The Dresden Files > DFRPG
White Wolf Forum: The Dresden Files
The Last Bean:
I'd agree with that Harry writeup, except on the spheres. I'd say he needs at least Correspondence 2. He's demonstrated his ability to work magic outside his perception range on multiple occations, and he's tracked a one of Marcone's thugs across Chicago using blood as a correspondence link. Also, I think he'd need Prime 3 to create magic potions, and Spirit 4 to bring other people into the Nevernever (Umbra). Possibly needing Matter 3 also. That trick with the blood-into-fog in Fool Moon was a state change, which Matter 2 can't do, and I don't think Harry knows enough science to change it into something that would evaporate at room temperature. Just my 2 cents.
Amberyl:
--- Quote from: Mickey Finn on June 28, 2006, 01:20:59 PM ---I could be completely wrong on that, but I thought it went Pern/Dune, then Amber, then a pause, then Masq and GarouMUSH, then Elysium/Amaranth/City of Darknes, then a sudden deluge of WoD MUSHes.
When I joined Amber, the RPG wasn't out yet.
--- End quote ---
I am reawakening a long-dead thread, but I can clear the timeline up, since I was involved in all of it. ;)
PernMUSH was founded in January of 1991. AmberMUSH was founded in November of 1991 but did not open to players until the spring of 1992. The game opened after the DRPG was published (the DRPG was published in 1991), so Finndo et.al. and your play of the game definitely post-dates it. Dune post-dates AmberMUSH by quite some span of time. (Belgariad MUSH, where Javelin/Paul got his start, dates to February 1992, and if I recall correctly, Dune was founded in early 1993, as it post-dates the closing of Belgariad in November 1992.) Masquerade and GarouMUSH developed independently of one another around the same time. Elysium came next (mid-1993), and then everything else.
Sadly, AmberMUSH is functionally dead now. But there's a new game, Chronicles of Amber (amber.genesismuds.com 8810), http://amber.genesismuds.com/ that has quite a few players.
I thought there was a Dresden Files MUSH around somewhere, too. Whatever happened with that?
Willowhugger:
I agree with the assigned power boost.
I also tend to think the High Council is easily substituted for either just the Order of Hermes or the Traditions as a whole. I'm inclined to just the OoH.
The Doctor:
--- Quote from: Willowhugger on January 22, 2007, 08:21:42 AM ---I also tend to think the High Council is easily substituted for either just the Order of Hermes or the Traditions as a whole. I'm inclined to just the OoH.
--- End quote ---
I tend to think of Harry as OoH ex Miscellanea, or an Orphan that had nontraditional Hermetic training. Some of the things he uses in his rituals would not fly at an 'orthodox' Hermetic rite, such as using Play-Doh. Also, his lack of grasp of languages would probably get him censured because he was not as dedicated to the art as the rest of the Council. An Orphan would not have had the restrictions placed upon his training like a formally trained Hermetic would.
Fineous:
Hey, I am glad that I am not the only one to hate Mage - The Players Handbook. Feh, lists of spells. I hate em.
Anyway, I kinda like the idea of creating Harry as a Mage, but you all seem to be forgetting that he creates his own Foci, so he is going to need at least Prime 3. His blasting Rod is nothing to be sneered at, nor is his Shield Bracelet. Which just goes to show that you should never try to turn a character from an unrelated book into a Mage character, or you will have a MASSIVELY overpowered Mage as you try to compensate for each time he demonstrates a power that works in the book, but not by the spheres he has shown.
As for someone else's comments about the best attempt at a truly universal game, there is nothing better than Hero system. I have yet to find any other game that I cannot run off the cuff with one single Hero rulebook, the core rules. And I have run a star trek game, a star wars game, a battletech game, a shadowrun game, a d&d style game (by which I mean classic fantasy), a spy/thriller game, and of course super hero games all with one rule book. Yeah, I have a couple of supplements that give me ideas, but I have never actually needed them to run the game. I have never found another product that can even come close to the versatility of Hero system.
Now if only it didn't take 4 hours a calculator, reams of scratch paper, and the GM sitting there to say 'yes/no' to every ability you take, to make a character. Oh well, no game is perfect.
;D
Umm, what was this thread about again?
*Wanders off back to the beginning of the tread to see what the point was for posting here in the first place.*
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