Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - austinmonster

Pages: [1] 2 3 ... 5
1
DFRPG / Re: Dresden Files Accelerated Magic?
« on: June 08, 2015, 05:00:45 PM »
Part of me hopes they add some actual Stunts to the DF accelerated.   The idea that you just kinda come up with them is fun for some systems, but I think DF does better with a little crunch. 

That's great for Evocation, but you gotta wonder how Thaumaturgy is going to work. Arguably, that's the most complicated thing in the book!  I hope they come up with something simple for it as well.   Someone on Reddit said they may use something like what Astral Sea does. 

2
DFRPG / Dresden Files Accelerated Magic?
« on: June 08, 2015, 04:01:40 PM »
First off - I love the Dresden files game.  I've been reading it since it came out, and even ran it a few times.  These few instances were usually for family and friends though, and my FLGS has opened up a game center where people can play and run RPGs.  The problem that I've run into is thus, the more and more I've been reading, the more and more I realized that this system will be very difficult to teach newbies.  Fate is pretty simple to begin with, but the magic system of DFRPG is just ponderous.  It's heavy.  Normally I wouldn't mind that so much if it was just some esoteric part of the system that wasn't very central to the game - but let's be honest, Magic is what makes the Dresden files cool! 

When Evil Hat's big kickstarter came out, I was elated to find out that they were doing an Accelerated version of the DF rules.   However, the more and more I'm reading different versions of Fate, I can't help but imagine - how the hell is it going to work?

How is Fate Accelerated going to handle the Dresden Files magic?  Is it going to be just kinda handwaving?  Will there still be the stamina cruch?  Will they manage to keep the feel of the game while smoothing out the sheer pagecount of rules?

3
DFRPG / Names for a type of magic
« on: December 02, 2010, 03:21:46 PM »
I have a dumb request. 

I've been toying with the idea about making a practitoner who manipulates light and darkness. 

If pyromancy is heat or fire magic, and cryomancy is ice magic, and chronomancy is time magic.... what would you call "light magic?" 

The best latin I can come up with his "Lux mancy"  but that sounds very inelegant. Can anyone here help me come up with a good, smooth name for light-(and darkness) based magic?

4
DFRPG / Re: Running tonight and freaked out!
« on: September 03, 2010, 05:47:53 PM »
I had this same problem a month or so ago.   This board was really usefull in helping me out.

Look at http://www.jimbutcheronline.com/bb/index.php/topic,19488.msg862634.html#msg862634 to see the advice the gave me!

If it helps - the first session is almost always just character creation and city fabrication.  The real pressure won't be on you until the SECOND session.

5
DFRPG / Re: Dresden files in DFW
« on: September 03, 2010, 03:43:10 PM »
Woooo!  I've got a small group up in Denton!

6
DFRPG / Re: Custom Dresden Dice
« on: September 02, 2010, 03:31:53 PM »
Oh no, it's not nearly as pretty, but sometimes the whole rough and jagged aesthetic fits your character or the mood.   

Post Apocalyptic Dresden Files!

It's a lot cheaper either way

7
DFRPG / Re: Custom Dresden Dice
« on: September 01, 2010, 06:17:24 PM »
You can get blank dice yourself.  I found mine at a teacher's supply store of all things (they use them to teach math I think).

a few minutes with a sharp piece of metal and a sharpee (gouge the + and - and then coat with said pen) and you have some perfectly serviceable, if not rough looking, dice.

8
DFRPG / Re: How Do I Handle Equipment?
« on: August 13, 2010, 05:13:27 PM »
I think the best way to handle it is to use scene aspects judiciously.   

"sub-tropical summer temps" could be a scene aspect that you could not really use on most people... but on the infirmed, those wearing heavy clothing, sports mascots, and snowmen enchanted via a magical hat, it could very much so be used as a basis for compels.

For most folks in a scene, invoking "heat wave" on them might do little more than make them clammy and sticky feeling, and the GM would not really allow it.  But for your more burdened individuals, you could use the compel/invoke as per normal. 

9
The only solution that i've been able to handle thus far are one of three - standard d6s altered to look like fudge dice (my least favorite) - blank dice that have been scraped with the + and - (drimel tools rock), and a deck of 54 cards (+ - and 0 written in the corners of 18 cards each).   The last option is by FAR the cheapest, but not much like traditional RPGs.

Maybe I played too much deadlands.

10
DFRPG / Re: I believe I can fly.
« on: August 12, 2010, 08:16:19 PM »
Evocation would be simple... remember NOTHING you make with evocation will last a whole long time. You'll always have to feed shifts of power into it.  This would work the same way!  Roll just have it be like a sprint action instead, roll evocation.  Take shifts from that to add to duration, and at least one shift to ignore earthbound borders (the FLIGHT part).  While they are in the air, just roll discipline again to feed MORE shifts of power into it.   

Mind you, after fifteen or twenty exchanges, he's going to be out of mental stress, and he's going to have taken a few consequences from all that mental stress he's taking.   He'll be wanting to land sometime soon.   It IS extended flight thought... just don't count on using it to get around airlines.  Going across town is attainable... across STATE is very much so not.

11
DFRPG / Re: I believe I can fly.
« on: August 12, 2010, 02:37:55 PM »
I'm not sure it's laid out in the rules, but Evocation can do most of the other stuff a standard character can do - Attack, block and maneuver.   who's to say you can't use evocation to move?  You'd roll your discipline and then spend shifts on duration and space covered... maybe one shift to put the fragile aspect on yourself "Up up and away!" 

Yes, you might want to have another spell ready to block the damage from landing, mind you.

12
DFRPG / Re: Dealing with a fairy
« on: August 12, 2010, 02:30:59 PM »
I'd say as long as they don't have any refresh-reducing powers, they are still a "pure mortal."  Once they start getting some refresh-subtracting things (other than mortal stunts) then that's some sort of supernatural jazz taking wrapping it's mojo up into them, and therefore, they aren't really mortal anymore. 

yes, I know pure mortal is a purely mechanical thing, but it can bleed into the IC world if you want it.  For example, I have a character in my group who's catch is free will, so any actions committed with a deliberate intent by a mortal (or other creature not bound by their nature... pretty much just mortals and PCs).  Their toughness abilities are just a blessing from Freya to help protect him from the things outside of Midguard.

If it's just an aspect, then it's fine.  it's not changing who THEY are, just what they can do.  the moment it starts changing who they are... then they loose that two point bump. 

If the knight of the winter court ever gets excommunicated, stripped of his status and denied his powers, I'd say that he'd effectively go back to being a pure mortal. 

13
DFRPG / Re: Possible Trapping for Echoes of the Beast?
« on: August 06, 2010, 03:39:29 PM »
Doh!  You're right, I just suggested adding in a Trapping for something you can already do, huh?  If I take your suggestion and remove the -1 penalty for moving a zone while performing and action, would you allow that to stack with the Casual Movement power of Inhuman Speed and let the character move two zones while performing such a Manuever?

I would say that it does sir, I would say that it does.  This is just ONE idea though, i'm sure there are many more people out there who have better ones.

14
DFRPG / Re: Possible Trapping for Echoes of the Beast?
« on: August 06, 2010, 02:50:33 PM »
well, the FATE system doesn't REALLY have different types of actions like, say, DnD does (with the exception of the supplemental action, but you don't get those for free)

It would make more sense to say  if you DO use your action to get set up a maneuver based on Athletics, or Deceit, or Stealth, then you don't suffer the usual -1 to your roll for moving a zone in the same turn.

I know you can move one zone as a supplemental action, but I'm pretty sure sprinting takes up your whole turn.

15
DFRPG / Re: Magic, Song, and Lawbreaking
« on: August 05, 2010, 04:19:31 PM »
I think, at the end of the day, it's a combination of the effect, and the means used to reach said effect.

Perhaps just as important as taking away free will is the part of piercing their mental barrier and making them more vulnerable to the things that go bump.  I'm not sure if they actually talk about the Ego Barrier in the book, but that's how i see it.  It's what separates the Ego (the sense of self) from that which is not ego.  One you break that skin, you have a hard time differentiating what is you, and what isn't. 
(click to show/hide)
  It's a bit more esoteric, but that's how my little fevered brain sees it.

If you want to be really exact about it, some could say that emotions originate in the body, not the mind.   Emotions are hormone and limbic reactions to stimuli. They originate stomatically in whatever parts of the body control adrenaline and the like. Sorry, i'm not horribly well-read on these things.

Pages: [1] 2 3 ... 5