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Messages - amberpup

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1
DFRPG / Re: Playing a true, Pure Fae
« on: December 02, 2012, 03:19:04 AM »
Not sure if you misunderstood my question or if I'm missing your response.  My question wasn't "What is interesting about the number three?" it was "Why do you want answers handed out just for asking?"  In other words, why should an NPC 'have' to answer just because he's asked?  Perhaps I should have continued with "How will it affect the game?"

Seems the game might devolve into "beat up a fae for the answer".  Sounds like it would get old fast. 

I'm all for using numerology along with our myths and games.  You can already do so without drawing hard lines of "must answer" in the ground.  Just declare you've asked three times, tag it, and add it to your social roll.  Gives you a benefit but not a certainty.

You could argue that same points above with the how the game says a Fae always tell the truth.

But I'm not saying you shouldn't have some underlining game mechanics for either, nor it won't get abused in some instances. I just said I found the concept interesting enough to try adding it to my own campaign. As for 'beating-up a fae for answers', that's already a possibility.  Hmm.. the skill 'Intimidation' has both a social attack (getting your answer by consequences) and one called 'Threat' ( but using the mental track instead), then we got Rapport:chit/chat to trick out info without the target knowing. None of that is 'beating-up your npcs", its just the favor the RAW and setting.

And personally, I see no more players abusing the Rule of Three then I see them mega-gaming Self Compelling, Declaration, or Scholarship-Declaring Minor Details. Yet then, I'm huge Amber DRPG GM from way back and were never worried about my players abusing my npcs. In fact, most of my players now I think would agree that it was high time that they got the chance to turn the tables. And if they wish to track down Lady Midday (the newest of my fae) to badger her about some answer they think is so damned important and invoking her nature and bypassing the more social norms... then they deserve her belligerence from that point on.

In fact, you could even award them a fate dice for that.

As for the minor fae, it sucks to be weak!

Yet thinking about it some more, I would set a certain rank within the Courts for that Rule of Three to come into effect. As in, you must be of the Courts and not just a average wyld like Toots. And with a little more thought, make the Queens immune to it. But I do understand, its a house rule for everyone's game. Heck, alot of the house rules I read here I would never use myself. But then, I've always been more interested in favor then simply game mechanics, even if it leads to the same place.

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DFRPG / Re: Playing a true, Pure Fae
« on: December 02, 2012, 12:43:14 AM »
I'm curious, why do you think they should have to answer? 

I suspect such a requirement would simply escalate the situation.  Any fae with experience would interject a bargain prior to the third question.  "If you really wish to know, ask again and pay my price."

With a google search, I got "Why does Jesus ask Peter 'do you love me?' three times? And their answer was in the Bible, three is a 'good' number. Then it gives some examples why, even talking about how Peter denied knowing Jesus three times before Jesus' crucifixion. Then found a page on the Rule of Three "Good things come in 3s. So do bad things. And even things that are neither good nor bad." which talks about trebling, and how the Rule of 3 is a pattern used in stories and jokes, where part of the story is repeated 3 times, with minor variations. The first 2 instances build tension, and the 3rd releases it by incorporation a twist.

Ok cool, so now we could suppose this rule apply to the Fae with this evidences. We have both a biblical, and a story telling reason. Both having some influence on the Seelie/Unseelie Court nature, even if it was long ago. And to my "Why?", its because it brings a unfamiliarity to the world of the Courts. I like that, because most people don't understand how truth can also do you great harm. And if we add the rule that by asking a fae three times, you also get their hostile for such a social faux pas... Well, that makes it even better in my opinion. So I guess one could consider it the 'nuclear option' when dealing with a Fae. So by doing so you will get your answer but maybe more then you care to know, plus you just made a powerful enemy. I mean, what isn't there to love? 

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DFRPG / Re: Playing a true, Pure Fae
« on: December 01, 2012, 04:32:46 PM »
You always have the option of never answering a question.  The weird thing is you could tell the straight truth every time and people would still want you to answer three times because of the reputation garnered by all the other fairies.  Although trust can be built up, Harry never bothers to ask Toot to say anything more than once anymore.

Actually I kinda like the 'Three Times' rule since it would prevent a Fae from just not answering your question. But doing so is considered a hostile act, so using it against a ally (like Harry and Toot) or a neutral (a fae who doesn't care either way if you live or die) would only bring about feelings of enmity. So its a double edge sword, which fits the setting.

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DFRPG / Re: How do White Court Vampires procreate?
« on: November 29, 2012, 03:09:23 PM »
Lord Raith killed ALL of his sons prior to Thomas when they were young. It wasn't because they were "eyeing the throne." It was because he's a paranoid old bastard and they might one day "eye the throne." And while the same may have been true of his daughters, he kept them in check by feeding on them, but he couldn't bring himself to do the same to his sons. Because according to Lord Raith, "Incest is okay, as long as it ain't gay." Not cool Lord Raith... not cool.

One could argue with the level of Lord Raith paranoia, merely being born male was enough to be considered 'eyeing his throne'. Which can only mean Margaret Gwendolyn LeFey was one hell of a woman to keep his paranoia at bay enough to keep Thomas alive all these years. But at least, baby-sister is going to be her own person since Daddy Raith never got his fangs into her.

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DFRPG / Haunted House Help
« on: November 29, 2012, 04:00:15 AM »
Normally for Halloween, I do something special game-wise. Last year it was a zombie attack masquerading as some guys doing the Thriller Dance. This year it was going to be a Fae Haunted House, but due to campaign events, it got pushed back to this weekend. And while I have some ideas, I won't mind some help with some more ideas to varies rooms. As to the lay-out, I'm going to use the Andrew Carnegie House (in New York City) as my floor plans.

As to the foreshadowing, recent events saw five Summer Maidens kidnapped and brought to the Mortal World (i.e like in Richelle Mead's Thorn Queen). The group connected a Laderer of the named Wade from the Summer Court for some info, which he give;

“But dark whispers have been heard, and the Queen is concerned. She did command the Summer Home be unbound so the loses be recovered.”

“Once in your realm, the Summer Home be calling. The Lost, the Seekers, of the Innocent, and the Aroused. All be finding the Yew Doors, finding their way in. Caught till Never comes a-calling. Maze of greens be a-grabbing, till nothing is left but bones.”

Ok, not the greatest foreshadowing but I work better under pressure. Since the haunted house does have a presents in NeverNever even when in the mortal realm, the rooms could pretty much be anything from a grassy field to... well, almost anything.

Here was something I wrote earlier, but yet to give to the group.
"Summer House: can only replace a building that has both trees in front and is in some state of disrepair. It appears on sunrise and leaves at sunset, taking all within back to NeverNever to whatever fate awaits. In the front room, is a elder tree large and ample, it's black berries taste like wine. For the elder tree is one of beginning, or ending, and used in many rituals demand the same. Yet upon stairs of pine, where your guilts will become real, to rooms above of Oak and Birch. Rooms to test, force and faith. Fir and Elm, do next come. To where one's feet come, and where do they go. In the cellar you will find Holly, the room that does await all mortal kind. And off the first, is Maple and Willow, for the riches and world. And in each room there is a mirror, framed in yew, that does question and does answer, does riddle and taunt till the sun falls for another day."

Any ideas, suggestions?

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DFRPG / Re: Playing a true, Pure Fae
« on: November 29, 2012, 03:23:42 AM »
I played a water wyldfae as I mentioned before, just using RAW for a few months. I had no problem with lying, since I was looking forward to the challenge of avoiding the truth without lying. My vodnik was considered odd by the rest of the characters, none too happy with his hobby of collecting human souls in porcelain cups. I didn't take iron as my weakness since my watery home was near the waste discharge of some steel mills. Which again, we used as a reason the Courts left me alone (mostly).

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DFRPG / Re: How do White Court Vampires procreate?
« on: November 29, 2012, 03:00:42 AM »
Not putting any bets on my memory, but thinking I remember Thomas talking about some brothers that dear old dad had killed because they where eyeing his throne. As for his sisters, Daddy Raith broke each to varies degrees, so they were a bit safer. Which makes a little sense, since a pregnant daughter is easier to keep watch for, which a son could be creating a army (*) of his own children behind your back. 

(*) When I say army, I'm more talking alike 6 to 10 white court vamps even if it did take twenty years to do so.

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DFRPG / Re: Warden Sword for a Mortal?
« on: October 17, 2012, 08:56:30 PM »
Also, I'm sad that no-one got my Ogre Decapitation reference.

I got it, but I rather have a Troll Decapitation Sword. They're like a pinata....

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DFRPG / Re: Warden Sword for a Mortal?
« on: October 17, 2012, 06:05:05 PM »
Swords do get done quite a lot, but after all they're the iconic weapon of nobility and heroism as well as battle, so it makes sense.

True, but do you need it to be a magical sword?

Mega-gaming here but unless the campaign was magic heavy I won't get my pure mortal character a warden sword. First you lose the dice for being a pure mortal, then you pay for the cost of the sword. Better to just get a deactived warden sword (zero cost), and pay for a stunt or two that ups your Threats/Intimidation. Then just run around and threaten magical folks like you do have a fully magical warden sword.

Cheaper for sure...

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DFRPG / Re: Warden Sword for a Mortal?
« on: October 16, 2012, 04:20:06 PM »
I won't give your player a warden sword per se, but Luccio had to get the idea somewhere. Maybe the PC's great grandfather had an ealier crazy prototype that was slated for destruction centuries ago.

11
DFRPG / Re: Wedding Gifts from the Sidhe
« on: October 16, 2012, 04:08:01 PM »
I love how this thread just pops back up to the top every couple of weeks with more spiteful unseelie goodies. 
^_^

I don't think of it was 'spiteful' so much, more just a price unknown due to a lacking of they are indeed, are not human. And any gift, promise, or kiss, needs more then just a single reason.

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DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 10, 2012, 06:28:02 PM »
As to the kitten, I'm not really hot on that since its a smart little beast who might decided to just up and kill the kid no matter how many enchantments you have on it. Then of course, you have the whole issue of people thinking that was your plan in the first place.

Hmm... you know, if you're just going for show. The old flash and bang to impress the guests (and pcs), the most romantic thing I can think of is Maeve freezes their vows into ice and then forms them into a snow globe for viewing. I would think its pretty neat to watch your words floating within months later curled-up with your wife on the beach.

Kinda flash freeze your words forever....

But if that doesn't work, then maybe something with a more autumn theme. But that's a little hard for me, since the only thing I could see dealing with Autumn/Winter themes that isn't sort of a insult is a gift that suggests their love being forever. Yet I guess, you could do a x-mas theme gift as well, since it has its roots in a pagan holiday.

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DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 10, 2012, 05:10:20 PM »
Idea I do not like: the babysitting one.

Lara is throwing the party yes?  She'd be all over that trap as protective as she is.  She's too shrewd to let the one family member who finally was cured/escaped get pulled back in.

I personally consider the Summer Court gift more of a trap, since it enforces fertility. The Valkyrie gift is a close second, for at least it gives you a choice... yet it may be more devious because you could get one or the other taking sips where the other one doesn't know (like the movie 'She's having a Baby).

And for the paranoid, baby = future hostage.

But my babysitting idea has a few finer points;
1. First shows Mab (or Maeve) being a forward thinker, able to guess what the others would give and not being stuck in the past herself. I mean, magical fertility gifts in this day and age... just go to the clinic if you're having fertility problems!

2. The happy newlyweds can either use the coupon (for a free babysitting) or not. Its their choice, and shouldn't put Mab out if they never do have children. Which double-up fertility gifts would, because its kinda hard to miss that... You know, no kids running about.

3. While I guess you could use the line (Just when I thought I got out, they pull me back in!), it does show that the Winter Court is not only interested in the newlyweds bloodline (ie children), they're also interested in protecting the child's future (if only for a brief period).

4. And the funnest part is, Mab or Maeve can be totally delightful babysitters with no ill intent and still benefit. Its a total win/win for them, since they can spoil the child like a grandparent and have great fun while doing it. I mean, what Fae won't take delight in a afternoon with a mortal child.... tis so storybook like.

5. And for the future parents, they got a super safe place for the kid if things go real bad. In fact, I wouldn't include a age cut-off since Mab could see a benefit having the same child somewhat older showing-up at her door with the coupon.

But I will say, there is a pretty big downside for Mab in getting involved with whomever the pair pissed-off so much that they actually need the Winter Court to protect their kid. But then, she may actually enjoy that since she gets to belly-up to the table and get involved in a affair she normally couldn't.

6. Its a very usually gift, even a bit scary which fits the Winter Court perfectly.

7. Its a future hook, which might drive the player characters nuts as telling themselves they won't ever use the coupon (It's a sucker bet!), then end-up using it when things go to hell.

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DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 06, 2012, 10:23:54 PM »
A one (or two, even three)  free "Babysitting" ticket.
To the why... Since everyone else got the babymaking part covered, the smart move would be what comes next. A baby, and the promise not for merely a item but a act. To watch over their child for a set time period, even if Heaven or Hell is about to thump its parents.

And such, it does several things that benefit both Maeve and the parents. Like for Maeve, it puts her in the child's life. Which could prove profitable later once the child is grown. For the parents, having such a haven for your child if things go all crazy and world-ending. Plus its practically, which can only bring a smile to Maeve.

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DFRPG / Re: Creating a Djinn
« on: September 02, 2012, 07:34:37 PM »
Wow... and here I was just thinking about adding "I Dream of Jeannie" to my game. Of course, my version of Jeannie was going to be a little nuts after being lost on the shelves in a certain little shop on Times Squares since the 1920s.

But thx for all the work you saved me.

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