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Messages - Remi

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DFRPG / Re: Faerie Conversations & Lying
« on: June 04, 2015, 07:49:50 PM »
If the players have read the books or have any experience with fae in the past, they expect that everything the fae say will be misleading at best, and a lie by omission at worst. Managing expectations before the conversation may head off unwanted questions before they are asked.

If you're personally not that good at making misleading and opaque statements, answering a question with a question is frequently a good tactic. If the PC asks a straight-up question, you might respond with, "Why do you want to know that?" or "What good can come of this course of action?" A non-sequitur or change of subject is always good. A simple smile or frown or scowl may also do. Or they can simply up and leave.

If the PC demands answers, the response can become hostile, threatening or seductive, the flavor of which will depend on the personality of the fae: "How rude of a mortal to make such demands on your betters." Or, "This will not end well for you." Or, "Perhaps our time would be better spent in conjugation rather than conversation."

If you always keep conversations with fae vague and evasive, and never offer definitive answers or statements, players will soon expect they will lead nowhere. Which means that they will always suspect anything they're told, even when it's the bald-faced truth.

Which is exactly what you want.

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DFRPG / Re: Magical healing?
« on: April 29, 2015, 05:37:37 PM »
How would you handle it?  I know stress goes away, but how would you handle "healing" minor or moderate consequences magically?

For those two categories of consequences, it doesn't seem like anything extra is needed.

Straight from the book:

Mild consequences are Bruised Hand, Nasty Shiner, Winded, Flustered, Distracted.

Moderate consequences are Belly Slash, Bad First Degree Burn, Twisted Ankle, Exhausted, Drunk.

Severe consequences are Broken Leg, Bad Second-Degree Burn, Crippling Shame, Trauma-Induced Phobia.

Recovery for mild consequences is started by first aid (a Scholarship roll) and they go away at the end of the next scene.

Recovery for moderate and severe consequences is started by treatment by a doctor. Moderate consequences recover after the next session. Severe consequences last until the end of the next scenario.

For magical healing, the Reiki Healing spell (p. 300) makes a moderate consequence go away like a mild consequence. With this spell severe consequences can optionally be made to recover like moderate ones, for an increase in power (essentially casting time or preparation).

That means you can recover from any mild or moderate consequence by the end of the next scene. Given that most fight scenes are followed by scenes of aftermath and travel to the next action scene, you should have everything you need with the basic rules.

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DFRPG / Re: Medical Treatment
« on: April 15, 2015, 11:02:19 PM »
There are also wounds that even if healed on there own, heal better with a doctor.  Broken bones are a prime example.  You can break a bone and let it heal on its own, but it might heal crooked.  Moderate flesh wounds that could use stitches can heal on their own, but there is also a chance they get infected and worsen instead.

This suggests a different approach to explaining why the Doctor stunt is useful. The rules say that medical treatment is needed to start the healing process for consequences, but stops there.

In real life, wounds represented by severe consequences will eventually cripple or kill you if left untreated. A broken bone that isn't set properly will leave you in agonizing pain and can potentially splinter further. If it breaks the skin you can develop sepsis. Even something as simple as a sprained ankle can cause more serious injury if an unbound ankle gives way at an inopportune time and you wind up tearing your ACL as well.

So, instead of looking at what extra benefit going to the doctor provides, you might consider what harm not going to the doctor will cause: consequences could go up a level without proper treatment (moderate to severe and severe to extreme) if you continue to stress yourself.

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DFRPG / Re: Medical Treatment
« on: April 15, 2015, 05:21:08 AM »
Harry has(had) Wizard's Constitution.  He doesn't need 'an excuse to start the healing process' - he never actually needs to visit a hospital - and, yet, Butters patches him up.  Obviously because it has some kind of effect.  Is it purely narrative?  Is it just to break up the pace of the novel?  Give him a chance to recover his stress track?  Catch his breath?  It could be but I don't like that.  If I was playing Butters as a character,  I would want all those procedures to actually help Harry's character otherwise I've wasted a stunt.

You're trying to reduce the novels to numerical computations, whereas I think the game designers' intent is to make our games play like the novels.

There is no game mechanical reason for Butters to do what he does, because the novel is not a game. Butters patches up Harry because Harry needs to relate to regular people. We need to see that Harry is human. This becomes more obvious later in the series when Harry begins to seriously fear that he's losing his humanity to the powers that threaten to take over his soul.

The medical treatment is also about character development, and Butters can give Harry some insight into wizardly biology that Harry can't get by himself. The treatment defines the relationship between Harry and Butters, draws Butters into the web of complexity that's Harry's life.

The novels are about these people, not the mechanics of the battles. In later novels Butters' investment in Harry becomes a pivotal element in his life and the others around him. If Harry never visited Butters for treatment a major plot point would never happen, because Butters would be completely useless to Harry. Butters, being mundane, is also responsible for keeping Harry grounded in the mortal world and not getting completely lost in the faerie world.

When we play these games it is tempting to reduce human beings to mere stats and power lists. But novels that read like the transcription of a computer game are not interesting. I find the most successful play sessions are those that unfold without us ever having to roll dice or consult the rule book -- when the action unfolds organically out of the tensions between characters and the story that the GM has created for them to interact with.

The Fate system is set up to give the players a lot of control over the direction of the scenario. Players can spend fate points and make declarations to make things go the way they want to. The mechanics can be manipulated so that players themselves can usually decide when they're going to succeed or fail at something.

If making your players sit around waiting to heal is a waste of time in your game -- that is, your characters have no need to interact with a doctor character like Butters -- then just toss the rule.

You use the phrase "narrative reasons" like that's a bad thing. In my mind, the narrative -- the story -- is the only thing. The stats and the dice rolling are there to spice things up, add some randomness and take some of the arbitrariness that can develop if GMs can just dictate every outcome.

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DFRPG / Re: Medical Treatment
« on: April 13, 2015, 08:12:00 PM »
I've also come around to thinking that you can't really tend minor consequences.  They're the kind of thing that a doctor might dress and say, 'suck it up, it'll get better soon'.

The book appears to be inconsistent on this. The rules for Scholarship on p. 141 say that you need First Aid from Scholarship to start recovery, but on page 204 it describes mild consequences this way:

Quote
Think of things that are bad enough to make you say “Walk it off/rub some dirt in it!” (Examples: Bruised Hand, Nasty Shiner, Winded, Flustered, Distracted.)

None of those examples requires any attention from a doctor, other than for them to poke you, take an X-ray and say, "Why are you burdening the health care system? It ain't broke. Take some ibuprofen."

Anyways, please don't try to convince me that I don't need a rule for medical treatment...since the whole purpose of the thread is to brain-storm rules for medical treatment.  I'm just trying to find different options for people's games.  Some may not be ideal and some may work, depending on the group.  I'd love to find something I could use in my own games.

The rules about medical treatment are written to model modern medicine as practiced in cities like Chicago. That typically requires doctors and hospitals. If your setting is in a place like Afghanistan where characters have field medic training and equipment and drugs to go with it, then you have your rationale. It won't "heal" them in any real sense, but it will patch them up and inure them to pain to allow them to get through the next couple of days (which is what's always happening to Harry when he goes to Butters for all his aches and pains).

But if they try to do that for the next three scenarios without getting any real rest, they may well die of a stroke, a pulmonary embolism, sepsis, exhaustion or develop a nasty morphine addiction. Harry always seems to take a year between novels to recuperate from the damage inflicted on him over the span of a few days. If your characters aren't given that kind of time to heal in-game perhaps your scenarios should be spread out over more game time.

I know you want rules, but the first rule in any RPG should be, "Toss out any rules that get in the way of telling your story." If the characters need to heal faster than the rules say, change the rules. Your scenarios should be about the player characters in the campaign, and the rules should be subservient to the development of those characters.

Thus, you might get more concrete suggestions if you shared the specific details about the characters in the campaign.

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DFRPG / Re: Medical Treatment
« on: April 11, 2015, 11:23:50 PM »
As I said in my first post, many people get around the 'I need an excuse for healing' by taking wizards constitution and, in fact, it's a better use of your refresh than taking the doctor stunt unless you are pure mortal.

Taking the Doctor stunt allows you to start the healing process for moderate and severe (in a hospital) consequences afflicted on any number of mortals. I assume that most GMs won't allow someone with Doctor to treat themselves for anything but mild consequences, so you'd never take it to treat yourself.

Inhuman Recovery and Wizard's Constitution only work on the character who takes the power, not on anyone else. That's the real difference here. If your campaign has no pure PC mortals who need medical treatment, then yes, the Doctor stunt is useless. But if the PCs in your campaign are mostly Pure Mortals, then it means that one character can "heal" all the others. If that character took Inhuman Recovery or Wizard's Con, he couldn't help the others heal in any useful way.

Remember, Pure Mortals get two free refresh for the inconvenience of not having access to special powers. Is it "worth" it to play a character like Murphy, who's an expert at a lot of mundane things, instead of a powerful wizard like Harry or a White Court Vampire like Thomas?

What we're talking about here is character concept. If your concept is a Pure Mortal, you don't have the option of taking those powers. All it really means is that players of Pure Mortal characters will have to depend on NPC doctors if no else wants to spend refresh on Doctor.

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DFRPG / Re: Enchanted Items: Multiple Uses At Once?
« on: March 29, 2015, 05:31:35 AM »
Harry's later Force Rings, the ones stacked on each other? He can trigger just a few, or all of them at the same time. To me, this is modeled best by thinking of them as having multiple uses, or a high frequency count. But when he triggers them all at the same time, he's using every single frequency use at the same time for a really big attack.

Harry seems to fire off a bunch of the rings at once at least once per book when he really needs it (i.e., the plot demands it).

I try to make the game work as much like the books as is reasonable, so if the plot of your scenario demands it and it doesn't destroy your scene, you should consider it if you think it makes sense in your campaign.

The problem is that once you let players get away with something like this, they may try to do it all the time. You still have a several avenues of recourse.

The easiest way to regulate this is to require they spend a fate point for each extra charge used. That gives an inherent cost that limits abuse. Basically, any time a character wants to do something that Harry does in the books that isn't covered directly by the rules, you can charge them a fate chip.

You could require that the player take a stunt that allows "supercharging" items this way. If you want to limit this, you can also charge a fate point every time they do it.

Then are purely mechanical solutions: The player has to roll a to-hit, and your NPCs have fate chips to spend to increase their defensive rolls. That means the player can blow all the charges on the rings and miss completely, wasting all those charges. If this happens a few times when the player is abusing this capability, they should get the message.

Then, there are campaign-based solutions: over the long haul, that wizard will get a reputation for pulling this trick, and NPCs will eventually be prepared for it. That's a big part of Harry's shtick in the books -- he knows his opponents' tendencies and plans for them with all sorts of gimmicks. All it takes is one opponent who has a specially prepared mirror gizmo or tricky spell maneuver to turn all that power back on the caster, and he will be more selective about cutting loose.

Finally, using that much energy at once can have dire consequences, especially if those attacks are aimed at mortals, or if mortals get caught in the crossfire. If your wizard PC blows out the side of a building and it crushes a busfull of kiddies on a field trip, the White Council may have a thing or two to say.

So, you as the GM don't have to say "no" to a player. You can have the NPCs or the story line show him the error of his ways in-game.

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I view the city planning phase as the players making a statement about the kinds of scenarios they want to play, the kind of world they want to experience; essentially, the kind of book they want to read. The character creation phase then figures into that: most of the players had origins and first adventures that derive from aspects built into the city.

I remember reading advice about scenario creation that taking the aspects of player characters, NPCs and the city, and using them to create the bones of scenarios. By choosing aspects and character templates, characters are making statements about what their goals are, and what kinds of scenarios they want to be involved in.

The game is still built on the GM/player or playwright/actor paradigm: one person is responsible for writing a play in which the characters will improvise their roles.

I've played games (like Amber) in which players actively pursued their own goals and made things happen without regard to the plans of the GM. We had a campaign with six or seven players, and alternated between three GMs. In almost every case, the players who instigated their own plots were the other GMs. A lot of players just aren't comfortable with forcing their agendas on other players.

The other factor is idle time during the session: if players go completely off on their own tangents they run the risk of leaving the other players sitting there twiddling their thumbs. Getting all the players involved in the action can sometimes be hard, especially when you've got six players.

When I started our DF campaign, I really wanted to get the players involved in city creation and plotting so that I could let players take over as GM for specific scenarios that they want to see happen. We've been playing for a few months now, and so far no one has said they wanted to do it. Running a game is a lot of work.

I think the Fate system has all the tools to allow maximum player contribution to the game, but the reality is that players either don't want to step on other people's toes by forwarding their own agendas, or can't spend the time and effort required to initiate their own storylines.

That means, for the most part, players rely on the GM to integrate all the players' goals into a coherent campaign that will let everyone have the kind of experience they're looking for.

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DFRPG / Drawing Energy for Spellcasting
« on: March 22, 2015, 03:07:15 AM »
In Small Favor and other books, Harry "draws in energy from the environment" that he stores up large quantities and then uses later to power several of his spells, which mostly seem to be evocations (Forzare, for example). I haven't seen anything in the spellcasting rules that supports such a mechanic. Harry does this pretty casually without the usual caveats he spouts whenever he does something tricky with his magic, making it seem like this is no big deal.

In general, the rules seem to limit the number of evocation spells you can cast to two to four per scene (your Mental stress, which depends on your Conviction), plus whatever similar effects you might cast from enchanted items such as Harry's force rings. When those are exhausted you can start dipping into consequences, which gives a flavor similar to the books, where Harry talks about being tired after casting some spells.

The spell mechanics on p. 255 of Your Story speak of gathering power, but it is essentially limited to your Conviction, and is only used for the next spell. You can't suck in a bunch of power at no risk, and then meter it out spell by spell.

Obviously the ability to do this would greatly expand the spellcasting abilities of wizards who have time to prepare this way, and thus increase the potential for abuse of magic in the game. Novels by necessity work by different kinds of rules than RPGs. But the attraction of the Dresden Files RPG is that does a pretty decent job of making the RPG feel more like the novels than your average D&D clone.

Have I missed some rules that model this kind of power gathering? Does the new Paranet Papers book address this type of casting? Has anyone else come up with a set of homebrew rules that do this while limiting the potential for abuse?

Fate points can, in a sense, be spent to power thaumaturgy spells. Perhaps that might be the basis for a mechanic that allows wizards to pre-gather power for multiple spells or somehow manage to cast more spells after they're completely exhausted (which Harry does time and again).

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