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Messages - MrMacguffin

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DFRPG / Re: Non-magical disruption of thaumaturgy
« on: August 16, 2011, 03:39:54 PM »
Cool - thanks folks!

Ended up not being an issue, since one of the PCs made a choice that removed the need for that scene (the one with the wards).  The session went great, and was maybe one of the easiest "let's learn the system" games I've ever ran or played.

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DFRPG / Non-magical disruption of thaumaturgy
« on: August 15, 2011, 12:02:31 AM »
Hey folks,

Getting my small group together tommow for the first time. We're doing Neutral Grounds prior to starting a campaign so everyone can get the hang of the rules.  While goin over the write-up, I came up with a question I couldn't find an answer for - maybe you can help.

Without spoiling the module, there is a spot where the players may need to disrupt a ward.  With a practitioner, I can see a couple ways to do it. But if the party doesn't have one, how would you handle it?

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