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Messages - Wyntonian

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DFRPG / Re: What are your favorite aspects?
« on: July 21, 2013, 12:44:25 AM »
For a Russian Pyromancer I played: In Soviet Russia, fire light YOU!

For a badass semi-human monster hunter: The Abyss Blinked. (Neitzche reference)

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DFRPG / Re: Moments of Badass
« on: April 10, 2013, 03:19:57 AM »
....what happened to him?

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DFRPG / Re: Most Interesting Reasons for Powers
« on: March 28, 2013, 06:04:23 AM »
I played an Afghanistan vet who had shrapnel from an angel's breastplate embedded in his chest, and a Lasciel-esque mental buddy floating around in his head. He had Marked by Power, Incite Emotion (Hope), Inhuman Toughness and a couple others.

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DFRPG / Why Seven?
« on: March 04, 2013, 12:46:49 AM »
So, as practice in aspects and how they work, I've been trying to give them to fictional characters. One of the pits I run into is that a lot of the time, seven aspects just isn't enough.

That lead me to another question. Why do we have seven? Does it hurt the game if you go with six or eight? Could a game with just four or five aspects be easier for new players?

Has anyone tried a game with a non-standard number of aspects?

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DFRPG / Re: What places in history would you DFRP in?
« on: February 17, 2013, 05:19:49 AM »
Really, I'd be fine with just about anywhen. The more creative the better, really. Maybe North Africa during WWII, or the Pacific Theater, like the Philippines. Filipino resistance guerrilla, witch doctor/channeller, stranded american bomber pilot and a Spanish missionary fighting a rogue Japanese unit lead by a Denarian/necromancer/whatever... I'd play that.

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DFRPG / Re: Dresden Files: WW2 edition.
« on: January 31, 2013, 04:32:05 AM »
RE: 40k, the Orks have a kind of collective group psychic energy that lets them subconsciously make things happen. For example, they all believe that red vehicles go faster. So, their red ones go faster. Same with guns, there's a scene in one book where the humans check an ork's gun and see it's out of ammo. Then an ork picks it up and shoots someone with it.

Also, sorry to derail the thread, my bad  :-[.

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DFRPG / Re: Dresden Files: WW2 edition.
« on: January 30, 2013, 04:52:47 PM »
Not unless you used magic to do it.  Or summoned the entities maybe....

What if it was just to open the conversation? "Oi! Winter Court! Want some Nazis?" You'd need to use magic to get their attention at some level, right? If the rest was just normal negotiations then magic wouldn't be what killed them, or even what kinda-not-really caused them to be killed.

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DFRPG / Re: Dresden Files: WW2 edition.
« on: January 30, 2013, 04:41:42 PM »
That sounds pretty awesome! I've been toying with the idea of a campaign focused on the faiths of the "book",  high-powered (think Senior Council) Jewish, Christian and Muslim magical practitioners that form a joint ass-kicking force for things that threaten their faiths.

Related question, is it a violation of the first law if you sell a concentration camp full of Nazi guards to a supernatural faction?

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DFRPG / Re: Dresden Files: WW2 edition.
« on: January 29, 2013, 05:38:55 AM »
Damn, that sounds like a really awesome idea. Have fun, and let us know how it goes!

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DFRPG / Re: Funny/Epic/Legendary moments
« on: January 28, 2013, 11:35:59 PM »
This is why I play DFRPG. You, sir, are awesome.

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DFRPG / Re: Is the fate system the best for the book series
« on: January 25, 2013, 01:30:45 AM »
Better analogy is that they're both pump action shotguns, but while Ebenezer is a 10 gauge firing solid slugs, Harry's a 20 gauge firing birdshot.

Does that make Molly a Super Soaker full of LSD?

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DFRPG / Re: Is the fate system the best for the book series
« on: January 21, 2013, 01:43:41 AM »
IF they were cars, they would have the same gas tank capacity, but Ebenezar would have a lot more gas mileage.

And a really freaking huge engine. Cuz. Y'know. Moving thousands of tons of stone.

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DFRPG / Re: Is the fate system the best for the book series
« on: January 20, 2013, 10:01:47 PM »
I ran a game focused on wizards and not set particularly in the Dresdenverse. I used Toughness Powers for the mental stress track instead of the physical. I think I just called them inhuman, supernatural and mythic spellcaster or something.

Wizards could then sling around lots of spells and only tired when reaching well above their normal capabilities or when they couldn't control what they drew in.

It was fun and the wizards were bad news. After doing this, I would probably give the heavy hitters like Ebenezar and the Merlin these powers.

That... is freaking borked. I mean, if it worked for you in your wizard-focused game, hey more power to ya.  But in anything else... my brain hurts to consider it.

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DFRPG / Re: Rote spell attack rolls
« on: January 16, 2013, 04:47:16 AM »
No, I was just reading that section (forget the page number, sorry). You still need to roll discipline to attack, you just automatically control it.

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DFRPG / Re: The Warden Sword As An Item Of Power
« on: January 04, 2013, 05:17:14 AM »
A Warden wouldn't need other powers, would they? As long as they have evocation, they can counterspell. The sword just makes it easier.

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