

I would do it myself (I'm the co-host of the H.P. Lovecraft Literary Podcast), but I'm not sure how to play this game. I don't have any conventions going on soon and I live out in Yorkshire, UK!

Seeing (or hearing) examples of scenes being played out would really help!

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DFRPG / Re: Conversions for Old World of Darkness Character Types
« on: June 30, 2010, 12:29:10 PM »
This is one of the most beautiful threads I have ever seen. So much work! AMAZING! You have a beautiful heart, sir. A beautiful heart!

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