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Messages - Haru

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1
DFRPG / Re: City of Mist
« on: November 15, 2016, 03:40:03 AM »
I've played with Americans before. At least on the weekend, that shouldn't be a problem.

I think 7pm eastern should be a good time. That's 1am here, the game takes about 3 hours, that should be fine.

How does that work for you?

2
DFRPG / Re: City of Mist
« on: November 09, 2016, 09:47:13 PM »
Yes. Somewhat. I think I should be able to manage a game now, last couple weeks have been a bit busy. And the sample scenario is quite quick to go through.

Or maybe a hangout/video chat? We could do this in one go in about 3 hours.

So who'd be up for it and what kind of play would you prefer?

3
DFRPG / Re: Rejuvenation items and crashing afterward
« on: October 27, 2016, 07:50:44 PM »
It still has to work by the mechanical rules of Enchanted Items -- they have specific numbers of uses with durations.

Let's say my GM okays me for an enchanted item that gives me two extra consequences. What happens if I add another slot to it? Does that give me six extra consequences in total, since I added two more uses?

And the cost has to make sense. Getting two extra consequences for a specific use is a one-refresh stunt, going by the examples in the book. One enchanted slot is a quarter that cost, for the same effect; two enchanted slots would be half the stunt's cost, for triple the same effect.

Plus, consequences have always been a refresh and stats thing, distinct from the kinds of effects you could get from potions or spells.
Make it 1 consequence then. The point is that you get additional resources to cast a spell in exchange for you being fatigued later. You could just as well call it an aspect and let it absorb 2 shifts of casting stress but then it sticks around until you get to rest. Same thing, it's just that consequences are doing exactly that already, so you don't need to invent the wheel anew.

If it bothers you, you could always go with a sponsored magic sort of deal, make those consequences pre-compelled, so when they get compelled for fatigue, you don't get a fate point for it.

But mechanically, there is not much difference between having free mental stress boxes or additional mental consequences to absorb the casting stress. If anything, a consequence can only ever be used for 1 spell, a full stress track could be used for 4 additional spells, if all goes well. I wouldn't be too bothered with it being too powerful.

Also, I would make activating the item an action in itself. If you want to activate it 3 times, that's 3 actions that you could have probably spend doing something else. And the additional consequences would go away at the end of the scene as well, if they are not used to cast a spell. You can't just charge them up indefinitely.

4
DFRPG / Re: Rejuvenation items and crashing afterward
« on: October 27, 2016, 07:23:33 PM »
I don't think enchanted items can add consequence slots.
They can do whatever you need them to in order to model what they are supposed to do. You can't, technically, clear a stress track, either. By giving you additional consequences, you can limit the use to spells only and have a way to model the fatigue.

5
DFRPG / Re: City of Mist
« on: October 27, 2016, 06:46:41 PM »
I almost forgot. The Kickstarter is live now and already more than funded:
https://www.kickstarter.com/projects/1105356930/city-of-mist-a-noir-rpg-of-modern-day-legends

6
DFRPG / Re: Rejuvenation items and crashing afterward
« on: October 27, 2016, 06:43:22 PM »
You could simply have it add 1 or 2 additional mild mental consequences, which can only be used to power spells. Once they are taken, they stay until healed and can thus be compelled or invoked against the character, representing their fatigue.

7
DFRPG / Re: Power sharing power
« on: October 15, 2016, 03:33:05 PM »
A temporary power granting power seems more like a group concept than a single character concept.

To do so, have each character take modular abilities. Maybe at a discount of +1, since they are dependent on the last character. Or give them a discount because using the powers turns them visibly inhuman while they last (human form).

The last character has a power that allows him to grant powers. Alchemy, a sponsor, anything like that. The rest is fluff.

Instead of modular abilities, you could also just give them the "Bag of Tricks" power from the Wiki. That allows them to take potion effects rather than full powers.

8
DFRPG / Re: City of Mist
« on: September 23, 2016, 05:53:13 PM »
Eh, I could have made it clearer as well. Which I now have.

I'm tempted to try out how it runs in pbp. Any takers?

9
DFRPG / Re: City of Mist
« on: September 23, 2016, 12:32:02 PM »
Yes, the Tags are City of Mist specific, not PbtA. It's what gives it the Fate vibe.

So for example, Harry might have the theme "Wizard" and power tags like "Fuego!", "Blasting Rod", "Shield Bracelet". His Weakness Tag might be "Not so subtle". So he tries to sneak up on something nasty ("Sneak Around" move), but since he is "not so subtle", he gets a -1 on the roll, because his weakness is tagged. Now he fails the roll and gets noticed, so I, as the GM, let the bad guys do one of their moves. It rakes at him with its claws, causing a "badly injured - 3" status. Now Harry has the option to do a "face danger" move, to defend himself. He brings his "Shield Bracelet" into play, which gives him +1 on his roll, but still he only gets an 8, so he takes the status at 1 tier lower: "Injured - 2".
Having had enough of this, he takes out his "blasting rod", points it at the beast and shouts "Fuego!", which gives him 2 tags on his "hit with all you've got" move. He gets a result of 12 and inflicts a "burnt to a crisp - 4" status on the beast. Enough for it to be defeated.

You can add power tags from all of your themes, not just one, as long as they fit. For example, a tag from the "Private Investigator" theme might have helped on the "Sneak around" move.

10
DFRPG / Re: City of Mist
« on: September 22, 2016, 10:05:14 PM »
Oh, I also think this could be a great system of running quick Dresden Games with. It's definitely on my todo list for when the full version is out.

11
DFRPG / City of Mist
« on: September 22, 2016, 10:02:25 PM »
Since I'm currently pretty hyped about City of Mist, I thought I'd share here as well.

City of Mist is a new RPG that's getting a kickstarter towards the end of October. A Quickstarter with characters and a sample adventure can already be found on
http://cityofmist.sonofoak.com/

What's it all about?
The setting is solid urban fantasy. You are a Gateway, a person that has a connection to the Mythos and draws incredible power from it. Sleepers (as regular folk are called) can't see past the veil of the Myst and will quickly forget even the weirdest things they see. But every power comes with a question. A Mythos that needs an answer.

The system is a mixture of Powered by the Apocalypse (PbtA) and Fate, using the best parts of both. Each character has 4 themes that define them. They are a bit like Aspects in that regard. Each theme has 3 Power Tags and one Weakness Tag that further defines the theme. There are also 2 types of themes, Mythos and Logos. Mythos describes your supernatural aspects and the questions related to it, Logos represents your mundane identity.

When you do something, you use a "move", there are different ones, depending on what you want to do. There are moves like "Sneak Around" to hide, "Change the Game" which is basically a maneuver (or "create an advantage" from Fate Core) or "Hit with all you've got", when you want to go on an all out attack. Once you've decided which move to use, you gather up your Power. For each Power Tag that can help you, you add 1 to your Power, for each Weakness Tag you add you subtract 1. The GM can add Weakness Tags as well, if he thinks one of your Weakness Tags could affect the action.
Then you roll 2d6 and add your Power. If you get 7-9 you've got a partial success, on a 10+ you got a success. What exactly this means is different for each move, mostly a failure and even partial success allows the GM to activate moves of his own.

One very neat feature the system also brings with it are statuses. A status is basically like a temporary aspect, but rated 1-6. When you do something, you can create statuses as well. For example shooting at someone can give them the "Badly Injured - 3" status. There are not really any Hitpoints or even stress tracks. Once you get a level 5 status, you're out for any action this status could feasibly oppose. This is called "narrative damage" in the system and works really well. You can also add statuses to a roll, if they could help or hinder the action. You always take the highest helpful and the highest hindering one.

But wait, there's more. I talked about Weakness Tags before. And they add another really cool feature. When you add a Weakness Tag to a roll, the theme it was on gets "attention". For every 3 attention a theme gets, you can improve on the theme, add more Power Tags or cure a cracked/faded theme.

Cracking or fading on a theme occurs when you act against the theme. Logos cracks while Mythos fades. There is even a move that forces you to choose between 2 themes, if appropriate. If you lose a theme, you get a new one but from the other type. If you lose a Logos theme, you lose part of your identity and go further into the Myst. If you lose a Mythos theme, you lose your connection to the Myst and revert to a regular mortal.

As with all PbtA games, the GM doesn't roll, just uses moves. Since this was my first experience with a PbtA game and I was running, it felt a bit weird at first,but it works really well. Running the sample adventure was all kinds of fun.

Ok, so I'm incredibly excited about this game. I'm looking forward to the kickstarter and the full game. Thought some of you might like it as well.

12
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: September 17, 2016, 04:50:38 PM »
I usually let people reroll as often as they like. They usually don't want to reroll more often than once, because a +2 is a safe bet and if they have enough points left to spend, they'd rather do that. But I don't think there's a rule against it. As long as you can invoke enough additional aspects, you should be fine.

13
DFRPG / Re: Person of Interest RPG
« on: September 16, 2016, 05:42:01 PM »
Well, the machine is powerful, sure, but it also has pretty limited in what it can affect. You don't have to make the machine a player character, it could just as well be a force of nature. But it could be fun to do and Fate is very flexible in working with something like this.

Dresden Files is Fate 3.0. It's a bit unwieldy in some places, though it still runs well enough. Fate Core is the name for Fate 4.0, Fate stripped down to its core mechanics. It works a lot smoother than DFRPG. FAE is Fate Accelerated Edition, a version of Fate Core that allows for quicker play. Under the hood, those two are pretty much identical, when it comes to mechanics, but some games work better with Core, some with FAE (and some use yet other ways).

14
DFRPG / Re: Person of Interest RPG
« on: September 16, 2016, 03:41:08 PM »
I watched the first few episodes and got annoyed, because of the magical machine. Tried it again a bit later, accepted the magical machine until it was explained as something that works in the show's world, then got hooked. Absolutely loved it. Even the end.

Fate brings with it a very interesting option: You could have a player play as the machine. Yes, the machine is vastly powerful, but it still gets screentime just like the rest of the cast, and that's more important in Fate than actual power levels.
That means you can build the machine as a character with skills and stunts and presto, you're done. Would remove a lot of hassle.

I would use Fate Core or FAE for this, not the Dresden Files version. Especially since you don't need all the supernatural stuff, anyways.

Or you could just see if someone already did something like it. For example:
https://michaelduxbury.com/2016/03/24/person-of-interest-a-fate-core-hack/

15
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: September 14, 2016, 05:18:03 PM »
At your tables perhaps the Wardens act that way.  Any Warden that sees someone using magic to take a life, be it Outsider, Fomorian, Hellfire, Summer/Winter, etc., is STILL going to see a murderer and will closely question that caster, assuming he doesn't kill the caster right off the bat just to make sure.  YES, the Sponsor may shield them from the cosmic hit of Lawbreaker; no, they will not go to bat to protect the idiot so crass as to use it to kill or otherwise break the Seven Laws.

That's how I'd rule at my table, anyway.
Oh, absolutely. In the heat of the moment, things can get messy very fast. A Warden is bound to react that way, when he sees someone murder with magic. But in other situations, where it isn't quite as immediate, things can get political. Not a lot of wardens are going to like this, but what else is new?

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