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Messages - FangGrip

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1
DFRPG / Re: Social Combat
« on: November 05, 2010, 07:50:11 PM »
My group seems to enjoy them a lot.

Try and work the rolls around the conversation.  Try to think about what the active player is trying to attempt.  Let them say more than a few sentences, let them get across an idea.  Then roll, and let that partially dictate the response of the other player. 

Most of my group seems to get the somewhat odd flow that social conflicts generate, and have really gotten into a few.  Oh, and try to have definitive goals for each side of a social conflict.  It will really help with concessions.

2
DFRPG / Re: shapeshifting speed up
« on: October 22, 2010, 04:33:33 PM »
Why do you want to speed it up anyway?

I like Papa Gruff's idea about the stunt personally.

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DFRPG / Re: Who can enter the Nevernever?
« on: October 19, 2010, 06:34:41 PM »
It seems to kinda work as Thaumaturgy at the Speed of Evocation.  Kinda like how many of the sponsored magic options work.  Thats how I am running it anyway.

4
DFRPG / Re: Playing a Psychic...?
« on: October 05, 2010, 01:47:15 PM »
I'm not sure that mega-psychics fit the "canon" setting of the world.  That said, its your game so go with it.

It seems that people are generally either minor talents, and he uses them to fill in the role of real world psychics.  You know, the kind that are generally considered con-artists and charlatans in our world.  Just the perception, not saying one way or another about the beliefs of others.  It gives a certain feel to the setting, where people are usually just prey to those few larger, nastier, supernatural monsters.

There is no reason not to be "granted psychic powers" from a sponsor though.  Especially if the sponsor is not exactly up front about their true motives.


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DFRPG / Re: Just Announced: Paranet sourcebook for the Dresden Files
« on: October 04, 2010, 08:43:15 PM »
SWEEEET!!!

6
DFRPG / Re: Quick Adventure Ideas
« on: October 02, 2010, 12:24:35 PM »
Well so far in my chronicle I have run two scenarios.  The third is just starting up, so I don't want to give anything away to my players.  Keep in mind, these are just the adventure seeds I used.  A full explanation would be too long and frankly less interesting for those not involved.  Kinda like the whole "lemme tell you about my character..."


During a massive heat wave, a group of Thirst Spirits called Kavir arrive in town from the NeverNever.  They start off slow, dehydrating people but begin sucking the populace drier and drier leading to deaths.

---

A group of bikers stage a daring train robbery for a bible transported by a courier.  The bible is an evil artifact that only reveals its true nature when viewed with the sight.  The bikers are lead by an evil priest of an outsider who wishes the bible for his own nefarious ends.  To make matters more complicated, one of his lieutenants wants revenge on a local judge who put him away for assault several years ago.


7
DFRPG / Re: First Law Question
« on: September 24, 2010, 08:20:06 PM »
In my opinion, a better analogy would be this: say you're on a diet, and your significant other is strictly enforcing the diet at home.  But at work, you sneak a half dozen donuts from the cafeteria ever day.  Now, you *might* be able to fool your S.O. for a while, but you CAN'T fool your belly.  And eventually, your S.O. is going to notice that your spare tire has expanded despite the diet, and is going to start fingering that big, shiny, sharp Warden's sword...

You might be able to pull one over on the Wardens for a bit.  But the metaphysical Laws can't be lawyered, and the stain on your soul that reflects the breaking of the laws will get noticed eventually.


Yikes!  Good analogy, but it sent shivers down my spine.

Now where did I put those donuts?

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DFRPG / Re: Homebrew Stunts
« on: September 24, 2010, 01:04:31 PM »
Endurance:

Spell Resistance: Your body rejects the effects of magic more effectively than most. You have a natural armour score of 1 against magic which stacks with everything.

Shouldn't there be a reminder that this stunt cannot reduce the minimum stress inflicted by evocation below one?

9
DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 14, 2010, 09:21:20 PM »
Another idea is one that I just used in game.

One of my players is a Police Officer who assisted the group in rescuing a kidnapped Judge.  They did a good job, and she got the "The Station Chief's Approval" as a moderate reward (anti-consequence).  I treat it like an Aspect that she has a free tag on once, and will remain for a while.  She can invoke it for a favor here or there using Declarations or to improve certain rolls.

The great thing about this system is while there is not a lot of hard rewards (except for milestones), there is always an in-game reward that may be ephemeral that the players may really enjoy.

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DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 14, 2010, 09:15:06 PM »
It really is easier than you might think.  Just start slow and let yourself get into the groove.

And don't be afraid to let your players shoulder some of the work to keep track of some.  Esp the ones they inflict temporarily.  Heck, Im sure you have juggled more info in a large scale battle from D&D than you will in this game.

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DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 14, 2010, 08:59:15 PM »
As far as cash and goodies go, unless they provide real in-game benefits, I assume that they will lose interest in them after a while.  What good is cash if they can't buy anything that changes their situation with it?  For example, we are playing with people who IRL own various guns (for hunting).  I am going to allow them to start with them, since they are after all playing as themselves.  One owns a 357 magnum, if I remember correctly.  That should equate to a Weapon-3 by the chart.  Where does one go from there?  A Weapon-4 would be like a 50-cal MG.

There is a wide continuum of role playing games in the world.  Some of them tend towards nit-picking every detail with lots of stuff, loot, powers, and other "goodies".  Others are more story based and focus towards the broader strokes of the story over equipment.  Dresden Files is one of those games.

If your players need the loot and the constant in-game stuff acquisition, they may be happier with a more standard game.  Find a few people who would be happier with character development in a less structured system to try out DFRPG.


12
DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 14, 2010, 06:40:46 PM »
They will gain access to more skills and stunts as time progresses.  In addition, certain character templates may open up based upon their actions.

13
DFRPG / Re: Custom Dresden Dice
« on: September 10, 2010, 01:51:57 PM »
If I already didn't have some I'd go this route... but I'll be passing this on to others.

What?  You can't always use more dice?!?!?!
 :o


14
DFRPG / Re: CCTV surveillance - effects on non-mortal PCs
« on: September 08, 2010, 01:22:19 PM »
And now I have a mental image of a Loup Garou in a straw boater and a walking cane singing "Hello my baby, hello my darling, hello my rag-time gal!"

Should'nt it be one of those frog demons from the first book?

15
DFRPG / Re: Sidhe Knight of Santa
« on: September 07, 2010, 08:23:15 PM »
Another idea, spoiler aside, is to use elements from Terry Pratchett's Hogfather.

Not a cleaned up kiddie version of Santa that you would find in most stories or movies.  Blood, sweat, and pork.  Very visceral.


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