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Messages - Xandarth

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1
In DB, we see Grevane using necromancy in a crimes-against-individual-humans way - reanimating zombies left right and centre - and we do not see Cowl or Kumori do so; and my overall feeling from the book is that on the whole Harry finds Grevane to feel far fouler and more corrupt than Cowl and Kumori.
Yeah, I'd agree with that. Grevane's behaviour shows he's gone further down the path of the warlock which, as I understand it, is that using black magic to achieve your desires makes you more likely to use black magic to achieve your desires in future to the point that eventually you won't see any other method of doing so.

Most of the warlocks (or potential warlocks) in the series have major control issues. Their desire to control or possess the things they want often make them irrational in their attempts to reassert their control when they think they have lost it or in their attempts to gain possession of things / people they want.

The young warlock Harry saw executed was a classic example. He starts off mind controlling a family member to avoid some punishment or to get something he wants. Then he does it more and more until every single person in his social circle is a puppet under his control. But then we find out he had one of them murdered. On the face of it this makes little sense until you factor in that mind controlling people causes permanent brain damage. It's likely the murdered family member became unable to obey his instructions any more and the loss of control over the situation led to him having them killed in a fit of rage.

Grevane and Corpsetaker both seem well down the same path. Corpsetakers fear of death and Grevane's need to control the people around him are pathological, whereas Kumori seems still to be at the justification level of warlockdom where she tries to convince herself she can stop any time and only does it when she really needs to. She's probably at a similar stage along the process that Molly is at.

2
A lot of Harry's behaviour which he is currently blaming on the mantel of the Winter Knight could actually be a sign he is one foot on the path to becoming a warlock. Lash used to try to tempt him with much the same sort of stimuli and she was more in touch with his subconscious than he is.

3
My trophy girlfriend comment is based on Butters being 42 years old and Andi being 28-29 years old.

Yes, stranger things have happened but due to the complete one dimensional nature of her character (Harry's known her for 9 years, played in a weekly RPG with her for about 7 and still we know nothing about her beyond the fact she has giant boobs, red hair and grows extra body hair on a fool moon. And we found all that out before Harry even learned her name) it's hard to see her as anything beyond a perk Butters picked up when he finally recently leveled up.

As I said, I hope we see more character development for them both later and see that Butters has made progress to dealing with interpersonal relationships and we see Andi fulfill a role beyond "naked helpless female" (she's a college graduate, surely she's got some skills or abilities worth mentioning) but if Jim's just gonna keep writing about Andi in the same way, I wouldn't bothered if she didn't turn up in another DF book again.

4
His comments about Andi are simply based on the fact that she's exceptionally hot.  There's no particular mystery to it.
Her character seems to be intended entirely for titillation. Making her Butters trophy girlfriend really just cemented her in the role in my mind. That whole development seemed to be pure fan service.

Hopefully Jim will prove me wrong and she'll develop some real skill or become useful to the group in someway beside from a cheap porn thrill for Dresden in future novels. At the moment, as soon as she appears in a novel I guess how many sentences before she's naked / naked and injured / kidnapped.

5
Yeah, there is definite unresolved sexual tension between the two.

I'm pretty sure the women Harry's made the most sexual comments about so far are: Mab, Lara, Molly and (odd one out) Andi. Typically the first time he meets one of them in any book (and often every other time they are in the same room as him) he has to go into detail about how great he thinks their bodies are. Then in Mab or Lara's case he has to remind himself they are evil and in Molly's case he reminds himself that he can never go there because of [insert excuses]. Followed by him checking out their arse again anyway or giving a detailed description of how Molly's nipples are noticeably pierced. 

His description of Corpsetaker in GS was also a strange look into his psychology. He starts of saying she is UGLY!!! (It's not spelled correctly without the three !!!), yet by the end of the paragraph has decided she must have been really attractive when she was younger. He's obviously got a thing for bad girls that he's in denial about. Not sure how his Andi fixation fits into that theory but there's a girl who needs to ask a certain Native American Senior Council member how to take her clothes with her when she shape changes.

None of the women he's had a relationship with (or Karrin) get this treatment and he typically just sticks to height and hair colour when describing them and never really sexually objectifies them. In Karrin's case he typically drops in a line of her looking like someones favourite aunt or being a midget. Maybe he's just being respectful to his ex's / mothers of his children / old boss while writing his memoirs but it's kinda jarring at times. Luccio even gets topless and he barely comments on it, unlike when Maeve, Molly, Andi, etc. get their kit off.

If he only sexually objectifies women he doesn't respect then what does that say about Molly? Or Andi for that matter? If he's not actually sexually attracted to Luccio, Susan or Karrin why on earth are they the only women he forms (or is strongly contemplating) sexual relationships with? It's really quite a bizarre element of the story telling.

6
Mab has control freak written all over her, look at the way she manipulates Dresden into doing what she wants. All of Dresden's urges in CD revolve around domination, taking what you want by force and other predatory instincts. Molly's mantel would probably translate that desire to control or possess everything into magically enforcing love on Dresden because that's the method she already desires.

That said, I'm expecting with all Jim's focus on Free Will that this will be an issue Molly has to overcome (mirroring Dresden's fight against his own dark nature) rather than an unavoidable fate in much the same way Dresden will. Would be a nice role reversal if after she had confronted her own demons, Harry was the one to start losing to his mantel and have her mentor him on dealing with his own demons.

Also on the Lilly - Fix thing remember Summer is a herd beast mantel (the stag or doe) and winter is a predator (wolf). Completely different pack dynamic.

7
Possibly the only silver lining in this in terms of Molly's mental health and wellbeing is that she won't be able to, by and large.  She can't touch regular ol' humans unless they are affiliated with the Court.  So, changelings, etc.  (Whether the Council considers them mortal enough to count for breaking the Laws is up for debate, but I suspect yes.)  She could try mind controlling the sidhe, but I bet that until she gets up to speed, even that won't fly-- the sidhe excel at illusion-type enchantments and mental manipulation.
Unfortunately, you are forgetting one very important mortal she can use magic on.

He's probably the reason she first started playing around with magic that could alter peoples minds and make them do things they normally wouldn't do. After all, I bet it's the most common reason for warlocks to start using mind magic. The mantel would also be prompting her to use any method at her disposal to control him, and also be prompting her to have sex with him, which would fit in very well with her own subconscious desires. She's probably thought about using mind magic on him every time she has used it on someone else, although she probably lives in denial about that being the reason she worked out how to use mind magic.

If she starts playing with mind magic again, Harry will be her intended victim, and she will use it to try and make him love her.

8
Obviously we have not seen an in-book example of this, but the way they are written lends itself to this exact scenario being "possible". The DV magic-effects-scale does not take intent into account. Any magic that kills - even if the intent of the spell was benign - irreversibly turns a practitioner into a warlock, inless it was self-defense. If Harry were to come across a person freezing to death, and use a spell to light a fire to warm them, but that fire subsequently causes a building to ignite and kill a homeless person inside, he's irrevocably tainted.
I think you are mixing up the Laws and their enforcement here.

I don't think a single break of the law irrevocably damages the soul causing someone to be a warlock for ever. I imagine, just like most things in life, that different people's souls have different levels of resistance to breaking the laws. The White Council has a zero tolerance policy because there isn't a hard and fast rule as to how many people you can kill / mind rape / zombify / etc. before you irrevocably attempt to use that sort of magic to solve all of your problems.

The problem is that even with mundane tasks the more often you act in a certain way, the harder it is to modify that behaviour later. Just ask any gambling addict. Add in the fact that in the Dresdenverse you can't use magic you don't believe in, and the subconscious self-justification of appalling behaviour is already a factor the moment you cast the spell.

Just look at Molly. The first time she used her mind magic, she slightly altered her female friends mind to make her not use drugs with the self justification that she was protecting her baby. The second time she used it was on her boyfriend, but along with that benign self justification she also fed in her rage at him cheating on her and so she caused far more damage to him.

Then a few years later, she is obviously still of the opinion that mind magic isn't so bad so long as your intentions are right and she has a crack at Luccio's head with the self justification that she's only searching for traitors. But yet again, we know that Luccio is having a torrid love affair with Dresden and that Molly has a massive crush on him. Surely the first person she should have checked was Morgan, to see if he was actually a traitor or not, but instead she leaps straight in to the mind of the woman dating the man she loves a few hours after finding out Luccio is Harry's lover, knowing full well that this has lead to irreparable brain damage to everyone she has ever done this to.

There's no real closure on this either. Even after Harry has told her that she has just put both of their heads on the chopping block, she's still trying to convince him that she was justified in doing so because she has found actual evidence of someone else playing with Luccio's mind. Clearly, Molly is still headed down the slippery slope to becoming a warlock, however she's not there yet. She doesn't mind alter everyone whenever it's convenient for her needs. Only whenever she feels like a jilted lover. She's not at Grevane's level where he is so used to murdering people and turning them into zombies that he does this without even thinking of other solutions to his problems, but she's clearly on her way.

I wonder if the new Winter Lady will be as law abiding as she has been or if now she has diplomatic immunity from the Wardens if a new spate of mind altering will occur.

9
I agree with what you are saying,  but in that situation with all winter watching  he had to do what he had to do. When around dangerous people, if they think you're weak, your done
Still no need to kill. There's plenty you can do to someone short of killing them that would demonstrate your power to them.

10
DF Books / Re: dresden trivia
« on: September 24, 2013, 07:05:01 PM »
I for one can't wait till we see a cover with Harry wearing his Burger King crown.

It's good to be King, baby.

11
DF Books / Re: dresden trivia
« on: September 24, 2013, 09:13:18 AM »
Harry has, and has worn, a black baseball cap with coca-cola written in red letters on it.
Hasn't he worn a Burger King crown before? Or is that a product of my imagination?

12
DFRPG / Re: 186000 miles per second: it's the Law! 55mph? pshaw!
« on: September 23, 2013, 03:39:22 AM »
Um even in the books the consequences of Law Breaking have more effects than a trial and head chopping.

In Storm Front Harry runs into a guy who is on the drug that gives mortals the sight and that guy can tell Harry has had dealings with He Who Walks Behind so that's at least one lawbreaker (no playing with Outsiders) trait that from book one we knew permanently affected a Wizards aura. Any significant contact with outsiders marks you for all time.

In Dead Beat after Harry's run in with Kemmler Bob, Grevane can immediately tell that Harry smells of the "True Magic." So necromancy also has very visible affects on someone.

We also know that other lawbreakers become warlocks (and go fairly crazy) with continual lawbreaking. I think a large part of the reason for the ban is that due to the nature of magic requiring belief the more a person does these things the more likely that person will find that use of magic to be the best (and eventually only) solution to their problem.

So if you start acting like the most expedient method of solving your problems a few times is to simply kill everyone that gets in your way eventually you'll always just kill everyone who stands in your way since you believe it's the best way to deal with your problems and then you suddenly have a massive trail of corpses whenever a cop tries to give the warlock a speeding ticket.

Grevane is a perfect example. Killing the guard and Butters and turning them into zombies was probably his plan all along as he sees this as the expedient way to solve all his problems. However if Butters had become a zombie he wouldn't have been able to retrieve the information off the flash drive for him.

Molly is another example that still (deep down) thinks mind magic is justifiable in certain circumstances years after her initial brush with the law and is tempted to use it.

So lawbreaking often causes immediate effects that are often detectable by the Sight or some other means even in the books. That said, sometimes it isn't easily detectable (Nemesis infection) although even then Rashid is capable of detecting outsider influence with the help of artifacts most of the time so clearly Outsider influence is a detectable thing but there are probably skill rolls involved.

As for your claim that the White Council is Justice! We know the White Council has been wrong about Harry pretty much 100% of the time so I don't know where you got that impression.

13
- Harry's fifth floor office is on the fourth floor.
This is actually quite easy to explain if you assume Martin was British or from any Commonwealth nation initially or indeed if he was simply was educated in one of these countries.

British labeling of floors begins with the level of the building accessible from the ground being called the "ground floor" as opposed to US naming convention that refers to this floor as the "first floor." The floor above this is referred to as the "first floor" under the British naming convention but under the US naming convention would be called the "second floor."

So Harry saying his office was on the fifth floor and Martin saying his office was on the fourth isn't a discrepancy. They could both have actually been talking about the same floor. ;)

Or maybe the explosives were all attached to the roof of the room below Harry's office. Either way totally fine. :P

14
DFRPG / Re: GMing Tips and Hints
« on: September 17, 2013, 04:56:32 AM »
Haru - both of those examples are taken from the novel themselves and that advice was intended for setting up your NPC's intended actions, not what actually happens. Things go wrong for NPC's too, plans go awry, they make fumbles and you should try to make this as natural feeling as possible.

As I stressed, the important thing is to build tension in the scene and to add to the challenge of the scene without simply adding to the stats of the NPC. Obviously instant fatalities in any RPG are a form of railroading and should be avoided.

First example, a goon shooting someone in the back is a perfect example. The goon in question in the books stood no chance in a standup fight with the player and since the NPC has asked around and been told the player is a bad-ass who regularly kicks the butts of anyone who gets in their way, the npc opts to start conflict with a backstab (well back shot) since he knew in a direct confrontation things would likely go badly for him.

Now as a GM, it's up to you to provide multiple avenues for the players to act. So in that scenario, first there are perception rolls to see if they recognise the shooter (who works for a well known underworld figure making that a possibility). Then you have the NPC attempting to sneak up on the player (giving them an appropriate penalty for carrying a non-concealable weapon like a shotgun. Then as a bonus chance see how quickly the player gets into the car giving themselves partial cover. Obviously in the book the dice rolls went badly for the character who is still fumbling for their keys when the npc gets close enough to begin their attack.

But then you have the NPC penalised for not having gotten enough information about the player and they unload the shotgun directly into the armored longcoat of the PC instead of aiming for a headshot. Then combat begins. The NPC's has gained a small advantage by managing to inflict a minor wound on the player but ultimately the players are able to recover from the scenario.

By simply modifying the NPC's behaviour you've increased the tension of scene as well as the difficulty of the encounter but by no means has it made the encounter un-winnable.

Compare that to say a scene that begins with "You see 2 men walk into the street. They are holding shotguns and looking your way with hostility gleaming from their eyes. Roll initiative. What do you do?" By making the way you begin combat routine, you make gameplay stale. If you can add an element of panic to the players responses in a combat scene you will get a more involved roleplaying. There's a reason Jim has Harry or his companions getting shot at the start of an scene in so many of his novels... it's more dramatic that way.

-----------------------

The same with using snipers. Don't have them immediately one-shot a PC. That gonna lead to a terrible story... unless a player has specifically asked you to do that to them as a dramatic exit or the like anyway. ;)
(click to show/hide)


Before you do a scene like that watch pretty much any Hollywood film ever that has the protagonist attacked by snipers. Typically the first shot narrowly misses (you decide if you want to use some trope like coffee getting shot or an innocent bystander walking in front of the protagonist at just the right time), it lightly wounds one of the characters or the character is warned at the last second. Then the protagonist dives for cover and tries to come up with a plan.

The distance between them and their attacker is what adds to the challenge here (plus the surprise). What do they do? Do they try to escape or try to close ground with their assailant? Perhaps they sit still and call for backup to help them out. Any approach the players attempt has a stream of smaller challenges for the players to navigate.

If they choose to run they need to come up with an escape plan, keep under cover as well as determine if there is more than one assailant. If they choose to fight they need to work out where the bad guys are and find some way of striking back. If they call for backup from other PC's maybe you start switching the action back and forth between two locations. If they call for backup from NPC's maybe have them have to act to help the NPC's aid them (locate the enemy / blind them by reflecting light off some glass etc).

Maybe you add some side challenges as well, like rescuing an innocent bystander who has been injured by the sniper and providing medical care to them, or having to run back through sniper fire to grab the briefcase a player dropped when the shooting started or whatever.

All these challenges add to the difficulty of the encounter, call for a wider range of skill use making it more likely all the characters will feel useful, and can be done with fairly low powered enemies. The same enemy with a weapon doing similar damage in a straight up fight is not going to be as interesting, but that's why it's important to add extra challenges that aren't directly stat derived to all encounters.

15
DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 12:54:42 AM »
Here's ten tips on how to play your NPC's so that they are more challenging for players (which I stole over a decade ago from the Heavy Gear GM's guide but have extrapolated on).

1: Shoot first. Preferably with snipers. If your NPC is determined to kill the players, don't have them stroll casually into the street 50 feet in front of the PC's and ready automatic weapons. Have them walk up behind a PC and shoot them in the back with a shotgun as the PC goes to unlock the car door to his Beetle or shoot them with a scoped rifle from a building half a mile away.

2: Use Cover. Having NPC's use cover gives two advantages as a GM, first the obvious is that your NPC's are harder to kill. If your bad guys do need to leave cover, have them use suppressive fire, veils, illusions, fog spells, flash bangs or smoke grenades to make it less risky. The second is far more important from a storytelling point of view. The PC's don't know if they can see all the bad guys. Use phrases like "From your position you can see...." rather than just telling them where all the bad guys are.

Keep the players guessing if there is a team sneaking around behind them. Make the PC's cover entrances where no bad guys exist due to paranoia. Make characters waste actions looking around and clearing empty rooms. Ask for perception checks even when they aren't needed. Curtains flapping, cats knocking over tins of paint and other such devices can also lead to encounters your players will remember for months. Bonus points if you manage to get the PC's to shoot each other or their backup.

The tension of the encounter will be higher without even having to level your bad guys up and tension leads to dramatic scenes and makes a more enjoyable game.

3: NPC's should gather intelligence on the PC's. Your NPC's should try to find weaknesses of the players and keep tabs on them. Not only does this lead to potential mini-adventures if the players find out a PI is watching their house, knowing to use flame throwers on a wizard who only uses kinetic shielding can make a goon enemy deadly.

4: NPC's should avoid trouble. Unless they have some issue such as rage brought on by a family curse, most people don't put themselves in harms way unless there is some benefit for themselves. Your NPC's should be no different. Have them try to reason or bargain with the PC's rather than pick fights. Have them try to search the PC's property when they aren't around. If a fight is inevitable see Rule 1.

5: When in doubt, grenade it out. Don't have your minions charge into the room with the PC's who are armed for bear and looking for trouble. Have them throw explosives in instead. Or burn down the building they are in. A good GM should always take the opportunity to cause property damage to PC's residences/place of business/favourite pub and force their insurance premiums up. Plus any session the players can say "The building's on fire and it isn't even my fault" is a good session.

6: If it's obvious, it's probably a trap. Don't let the PC's get away with cheesy ambushes. If it's likely the NPC could work out the PC's plan either don't have them show up, or have them show up in a helicopter gunship. Well planned ambushes are a different story, but if the PC's decide to kill Marcone and then rent a room opposite his office and start carrying sniper rifles up there, have his goons spot them, have them get ratted out or have the landlord call the cops on them and have the firefight between a SWAT team and the PC's instead.

Additionally don't give your PC's the opportunity to kill a major character unless they earn it. If it's someone with influence they will probably use bodyguards to disarm the players before meeting them, or use a proxy like Justine to deliver messages to the party. Your bad guys should have contingency plans, safe houses and panic rooms. Some of them will even call the police.

7: Work in teams. Have the bad guys provide cover for each other as they move. Have them lay down smoke screens (or fog spells), use veils, cast illusions etc. to support their team. They should focus fire the most obvious threat amongst the PC's. Have them call for backup if they feel they are outnumbered or outgunned.

8: Use passive defence systems. Lara has remote detonation mines built into the walls of her waiting room. This should be the basis of lair planning for all your bad guys. Got a munchkin PC who's a killer in HTH? Moats, minefields, barbed wire and machine guns emplacements are how you level the playing field.

9: Get terrain advantage: Have the bad guys try to get high ground. Don't stand them in doorways - have them under cover aiming at the door the PC's have to go through. This forces characters to get creative and again can be done with low powered enemies to make them tougher.

10: If it looks bad, run away. Most people aren't going to fight to the death and your NPC's (bar a couple like loup-garou's and Nicodemous's army of fanatics) shouldn't be any different. If your NPC's (initial ambush fails / get injured / see a bunch of their buddies taken out) then have them retreat to fight another day. If the encounter was too easy, turn the NPC running away into another challenge. Eg. One of the NPC's running away took the information the PC's need with them. Cue chase scene.

Escalation of the scene doesn't necessarily doesn't have to mean tougher bad guys, just a new challenge for your players to overcome. Making it a challenge that a party member who had a small role in the initial encounter will excel in is also a great way to make all of the players feel involved in the scenario.

The key to making your players think the bad guys are tough is tension. Actual game stats are fairly irrelevant as you'll typically always have some munchkin or rules lawyer in the party who can come up with some plan to ruin your carefully plotted scenario if you just play by the numbers and allow direct confrontations. If the players are tense when they go through the encounter they will think it was tough, even if in reality it wasn't. Plus they will feel more elated when they succeed and feel they are making progress which is key to keeping them interested in the game.

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