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Messages - SoulCatcher78

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1
Happy to see this finally working out!

Any word on signings (time/location) or should we be attempting to get this done after the Seminars he's involved in?

2
DFRPG / Re: What Makes A Play-By-Post Game Last?
« on: June 16, 2011, 12:12:19 AM »
Houston game stopped when our GM moved for a different job.  Haven't heard from him since so I hope all is well.  It was fun while it lasted but I wish it could have run it's course.

Seoul was a lot of fun (esp the research part...always good to learn new things) and going back to look at it I'm not sure why it didn't continue.  Missed my cue to do something and that possibly derailed the game (if so, my apologies).  I know there was a lot of tension where the GM lived (Seoul) between N and S Korea at the time.  Looks like Bosh was on back in April (now I feel all stalkerish).


3
DFRPG / Re: NEED HELP- Rome Game
« on: February 05, 2011, 03:53:15 AM »
Ghosts of the past.  Rome has enough history (a large amount of it bloody) to have a huge amount of the restless dead.  The dead can be window dressing or something more exciting (yay, go team Necromancer!) if you need them to be. 

Rome brings people from all over the world so it's possible to do "monster of the week" if you'd want to.  Smuggling things into and out of the city could be a series of events/encounters in and of themselves.

4
DFRPG / Re: Casefile: Neutral Grounds
« on: January 29, 2011, 12:29:59 PM »
Great work!  I love the idea of taking it in several possible directions (and guidelines for doing so) being outlined in the scenario.

There will be others.

Yay!  Looking forward to more like this.

5
DFRPG / Re: Possible Fate Point Token Source
« on: December 27, 2010, 11:56:06 PM »
I picked up some Style Chips for Hollow Earth Expeditions at Gen Con last year that I plan on using for Fate points.  I like the weight and durability of the poker style chips (different values help as well).

6
DFRPG / Re: DFRPG "Wizard Fudge dice"
« on: December 07, 2010, 02:47:10 AM »
My dice arrived today!

They are sweet and well worth the price.

*the Ectoplasm glow in the dark dice kick serious @$$*

7
DFRPG / Re: Google Doc Character Repository
« on: August 01, 2010, 01:21:56 PM »
Can anyone upload to this and if so do you have a template that can be filled in?

8
DFRPG / Re: Newbie questions about the RpG books
« on: July 23, 2010, 11:43:35 AM »
You should be able to turn off the graphics in the PDF to speed up your usage.  I did something similar when printing a section of the book from PDF for easier reference.

9
DFRPG / Re: Just beginning a campaign...
« on: July 22, 2010, 11:32:56 AM »
Sounds like it might be a train wreck but it sure wont be boring.  You might drive yourself crazy if you get to many plots cooking at the same time (if it's a sandbox and all of these things are possible all the time).

10
DFRPG / Re: New GM to DFRPG - one shot game help
« on: July 21, 2010, 12:01:41 PM »
As far as hooks to bring the characters into the story goes it would be best if one (or all) of them were connected with the case.  Connections will be easier to manage in a one shot (as some rail roading is to be expected) but should include at least one member of the police (that odd guy who gets all the wierd cases) and possibly a relative of Godon-Head (an equally odd relative and dabbler in occult lore) who has travelled to Atlanta for the reading of the will.  The system is perfect for a mystery driven story so you should find plenty of tools to keep the PCs busy.

The plot seems to be a solid one for a low power level (feet-waist) group and will go a long way in explaining/testing the basic rules of the system (social conflict/aspects/combat if they corner A-Ray in his studio where he has a Cthulhu knock off painting).  A nice entry point for Ado would be the penchant for serial killers (even magic using ones) to either revisit the crime scene or try to insert themselves into the investigation so they observe how "smart" everyone thinks they are.

11
DFRPG / Re: Fudge Dice
« on: July 14, 2010, 12:11:52 AM »
I will have to check them out at Gen Con this year.  I think they did a promo die for the 2008 Gen Con and they make some darn fine looking dice.

The Cthulhu and Munchkin dice rock as well.

12
Not sure about where the rules would be for team effort (other than groups building aspects that compliment each other for a big KABOOM kind of finish).  Mostly the use of things like this are inferred by the "only roll when you think it would be good for the story" language used throughout the game.  Show some latitude to your players and you will see all sorts of experimentation throughout the game.

If you don't tell them there's a box to think outside of, they wont realize that they're doing it naturally.

13
Papa Gruff is a Ninja mind reader, watch out.   ;D

14
As far as armor being slow and cumbersome, you can just build that into the description of the NPC (no real need for reasonable statistics).  As a PC I would want to make a declaration that the armor makes them "Move like a turtle" if I was trying to outrun them.

As far as the field of vision goes, I see your point about the second player.  There's no sense rolling dice if it doesn't add to the fun so I would have the group make a single roll to get past the guards as long as they're together.

15
DFRPG / Gen Con roll call
« on: July 09, 2010, 12:31:59 PM »
I noticed that there will be an Evil Hat booth this year (#2339) so will any of the authors be available for signings or demo games? 

Are pick up games a possibility (i.e. shoule we monitor twitter just in case)?

Which of you from the forums will be attending?

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