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Messages - firegazer

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DFRPG / Re: Do you like or dislike the fate system and why?
« on: September 03, 2014, 10:15:11 PM »
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Then you wouldn't be playing dresden files, you would be playing something else. Magic is that powerful, as JB describes it " as the fundamental forces of creation". I've always thought that the game severly understates the power of a wizard in the dresden files. If you uread the majority of my posts I whine about this constantly.  When I picked up my copy of dresden it was to play a wizard like dresden, not his brother the vampire or a plain jane mortal like murphy. Plenty of games out there that already "balance" magic against other things, i've never been one to think that magic should ever be balanced otherwise its not magic its something else.

You're absolutely entitled to want to play a Wizard character. I'm not arguing that at all. What I'm saying is that OUT-OF-CHARACTER, Wizards just dominate in a way that isn't fair to people who DON'T want to play a Wizard. I know plenty of players who find the idea of a Changeling compelling and interesting, and that's great. They should be able to play in a game with someone who wants to play a Wizard without feeling constantly overshadowed. The way that happens has nothing to do with which group is more powerful in the game world ON AVERAGE, because PCs are, by definition, not average instances of their template. They are almost always more clever, more powerful, or more resourceful than their average counterpart.

Thus, an example of a balanced group who can all get the right amount of attention without undoing power-levels: a Warden, the son of the White King, and a mortal cop with so many Fate Points that she can get a major creature of faerie to back down just by threatening him. The son of the White King is EXPECTED to be awfully powerful for the White Court vampire template-- he's PC-level in this case. The cop in question is just the most awesome cop ever written-- she's PC-level. They all get their moments in the series, and you could probably argue that they all have the same number of Refresh Points and Skill Points. This is how a balanced tabletop should run: out-of-character, everyone is balanced, while in-character, their average templates could vary significantly.

If magic is really that powerful, then it should cost more out-of-character points to choose it, so that other PCs can compensate accordingly. My argument is thus: I don't WANT to nerf magic. I just want to make it cost the right amount of points for how powerful it already is, so other PCs can use those points for other things, and play more awesome pinnacle-versions of their own template.

I hope that clarifies my position a bit more. It's a difficult topic to make clear sometimes.

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You could have your players play sorcerers or some one trick pony like Bender. Make sure your games stay at the low end. But expect them to get trounced should they go up against a white council wizard or "gasp" a warden. In the magical community and beyond the WC is supposed to be that bad ass. You really aren't meant to be able to fight against a preped wizard and that prep incudes the use of magic items; that is part and parcel of the wizard template. Magic items are what allow the wizard to be ready for anything, they allow him to focus on offense and leave the defence to a sheild ring or a coat with defensive ruins.

I've actually experimented quite a bit with many of these ideas already in my games, but I don't enjoy telling my players things like 'you can't play a Wizard.' That, too, can feel unfair to players, especially when there are ways to help everyone have fun while still making character choices they enjoy.

TL;DR version: Out-of-character, one PC should be just as powerful as another PC, no matter what template they are playing. In-character, you can explain this away in whatever manner you must in order to make it work. Increasing the cost of Wizard abilities keeps them just as powerful in-character, but makes them more expensive out-of-character, thus resolving this situation perfectly.

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DFRPG / Re: Do you like or dislike the fate system and why?
« on: September 03, 2014, 08:10:29 PM »
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I dont think its strong enough ingame, the books feature wizards and magic ascentral themes. The game attempts to recreate the books, magic and wizards should be an overpowering presence. I dont understand such comments in relation to that fact. If  you play this game you should expect powerful magic why play otherwise.

Because when every player character plays a Wizard, long-term games get boring. Because if Wizards are so awesome, you will always have people arguing over who gets to be 'the group Wizard' (and this does happen). Most of the other templates tend to balance out when we play, but I've found that as soon as you give a character either Evocation, Thaumaturgy, or both, they tend to really bulldoze through things compared to the other players, and that tends to disgruntle the people left in their dust.

A good way to balance magic would be to make it cost more than it does right now, honestly. Because as expensive as it is Refresh-wise, it's still incredibly powerful. That would leave magic just as powerful, but would make it appropriately expensive for that power. Another way to tone it down would be to remove the free specializations and focus item slots that come with those abilities and make people pay for them separately.

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DFRPG / Re: Turning Oneself into a Vampire
« on: September 02, 2014, 05:56:56 PM »
Part of the bathtub mythos involves the following, which gave us all kinds of gruesome ideas: the Countess of Bathory, often used in mythos as a historical figure that might have been a vampire, bathed in the blood of virgins, convinced that it would make her immortal. Therefore, we decided that the tub required the blood of virgins in order to work. Filling a tub requires an AWFUL lot of blood.

The main source our villain considered for this was actually children, since they're pretty much guaranteed virgins. He summoned up a spirit to go sniffing out virgins and stealing their blood, then carry it all back to the tub. As a result, a higher-than-usual number of children were dying at the Children's Hospital, and a PC who happened to still be a virgin ended up in a problematic spot-- especially when the villain realised he now had a sample of her fresh blood for Thaumaturgical use, if he could only separate it out.

All food for thought.

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DFRPG / Re: Turning Oneself into a Vampire
« on: September 01, 2014, 12:11:22 AM »
We once used the bath tub of the Countess of Bathory as a nasty artifact in our game. I could see that being an excellent component in the process of turning oneself into a vampire.

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DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 31, 2014, 05:50:29 PM »
I will agree with one of the further up posters-- DFRPG specifically has some rough edges due to the sheer power of magic and the use of weapons and armour. Our games have generally run pretty brilliantly in spite of those edges, but I'm still looking forward to seeing if Dresden Lives! smooths some of them out.

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DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 31, 2014, 05:16:06 AM »
Huh, I didn't get notified on this topic. It's certainly kept going, hasn't it?

We've run a number of pre-gen one-shots at GenCon-- both tabletop and LARP-- and the important part of writing up pre-gen characters is providing a short paragraph of explanation to go along with each Aspect. The DFRPG sheet has a place specifically for that paragraph-- the sheet should not be considered complete if you haven't filled it out, especially since FATE sheets are so short and simple in the first place.

Furthermore, if you're running a pre-gen one-shot in FATE, WHY IN GOD'S NAME would you not tailor it so that every pre-made PC has a useful skill for the one-shot when you had full control over both your player characters AND your one-shot ahead of time. That's just. I don't even. It's like writing up a group of all rogues for a D&D game and throwing them against all undead or oozes who are immune to sneak attacks.

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DFRPG / Re: Dresden File LARPing
« on: August 31, 2014, 05:10:09 AM »
We used the tabletop DFRPG system, actually. We've run a Dresden LARP at GenCon for the past two years now-- last year was 'City of a Thousand Cross-Roads,' while this year was 'City of Abandoned Hope.' Our games were 3 nights in a row, around 50 players each, and the system handled beautifully. Both games have been, hands-down, some of the best games I've ever had the pleasure of running-- a lot of that has to do with how positive and collaborative the FATE system is, and how it encourages good player interaction.

Before I ran DF, I was involved with Darkness Remembered White Wolf LARPs for a number of years, and before that, I spent some time as a player in Dark Duality LARPs-- if you spent any time with either group, we may have crossed paths.

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DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 29, 2014, 11:32:02 PM »
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My point was more along the lines of 'you don't need those as rules in the system', provided you're working with a solid, mature player-base (that's a very big caveat, I know ;) ).

Yeah, when you're used to running large games, you start grasping for every little advantage the system can give you. Also, not being able to vet and choose your players has an effect on which way you go. We always have to plan for problem players that might walk into the game randomly with legitimate tickets in-hand. It takes an awful lot of bad behaviour to make it possible to kick those players out, and it always gets messy when it gets that far. I much prefer a system which naturally handles problem players and integrates them into the game in spite of a few asocial tendencies.

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Basically, I think out-of-character conflict resolution should be an informal, not-enforced/rewarded-by-the-rules thing.  It's out-of-character.

Strangely, I find the carrot part of Fate Points to be super-helpful. It's not a huge benefit-- what's one Fate Point going to get you?-- but it seems to be just enough to make players role-play more. Even veteran role-players with a preference for solid story and characterization start getting reserved about role-playing in systems where it's continually mechanically punished. I even catch myself doing it at times, and I absolutely LOATHE min-maxing. I'm also tickled by the idea of making your Aspects based on both your best and worst attributes, all in one. It took a while to get the hang of it, but once we started phrasing Aspects properly, the Fate Point economy's give-and-take got super-interesting.

Edit: To clarify a bit, since I rambled off-point some: small carrots seem to be the nudge our players need to tend toward peaceful OOC resolution rather than salted-earth policy. The reward part also trains them, in a sense, to be more likely to handle OOC conflicts maturely in OTHER games, even though the carrot isn't there anymore. Pavlov has struck again.

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Your LARP does sound quite awesome, by the way, and if I ever end up at GenCon I'll be sure to swing by for some shenanigans!  The simplicity of FATE does seem like it'd be better for LARPing than White Wolf or other systems (like Shadowrun *shudder*.  I love the game, but the rules are a little much for anything besides 4-7 people at a table and a couple charts).

I actually had to swear off running giant LARPs for a few years, starting the next one. I've got too much on my plate for the moment to handle it properly. But a bunch of my assistant Storytellers and players have banded together to continue the tradition. If you're interested in jumping in, I can give you the info on the group.

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DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 29, 2014, 10:55:28 PM »
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As far as what you're saying, firegazer...  This is just my opinion, but I wouldn't call those systemic problems.  Those come across as people problems; some folks naturally hog attention, some folks see flaws as bad things, and some folks don't think figuring out how things will go down out-of-character is the right way to go.

You could add a lot of the useful out-of-character resolution rules to any game you wanted-- but most of them don't inherently have those rules, and a lot of them explicitly argue that you should *punish* players who step out of line using in-character punishments, rather than just... you know, talking to them about it reasonably. This is one of the main reasons I've seen LARPs fall apart, among others.

From a purely experimental standpoint, I can tell you this: using the exact same set of GMs and the exact same set of players each year, I have had 'okay, I guess that was fun' White Wolf games and 'my god that was the best thing I've ever played' Dresden games. Heck, we even played the game in the exact same conference room at the exact same hotel at the exact same convention. The use of FATE is literally the only thing we changed in this equation, which is why I strongly suspect that it's the game system at work.

This year, we had a lot of potentially bad situations based on player personality which normally would have blown up and made for bad feelings in a White Wolf game. Because we were using partially out-of-character resolution, though, everyone had fun with the situation instead. This part, I can tell you with 100% certainty-- I saw the situation brewing, and I saw when it was naturally and handily disarmed by the FATE rules in play, without any intervention on my part. That was... very, very cool to watch.

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DFRPG / Re: Let's Stat Up The Slender Man!
« on: August 29, 2014, 08:54:51 PM »
This post is a bit old, but I thought it was amusing, since we had a DFRPG game at GenCon called 'Don't Say a Word.' Slenderman was our main villain, and we do, in fact, have him statted up.

We assumed that the Slenderman was a fetch-like creature a la Proven Guilty. Fetches take the form of popularly frightening figures, so it made sense to us. We didn't make him a faerie-- instead, we made him a spirit from the outer reaches of the Never-Never with fetch-like qualities-- after a bit of time, the fetch started actually BECOMING the thing people were so afraid of, rather than just impersonating it. You could easily stat him as a wyldfae fetch, though, and just make him a particularly inhuman, confusing one.

We statted him according to the power-level of the game, which is generally good policy. That game was an 8-refresh PC game, with 6 PCs, so we didn't go too overboard with him-- he was invisible to adults, but fear-eaters like Malvora could smell his presence, the Sight could pick him out, and people could still aim in his general direction. I believe we added a caveat that one of the adult characters who had been involved in a major fire could see him, too. We gave him all the usual fear-eater abilities, plus Spiderwalk, Worldwalker, Supernatural Speed, and Inhuman Recovery. His Catch was True Courage-- we've mused that House Malvora probably has that Catch as well. In one of our sessions, our Malvora PC decided to try feeding off the Slenderman to steal its reserves of fear and weaken it-- we allowed that, because it was a cool idea.

In a different, long-term home game, we used a Slenderman built for PCs who had reached 11 Refresh at that point, so he was significantly more terrifying. I believe he had Mythic Recovery, among other things, and the ability to keep coming back to the mortal world unless you killed him while he was in his home in the Never-Never-- a pretty scary-ass place, which our GM delighted in describing in lurid detail. While on his home plane, he was visible, at least, but it's hard to scrounge up True Courage on-the-spot. We pretty much had to bring a Knight of the Cross with us to avoid getting smeared.

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DFRPG / Re: Dresden File LARPing
« on: August 29, 2014, 08:35:38 PM »
Do... do I know you? I mean, in real life? Were you maybe one of my players or STs?

I just ran a 50-person Dresden Files LARP at GenCon. I've got oodles of advice for you, if you want it. PM me and I might even be able to put you in touch with the rest of our existing group. Our player-base is awesome, and we always need more STs.

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DFRPG / Re: I dislike sponsor debt with Soulfire
« on: August 29, 2014, 08:33:58 PM »
In our games, we've generally concluded that Sponsor Debt is a mechanic to describe how using certain sorts of magic can change you. In the Hellfire example in the books, Harry used Hellfire and his temper began to destabilize. He wouldn't necessarily need to have an intelligent sponsor like Lasciel to make this happen; I imagine that plenty of demons are happy to grant Hellfire to unprepared practitioners on the assumption that just relying on that ability will start to turn them into a worse person.

In one of our games, we had someone who accidentally entered into a deal with Winter. They were given Unseelie Magic as a result. When that character had to act out debt, it wasn't because Mab herself decided to micromanage that person's actions; it was because channeling the essence of Winter too much made that character inherently more Winter-like. It left an impression on her personality. That debt could be compelled to say things like: you don't feel any empathy for this person; instead, you just feel cold disdain. Or: you want to hurt that person for insulting you. How DARE they? (This is VERY similar to what happens to Harry in Cold Days, if you think about it).

All that said: I agree with above posters that Soulfire debt isn't necessarily intelligent. It can be represented by using debt to say: you're too tired to pull that spell off properly this time, so it fizzles. Or: you just wiped out your reserves of emotional fortitude by using lots of Soulfire, so you can't handle this highly-emotional situation. You've got to concede the scene and find somewhere safe to cry.

Compels are serious business in my games, so people are always rightfully wary of taking on debt. That only makes it even better when they decide the stakes are worth it.

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DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 29, 2014, 08:19:21 PM »
To the OP: this is pretty on-topic for me right now. I just ran a giant DFRPG LARP at GenCon, and it was possibly the most successful game I've ever had, for a lot of reasons. Some of them have to do with the quality of players we had, but I suspect that a huge part of the success had to do with the system itself.

After running White Wolf LARPs (and tabletops) for years, the below were problems that constantly cropped up for me as a GM:
  • Unbalanced attention to certain players: Everyone knows the stereotype (or at least, they'll now know the stereotype) that players are mostly interested in backstabbing each other physically and politically in Vampire: The Masquerade. Some will argue that players should know this will be the case walking into the game; that they shouldn't get huffy when their guy dies, because that's just how it works. But in practical reality, certain players are just better at backstabbing their buddies, and this eventually leads to a game where certain players constantly get the short end of the stick and are told to 'suck it up.' Even in a best-case scenario V:tM LARP, I almost always had some players walk away from the experience feeling angry, hurt, and ultimately overlooked.
  • No incentive to roleplay: In D&D and, to a lesser extent, in White Wolf games, there is literally no benefit to playing out your character's flaws on a session-by-session basis. As such, it's arguable that whatever excruciatingly-detailed background you draw up for your character will actually be a mechanical drawback for you; the more you roleplay your flaws, the more NPCs and other PCs take advantage of them, and you get nothing in return. After a time, this lack of reward (and actual punishment) for playing your character as-written tends to push large groups ever-so-slowly into the mindset of avoiding real roleplay if it disadvantages them.
  • No meta-game release valves: This is a complicated one, but bear with me. In a game like D&D or V:tM, you're generally encouraged not to metagame under any circumstances whatsoever. This leads to lack of communication and lots of player upsets that could easily be avoided. Your player characters might die without warning, when the entire group might have told you they prefer more choice in the matter. These player character deaths result in a few big problems: interesting storylines get cut short, the GM has to flail around a bit to figure out how to continue them or make them suddenly unnecessary, and sometimes the GM ends up designing the game such that no player character actually matters to the plot that much, so that if they die, the plot isn't lost. This leads to a story where your players feel less invested because they KNOW that their PC could be replaced with another PC, and the game would simply keep rolling along without incident. Another time that officially-sanctioned metagaming is useful is when two player characters get into a disagreement in-game; when the two players are encouraged to compromise with one another, the game runs more smoothly. V:tM doesn't have that, and neither does D&D. It's a player-eat-player world.

These are actually the biggest issues I've had in more than a decade of running LARPs. FATE solved all of them, with plenty of style to boot.

  • Unbalanced attention to certain players: FATE is a collaborative game. Everyone contributes to the story, and there are metarules in place to make sure that major betrayals and PC death only happen when everyone is on-board and fully-informed about how it's going to go down. We've written hostile conflict into our characters in FATE, and it's actually been ENJOYABLE for once, instead of leading to inevitable player misery. Players also tend to each get their own moment in the limelight when we run FATE, though I couldn't tell you exactly which rule in the system contributes to this. It may just be a result of the holistic whole of the game system.
  • No incentive to roleplay: In FATE, playing out a character flaw gets you a cookie. I mean a Fate Point. The basic fact of the matter is that we get WAY juicier conflict and complication out of FATE than we ever did out of White Wolf. In White Wolf, people cautiously weigh the advantages and disadvantages of every action, regardless of whether their character would actually do it or not. In FATE, our players throw caution to the wind for a Fate Point, and cheer each other on when they make huge errors in judgment based on their Aspects. Players don't get angry at each other for roleplaying their flaws; they say 'ah, I see, you needed another Fate Point. I will respond by doing something dumb based on one of MY Aspects, and make the situation even more tense. Let us enjoy this character stupidity to the fullest! Fate Points for all involved!'
  • No meta-game release valves: Players negotiate out-of-character in FATE. In our most recent LARP, we wrote in an undercover FBI agent who had signed on with the Italian mob and discovered the supernatural through interaction with them. On night two, he was outed to his fellow mafia boys as an undercover FBI agent. In-character, the mob boss threatened to kill the agent if he ever showed his face again. Out-of-character, the two players negotiated how to reconcile their characters in an interesting way. 'I'll give you a Fate Point and tag your Aspect 'Loyal to the Family' if you accept my character's offer of continued help' said the player playing the FBI agent. 'I'll show up at the restaurant, knowing full well that you've already threatened to kill me, and remind you that we have a huge common enemy right now that both of us want taken care of. The Family will benefit if you trust me on this one.' The person playing the mob boss accepted the Fate Point, and the scene they role-played out afterward was pretty awesome. The ability to give each other Fate Points to resolve situations is not to be underestimated-- it mollifies players to know that they will get something concrete when they agree to help keep the story fun for everyone, and this idea that they should all work together to help each other have fun can become a pervasive, positive attitude throughout the rest of your game.

So, to be short: I've run a LOT of gaming systems over the course of my lifetime. FATE has beaten them all out, hands-down, for making things fun, equal, and positive for every player at the table.

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Calendar Event Discussion / Re: Where would YOU like Jim to appear?
« on: September 13, 2012, 09:50:27 PM »
GenCon 2013. Where I and a small group will be running a 3-night, epic-scale Dresden Files LARP. More details to follow as soon as we can officially register the LARP with the Con, around January. But I have a hunch GenCon would do some pretty egregious things to get Jim Butcher on the official author track anyway.

(We have a character if you'd like it, Jim. A vanilla mortal wimp. :D )

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Author Craft / Re: Names help
« on: June 21, 2007, 03:05:42 PM »
I'd suggest you look up some traditional demons, even just on Wikipedia. It should be fairly easy to find one with a reputation for eating kids, and I'm sure the name will be suitably terrible.  :)

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