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Messages - wednesdayboy

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DFRPG / Re: What Makes A Play-By-Post Game Last?
« on: June 09, 2011, 07:12:54 PM »
I've run a lot of PBeM and play by post games over the years, the one things I have always avoided was any hint of game mechanics -
The most successful and long running ones have all had one critical aspect in common;
They have all revolved around people tell their characters stories in the style and pace they want, with other people's players turning up as 'bit parts' in the other persons plot and only with permission. (In many ways they are more 'MUSHes' than 'games')
However this way if a player drops out it does not strand others mid game. In fact 2 of these games have carried on without the ref for long periods of time when my  real life got in the way and I didn't have time to supervise/ write anything.

I agree wholeheartedly.  I've played in three PBeMs that have lasted years and I think one of the biggest aids is that there are no mechanics involved.  By having it purely narrative, scenes that could get bogged down by mechanics stay lively and fresh throughout the scene.

I'll also echo the sentiments that the GM has to be invested because without them there is no game.

And one way the longest running one of our has lasted is by not being afraid to resurrect it.  We've have two or three long breaks (primarily because the GM has gotten too busy) but eventually when schedules have settled down we're willing to give it another go.

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DFRPG / Re: I'm just not a good gm...
« on: May 17, 2011, 03:33:50 PM »
1. I'm constantly having problems with the investigation part of my games. Having the whole city to go looking for information seems to be to big for my players and they constantly lack ideas for finding clues.
The wizard in the party sometimes figures out ways to use his thaumaturgy to find clues but the ninja-detective-werecat character has problems using her skills to her advantage.
Another problem for me is that i'm bad at helping them figuring it out. How should i give them clues without going "yeah you just need to go to this place over there and you will find everything" - that would be boring.
I have no idea how they will try to find info so it's hard for me to plan that or to even know how they could get that info.
I have run good "hey, that's the problem" sessions and good action ones, it's that legwork and detective thing that troubles me.

I recommend the players have an in-character discussion on what they want/need to investigate and how they should go about it.  This will make you aware of the general direction and tactics they are thinking of using.  Since you'll know their overall gameplan you can see what cracks need to be filled so that your plot is revealed within the general gameplan framework that they provided.

The other general piece of advice for an investigation campaign is to make sure that the investigation continues forward with each session.  As a player in an investigating campaign there's nothing more frustrating to me than coming up with no clues.  And to tie it in with that first recommendation, if you know my gameplan you should be able to plan out spots to give clues so it feels natural.

My last piece of advice is purely my preference but I hate getting information simply on an Investigation or Contacts roll.  It feels like I didn't use any creativity or brainpower to earn those clues.  If the clues I find are worked in more organically I feel a sense of accomplishment and enjoy the investigative campaign much more.

2. I'm lazy. I'm constantly underprepared and have to run a lot of stuff on improv. That's okay for me but the game is lacking because of that. Any tips for GMs that don't like to plan that much ?

This sort of applies to #1 as well but our GM often asks for an idea what our characters plan to do in the upcoming session.  The players are by no means required to stick to that plan but having an intended plan helps the GM focus on what material to prepare and how to make sure another step to the investigation is made.

So if you ask us what we want to do this week and we tell you we want our characters to investigate the Shady Nightclub, you can focus your preparation efforts into the Nightclub, the NPCs who should be there, the clues that you're going to give away there, and how the clues can/will be revealed.  Maybe we will get distracted and not end up at the Nightclub but if we stick to the plan you have a well-prepared session without having to break your back.

That said, the worst campaigns I've played in were terrible because the GMs did not put effort into preparing their games and often the sessions were improvised and thrown together at the last minute.  My initial reaction to your comments about being "constantly underprepared" and the "game is lacking because of that", was that if you're unwilling or unable to put the proper preparation into the game that you should step aside for a GM that is willing or able to put in the effort.  And I'm sure that some GMs can improv perfectly and run an excellent game with no preparation.  But in my experience as a player I was interested in playing in a new game with a GM who would prepared well than continuing in a game where the unprepared GM found ways to mitigate their lack of preparation.

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Great brainstorming!  In our game, my friend and I are playing twin brothers who are the Erlking's Faerie knights.  (Although we call ourselves his Hounds.)  Originally we used the book's Un/Seelie magic as our sponsored magic since neither we nor the GM had played DF before and we didn't want to start out trying to houserule stuff.  Now that we're familiar with the rules we started talking about making our own Erlking sponsored magics.

Our GM suggested Earth and Spirit could be part of his domain; Earth due to the connection hunters tend to have with the land and its details, and Spirit due to the connection of the spirits of hunters to the Wild Hunt.  We had the same idea as Tsunami with Divination and Summoning thaumaturgy being cast as evocations.  And we've tossed around the idea maybe ectomancy too because of how the Wild Hunt summons spirits to join in the Hunt.

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DFRPG / Re: Your Craziest Concepts
« on: May 06, 2011, 03:46:55 PM »
My backup character is a WCV rock star that is Elvis incognito.

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DFRPG / Re: Ghost- PC?
« on: March 29, 2011, 02:40:23 PM »
I think a ghost PC is a brilliant idea.  It's a character that I wanted to do for our game but it got nixed because of the disparities with ghosts in the books.  I'm biased because I've never read the books so I don't have a strong tie to the canon but to me in a world with magic and the supernatural practically any rationalization of why the character is a ghost is legitimate.

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DFRPG / Re: How does the sponsor's agenda fit into Sponsored Magic?
« on: March 29, 2011, 02:30:07 PM »
It's pretty much the second one.  The sponsor can offer sponsor debt for things in line with the sponsor's agenda, or even just things not strongly against the agenda if getting the caster into more debt fits well into that agenda.

Cool, thanks for the insight.  I like this option better because it'll make for more interesting troubles for the characters than simply not having access to the magic.  And troubles always make for a better story!

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DFRPG / Re: How often do you compel aspects in one session?
« on: March 29, 2011, 02:06:59 PM »
That would be 1-2 times total per session.  That number might be a little higher, the GM's been making a conscious effort to compel more often and we're still getting used to the system.  (We've only played three games total.)

So for your games if a session focused on something that a character was already inclined to do, would you still compel that character to get into the adventure?  To me that seems like the character wouldn't be "compelled" since they're already inclined to do it.  But maybe compelling less strictly would be better because it gets the FPs flowing.

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DFRPG / How often do you compel aspects in one session?
« on: March 29, 2011, 01:34:40 PM »
If you're a GM, how often to you compel a player's aspects in one session?  Or if you're a player, how often do your aspects get compelled in one session?

I'm curious to see where our fledgling group stands in terms of compels--whether we need to ramp it up or if they're about right.  I would say our GM tries to compel our aspects about 1-2 times per session.

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DFRPG / How does the sponsor's agenda fit into Sponsored Magic?
« on: March 29, 2011, 01:30:25 PM »
I'm new to the system and I'm playing a changeling with Unseelie Magic.  Last night I gave the Sponsored Magic section another read and I think I was misinterpreting how it is affected by the sponsor's agenda.

At first I thought that sponsored magic could only be used if it fit into the sponsor's agenda.  i.e., During a battle against vampires encroaching on a Winter Court holding Unseelie Magic could be slung all over the place.  But I couldn't do a tracking spell powered by Unseelie Magic on a random lost kid if the Winter Court has zero concern for the kid.

But upon re-reading the Sponsored Magic section and the brief examples it gives, it sounds more to me like you can use the sponsored magic as limitlessly as someone with Evocation and Thaumaturgy can but it allows the sponsor to exert its agenda upon you the more you use it.  The example given was something like, the more you use soulfire, the more able the sponsor is to force you to drop everything to fight a demon or force you to forgive your mortal enemy.  But it doesn't imply that you can only cast soulfire for holy purposes.

I'm not sure which is right but rereading it shed it all in a very different light.  What do you all think?  How should it be interpreted?  (Thanks ahead of time for the responses!)

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DFRPG / Re: Does the defender inflict stress on the attacker?
« on: March 22, 2011, 02:30:56 PM »
Ah, cool.  Thanks for all of the replies!  It's reassuring that I wasn't imagining things.  This time...

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DFRPG / Re: Does the defender inflict stress on the attacker?
« on: March 22, 2011, 01:57:04 PM »
So are you saying "Riposte" is a mortal stunt in the book or such an action would require some sort of stunt?  (Sorry, I don't have my book with me to check on my own.)

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DFRPG / Re: Making Social Encounters Work
« on: March 22, 2011, 01:55:02 PM »
If you can pull off subtle, great, go for it, but I've found that the unsubtle NPCs are the ones that stick with them.

I think that's a very good point for roleplaying in general.  It's easy for someone on either side of the screen to have their characters be so subtle that their personality or intent gets missed by the others at the table.  I wouldn't go so far as caricature or farce but you shouldn't be so subtle that no one is picking up what you're dropping.

And that probably impacts social encounters as well.  If your character makes a very subtle inference that everyone misses you wouldn't know it should be a social attack.

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DFRPG / Does the defender inflict stress on the attacker?
« on: March 22, 2011, 01:35:16 PM »
Hi all,
I'm very new to the DFRPG (we've only had two sessions so far) and I'm probably not going to use the exactly correct terminology for this question, so please bear with me.

I thought I read somewhere in the book that in some situations when a defender rolls to avoid an attack, if the defender's roll beats the attacker's roll the attacker takes the shift difference in stress damage.  (So if the attacker got a 5 and the defender got a 7, the attacker takes 2 shifts of stress.)  Sort of like it's a riposte.  I feel like it was described in one of the italicized example play sections but that's all that I remember.  It may have a narrow focus--only apply to certain situations or skills, require a supernatural power or mortal stunt, only used in a specific application of magic, etc.

Anywho, I'm having a devil of a time finding anything about it and I'm not sure if that's because of the (IMO) poor organization of the book or because I dreamed it up completely.  So I figured I'd turn to the experts--you guys!  If you have any insight, please let me know!  Thanks a ton!!

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