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Messages - Harlan Quinn

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DFRPG / Re: Altared States
« on: March 23, 2009, 11:45:32 PM »
Hmmmm..maybe I'm saying this wrong.    What I mean is, how is the Nevernever shared among the various mythos?   We've seen elves, trolls, etc and they all have a strong Anglo-Saxon background.   What I want to know is what about kami, oni, yeti, rashaka (sp?) etc...   How do they all share the Nevernever?  Is it divided nationally as well as between the seasons?

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DFRPG / Re: Altared States
« on: March 22, 2009, 05:25:08 AM »
That's one of the things I'm curious about:Is the Nevernever the same in Boston as it is in Chicago?  Or Paris, London, Moscow..etc?  How much does the local "flavor" of a city change the Nevernever and vice versa?

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DFRPG / Re: Altared States
« on: March 05, 2009, 02:51:33 AM »
How do you design places that have magic as part of their essence?
 
Example:In a game I've been thinking about, there's a bar called Dean's Place and there's some problems with it :
 
(1) The original Dean's burned down about 43 years ago and was never rebuilt.  However, to certain "people" Dean's can still be seen and entered.  (I'm thinking mystical folks and drunks would be probably the preferred guests.)
 
(2) Any piece of technology built after 1965 will not function in Dean's.  Cell phones, laptops, etc. stop working the moment they cross the threshold at Dean's  (Hmmmmm...when were pacemakers built  ?)   There is a rotary phone, jukebox (no music past 1965) and a television which plays all three major networks following the 1965 daily schedule for whatever day it is outside Dean's.
 
(3) Food and drink is available inside Dean's, but has no real substance once back outside.   Money, no matter what the year, is taken inside by the bartender and wait staff.  Or as Dean says "Money is money and we ain't sticklers for everything..pally"
 
So how do you build something like this in the game?   You have to build both positives and negatives and not sure how you would build this using something like the FATE system.

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DFRPG / Re: what playable stuff are you hoping for?
« on: February 18, 2009, 01:44:12 AM »
Since the books have never been to Japan, and how we've seen the Fae so far mostly reflects the Western perception of such beings, there is no reason at all why magical/spirit beings from other culture's folklore shouldn't exist somewhere, somehow.  I would imagine much of the system-based nature of the Fae could work for these others too.

What I want to know is how difficult is it to travel from the Winter Court to The Great Outside or to the Celestial Temple and what does each place know about the other.  Or is it all just one place with one "people" who are seen according to the metaphysical "view" of the visitor?

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DFRPG / Altared States
« on: February 11, 2009, 03:23:14 AM »
How does one get to the NeverNever?    I know there are rituals and doorways, but how will it be handled in the game?
 
And few other questions:  ;)

How does topography match up?   Example:  If I leave an area of plains in the Prime Material, will it be plains on the other side?  (Yeah, I know it's magic and they can end up anywhere, but generally speaking...)

________________________________
 
How many different dimensions are there?   If each religion/philosophy has a metaphysical afterlife or state of being, you could have numerous destinations.    Not to mention, how to "fit" them all in, is the Prime Material a focal point with all the other dimensions dividing it?   And what about a "cosmic pecking order"?  Which dimension would trump what dimension?  (Not asking for a ranking, but more an idea of how the power/space is shared and mapped out.)
 

 



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DFRPG / Re: I Know That You Know That I Know That You Know....
« on: February 06, 2009, 01:09:27 AM »
After thinking about it, I came to a couple conclusions:
 
The Mob is all about power and so the few who do know about magic probably keep it to themselves.
 
The government is probably researching it, but due to cross-department fiefdoms, governmental efficency  ;) , and a healthy disinformation by the White Council, nothing is really know at the upper levels.
 
As for the different religions, I would say the more hiearchical it is, the greater the knowledge of magic.
 
Which leads me to a completely different question:What's the difference between faith and magic?

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DFRPG / I Know That You Know That I Know That You Know....
« on: February 04, 2009, 01:51:31 AM »
How many different groups are aware of the existence of magic in the Dresdenverse?   We know that the Vatican is aware, but what about other religions?   Are there Jewish, Hindu, etc groups in each religion that act as special task forces?   Will there be rules in the game for designing such groups?
 
And what about governments?   Besides some rogue FBI agents, I can't remember any federal Black Cat Squads.    And how widespread is the Mob's knowledge of magic?


 

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DFRPG / Re: He Who Walks Behind
« on: January 29, 2009, 12:52:38 AM »
What does the term "Outsider" mean?   Are we talking about something along the lines of an Elder God?

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DFRPG / Re: &%#ing Death Curses.
« on: January 23, 2009, 03:18:51 AM »
I think if I was going to fire that off as a death curse I would simply curse the cleric to wander the world until he had learned "the Truth." That way you avoid the ever expanding knowledge base of mankind and get to force the character to never know if what he has learned is the final truth or if something he has already learned is simply incorrect so he has to constantly reexamine everything he knows as well. Also I like tossing in the wander there so he never has a chance to set up shop and really become a danger to anyone.

Gotta say had I been that cleric who recieved the curse posted by Harlan Quinn I would have one of my followers dig up a dozen or so mathmatical formulas or other facts and seal them up, far away from me. I doubt I would spend much time in the quest for knowledge in this case since I could use my new immortality to hunt evil for all time.

The way I'm seeing this curse is as an addiction.    The Monk has to be constantly learning, reading, and researching to quell his hunger for knowledge.   Which leads to other questions:

A death curse is obviously done quickly, so how can a wizard be sure that it's effective?
Is it vocalized?  How does the cursed become aware of the full extent of the spell?

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DFRPG / Re: &%#ing Death Curses.
« on: January 16, 2009, 01:01:26 AM »
That's definitely an interesting idea, but if the wizard is that powerful, how did the Monk/Cleric end up killling him?

That death curse would be ideal for a mad cleric. He'd be able to exist and wreak havoc on an unsuspecting world. No matter how horrible the wizard, there is no way they would ever want their killer to be alive forever.

Also, does he age? Does it cap off somewhere or is he still spry and young. You're giving the cleric the ability to take out anyone he believes is bad, in his skewed brainpan. He could've been the catalyst in the Salem witch trials. No wizard would want something like that for their kind.

Maybe a better curse would be to trap him in the veil between reality and the nevernever. Unable to cross into either, he is forced to observe each side.


How does he kill him?   In books, we learn that wizards can die the same way other people can, it's just that their magic affords them more options to rescue themselves. 

The cleric could have used poison (slipping it the wizard's drink, stabbing him with a dagger coated with it, or perhaps in a gaseous form).  Perhaps, he had minions who wore the wizard down before he slipped in to deliver the final strike.    Or perhaps an old favorite, he captured the wizard while asleep and had him burned at the stake.    It's very possible that a mundane individual can kill a wizard.   The cleric is crazy not stupid.    ;)
 
As for aging, that's also one of my questions.   Would a curse keep him young ?   If you go with the true idea of a curse, it would not keep him young, it would keep him alive with all the problems of aging.   It also has to be considered how passive or active a curse could be.   A curse that would require learning all the knowledge of mankind would demand constant research of EVERYTHING!   Go to an encylopedia and open to the science section and see how many different branches there are and then do the same with arts, etc.    To this mix, add an addiction that makes coccaine seem like a sweet tooth, this curse becomes very sinister and tragic .    Not to mention, A cleric who is forced to live beyond his normal span is denied entrance to Heaven.  (Although, the Monk is denied this due to his actions that started the curse in the first place.)
 
As for his place in a game, the Monk would either be an NPC who could be questioned for esoteric answers or a truly formidable villain with the knowledge of ages to use against the heroes.

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DFRPG / Re: &%#ing Death Curses.
« on: January 14, 2009, 01:59:51 AM »
Mm, think of Harry's mother putting the death curse on Raith... talk about a fate worse than death, ow. That and unless there's a "perma-death" for the character, the death curse might be a moot point.

That's one of things I was thinking about: fates worth than death.
 
Example:An cursed NPC called "The Monk"
 
Back in 1592, a mad cleric kills a wizard for possessing knowledge of the "Dark Arts"   The wizard's death curse is that the cleric will not be able to die until he learns all the knowledge of mankind.
 
My questions are as follows:
 
1. Would a death curse keep him alive until he learns everything?   The Monk trips down a flight of stairs and breaks his neck.   Does the curse reanimate him?   Plus, is his neck still broken or is it healed?
 
2. Knowledge is constantly expanding - What determines how this or other curses are fufilled?   Would the Monk still be alive in 2009? ( I understand he would be by GM fiat, but am curious how it would be explained in game terms.)
 

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DFRPG / Re: &%#ing Death Curses.
« on: January 13, 2009, 12:27:06 AM »
That's what I was asking about, how do you keep things in a measured response during game play?  I assume that with cursed NPC's you can really cook up some nasty ideas, but what's the proper balance for PC's?
 
And if I was rude by using the word "ruin", please accept my apologies, it wasn't my intent.

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DFRPG / &%#ing Death Curses.
« on: January 11, 2009, 05:42:06 PM »
How are you going to implement these in games?   You are sure to have player characters fighting against NPC wizards, so how are you going to keep curses a real threat without ruining game play for the cursed players?
 
How much "power" does a death curse have?   Can they warp reality on a major scale?  Example:The curse erases the memory/records of a person's existence from the world.  Or is it more limited?  Example:For each day that passes, the cursed ages one year.
 
Or is it a matter of the power level of the cursing wizard?

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DFRPG / Re: Brainstorming: Adventures in the Dresdenverse
« on: June 02, 2008, 05:06:48 AM »
I've been thinking that Vegas would be a good city for a campaign.
 
Gambling,Show Business,The Mob, Elvis, and more would be a great combination.    I've even got a couple of NPC's thought of:
 
Fenris - A stage magician at the Ice Palace, who may or may not be Loki The Trickster.  He has true magical powers and is associated in some form with the Winter Court. 
 
The King - An Elvis impersonator who can speak with the dead. 
 

 

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