Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - inq101

Pages: [1]
1
DFRPG / Re: Enchanted items
« on: November 20, 2013, 12:14:12 PM »
One of my players is a supernatural drugs dealer.  basically lots of potions.  I run all her stuff under rituals and have had no problems so far.

2
DFRPG / Re: How can a wizard fly?
« on: November 20, 2013, 12:11:01 PM »
I wouldn't allow true flight.  Not as in properly controlled, soaring around the battlefield flight.  I would allow a thaumaturgical ritual that allowed limited, probably pre-defined flight.  e.g. a ritual that lets the wizard move to a specific position with magic wings.  I'd do it this way because having wings and knowing how to use them are two different things.

I'd also allow a wizard to use an evocation to create a manoeuvre like 'rocket propelled,' 'power jump' or 'soft landing' to create flight lite effects.

3
DFRPG / Spring court, autum court, jade court, etc.
« on: October 10, 2013, 11:23:33 PM »
A quick search didn't reveal any other topic covering this so I decided to make one.

I was wondering what other people had done with these plot hooks.  Who's used autumn or spring fae, jade court vamps?  Has anyone tried to make blue, yellow or grey court vampires, or other supernatural gribblies.

I'm running a game based in London.  The spring and autumn courts are groups of changelings who have figured out a way of stabilizing their nature somewhat.  They have a much weaker impulse to make the choice between mortal and fae.  These courts also have an agreement with the queens so that summer and winter have limited power and influence in London as long as the changeling courts maintain the Accords and relative peace.

EDIT:  This is just simple curiosity.  I'm planning on using the spring/autumn court and was wondering how others used the same idea.

4
DFRPG / Re: GM new to FATE. Any advice?
« on: October 10, 2013, 11:12:26 PM »
Well, we've finished character creation and I ran a quick session to demonstrate rules, basically a fight against 2 decently skilled gunmen.  I mentioned some of the stuff you guys raised with my players and think it's turned out quite well, so thanks again.

p.s. party is now an apprentice warden, a corrupt SI cop, a drug dealer who made a deal with the summer court to learn how to make supernatural narcotics and his god-daughter who's a changeling (or possibly scion) descended from 2 changeling's allied to 2 different courts.  I doubt lack of plot points will be an issue.

5
DFRPG / Re: GM new to FATE. Any advice?
« on: October 09, 2013, 11:00:50 AM »
Thanks for all the advice.  I'll be sure to put it to good use.

6
DFRPG / GM new to FATE. Any advice?
« on: October 08, 2013, 04:02:00 PM »
Well, I had the rulebooks and a group of friends who were huge DF fans so I've ended up volunteering to run a game.  I have a setting (London 1998), some ideas and plots, NPC's, locations, themes and threats.  I have read and reread the rules, talked to my players about what sort of game they want, what sort of character they want to play, etc.    I have a map of London, the underground, etc.   Basically, I've done all of the standard stuff to run any RPG.

Now, I've never run or even played FATE before.  Only 1 of my players has and that game collapsed after a session or two when their GM couldn't handle it.  Is there anything you guys can suggest specifically for FATE or DF?

Pages: [1]