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 - TitaniumMan

Pages: [1] 2
1
Author Craft / Using writing tricks for RPGs, and vice versa
« on: August 07, 2011, 01:07:06 AM »
Has anyone used fiction writing techniques to improve how they play their roleplaying games, and vice versa?  Me, I used to read a lot of fiction writing books back when I had aspirations of trying out fiction.  These days, I prefer to get my creative jollies out in RPGs, but the stuff I learned in those books - strong characters driving the plot, especially - has really improved my game, both on the player and the GM side.  Has anyone had this kind of experience before?

2
DFRPG / Re: I am Iron Man
« on: August 06, 2011, 09:41:05 PM »
There should be an aspect related to building things out of scraps inside poorly-lit locations.

3
DFRPG / Re: Long Term Character Development andother stuff
« on: August 01, 2011, 04:55:34 PM »
You'll also want to change Aspects so they continue to fit so you can invoke/compel them in-game and have it make sense.

4
DFRPG / Re: Rewarding your Emissary
« on: August 01, 2011, 04:18:44 AM »
My emissary was rewarded with bigger claws and tarantula hair...I don't think that's out of character for some lords, though.  Never read the books though.  Any boons ever turn out to be that sort of traumatic in them?

5
DFRPG / Re: Werespider
« on: August 01, 2011, 02:05:07 AM »
Yes, quite understandable. But I still think ranged webs doesn't model the Spider existence closely enough. It's Fine for others (Like you, TitaniumMan), but for me, I'd rather pull the webbing from my spinnerets manually, more like the spider I emulate.

Note: the character I'm making has a Trouble of "Conflicting Natures", and is expected to at some point be compelled to run off into the woods to do spidery stuff instead of changing back and rejoining the party after a fight. Perhaps it's my concept of the shifter whose creature nature is very strong that's coloring my view of Spider-Man style web shooting.

That's perfectly fine.  Even so, you don't have to use Breath Weapon like an attack if you do take it.  Just take a -1 Webbing version cleared with your GM and fluff it as pulling the webbing from spinnerets.  Breath Weapon reads as a "self-generated projectile".  Just take out the projectile part if you so choose.

Well, I'd tend to prefer what you've described over someone with spider-man style web-shooters; it feels a bit more real to me.  (And more interesting; the trouble aspect in particular.)

Then again, I was never much interested in superhero comics, so perhaps that's coloring my views.

Hey, Sylene's a spiderwoman who's undergoing withdrawal, she's got enough troubles besides her Spider-Man style webshooting :V

6
DFRPG / Re: Werespider
« on: August 01, 2011, 12:47:29 AM »
Honestly, I think using Breath weapon to represent webbing is a little odd. How many spiders actually shoot webbing at their victims? (And the giant spider from Godzilla on Monster Island doesn't count) :)

My character does :V  Just like Spider-Man, except she releases them from slits in her palms leading to spinnerets deep in her arms.  That's why I went with Breath Weapon - it's the only real power I found where you can expel something like that.

7
DFRPG / Re: Werespider
« on: July 28, 2011, 11:45:41 PM »
I play a spider-esque creature.  We simply turned Breath Weapon into a -1 Webbing power that let you get a free tag with the Sticky Aspect.

8
DFRPG / Re: JoJo's Bizarre Adventure: Stands and Hamon
« on: July 18, 2011, 01:12:16 PM »
Another option when thinking about how to model the character is to make the Stand 'the character' and the meaty body that the stand lives in be a disadvantage.  So it's fine when the character sends the stand out on adventures while sitting on his couch, because the Stand is the actual character modeled in the game system.

Each Stand has a maximum range it can operate from the user, so no sending them across town to solve all your problems for you, I'm afraid.  Plus, many Stands need guidance from their users - a few can act on their own and some even have sentience, but most of them require direction.

EDIT: There are Stands that operate more like Items of Power, I've just realized, like a Stand gun and a Stand ring.  Those might be a lot more feasible than humanoid Stands.

9
DFRPG / Re: JoJo's Bizarre Adventure: Stands and Hamon
« on: July 18, 2011, 03:45:27 AM »
I'm just thinking off the top of my head, so I haven't really thought out the process...what if a Stand was an IoP?  Give it a bunch of powers and what-not.  You'd want to give it a toughness power or something because instead of making it indestructable, it would share the characters Physical stress box.  Maybe an extra discount on the IoP for that.  Although since Stands are invisible to most you'd lose the discount for "obvious item", so it'd even out.

Mechanically, that might be the best way to approach it.

10
DFRPG / Re: JoJo's Bizarre Adventure: Stands and Hamon
« on: July 17, 2011, 03:21:25 AM »
What are Characters doing in combat while their Stands are going around doing crazy stuff?

Usually they're still trying to outmaneuver each other, find advantageous positions.  A huge part of JoJo's Bizarre Adventure focuses on tactical battles.  Fights are rarely straight-up brawls - enemies usually know enough about their Stands to attack at the best time to take full advantage of their powers.  For example, one Stand could only manifest in shadows, so it struck during sunset when shadows were at their longest.  Heroic characters tend to have more straightforward Stands that can attack more directly, but clever enemies often work around this.

11
DFRPG / Re: JoJo's Bizarre Adventure: Stands and Hamon
« on: July 16, 2011, 08:18:08 PM »
Does one person have several Stands that can do different things?  How many Stands can a person tap into at once?

It's usually one Stand per person, though there are Stands that can break up into multiple bodies.  One Stand was actually comprised of six tiny spirits, and another manifested itself as particles that the user could bake into food to make it tastier.  Other Stands have even manifested as mold or a radio tower.

12
DFRPG / Re: JoJo's Bizarre Adventure: Stands and Hamon
« on: July 16, 2011, 02:52:06 PM »
Fair enough.  Stands cover a LOT of potential abilities, plus they can also interact with things at the user's command.  There isn't a custom power already statted up for summoning minions, maybe?

13
DFRPG / Re: JoJo's Bizarre Adventure: Stands and Hamon
« on: July 16, 2011, 01:17:18 AM »
I'll go into more detail, then.  Hamon is a martial art that focuses around mastering the body and harnessing the power of the sun to fight vampires.  By controlling their breath, Hamon practicioners can enhance various biological aspects of their bodies, like nullifying pain or slightly extending limbs by disconnecting joints temporarily.  They can also infuse and transfer energy through objects.  Water is especially effective for this - Hamon is also known as "the ripple" since energy transfers like the ripples in a lake.  In the first demonstration of Hamon, a user was able to strike a frog sitting on the rock, transfering all of the power to the rock and shattering it, leaving the frog unharmed.  It's very effective against vampires and undead by transfering life energy into their bodies and destroying them.

Stands, meanwhile, are a manifestation of a person's spirit, said to be comprised of the same life energy Hamon users tap into.  It's called a Stand since the spirit stands next to you when it appears.  Only Stand users can see Stands, and they tend to subconciously attract each other.  Those who can't see Stands usually consider their activities to be paranormal, like upset ghosts haunting a house to use an example.  Stands are usually humanoid but can come in a variety of strange designs and configurations that represent the kind of spirit the user has.  Their powers usually reflect the user's hobbies or personality traits, but they manifest in strange ways.  Some of them include supernatural reflexes, freezing time, summoning small bodies to kick bullets towards targets, diving through ground as if it was sand, creating portals that can be unzipped via huge zippers, and so on.

Stands have several rules that govern them - only Stands can hurt Stands, any damage a Stand takes is transfered to the user as well, and they must be maintained with the user's breath.  Furthermore, just because a Stand can't be seen by normal people doesn't mean its powers can't manifest in the real world in a variety of ways.

14
DFRPG / Re: Aspect Suggestions: Investigator, Puzzle Solver...
« on: July 15, 2011, 09:39:16 PM »
Every Puzzle Has An Answer!

Because I shamelessly ripoff video games, movies, and songs for my aspects.

15
DFRPG / Re: For "Standard" Gamers, Why Aren't Aspects Stunts?
« on: July 15, 2011, 07:09:10 PM »
That's why the GM's there, to shut it down if things get too wacky.

Pages: [1] 2