The Dresden Files > DFRPG
Mortal infrastructure/networking power
JayTee:
Throughout most of the series and even in the game books, The Dresden Files makes a big deal about how scary and dangerous humans are when they all band together and go after something they see as a threat.
However, the game itself never really gives you much of a way to reproduce that kind of effect, as the focus is usually on a small group of PCs running around and solving problems mostly single-handedly.
Is there any way to properly emulate the kind of resource that mortal infrastructure and social networks offer? My current thought is to rewrite Thaumaturgy using Contacts for Complexity, Resources for drawing power and Presence for controlling power and rewriting the functions of Thaumaturgy (summoning and binding, conjuration, etc) to be more based on conventional means. But this smacks in to the problem of using Contacts and Resources excessively, which I see as a little boring, but perhaps that's unavoidable.
Taran:
I think it's a neat idea...
Sanctaphrax:
I wouldn't use a straight Thaumaturgy adaptation, since there's a lot that Thaumaturgy can do which isn't too appropriate for human infrastructure. Still, something thaumaturgy-ish could work pretty well.
For a quicker and easier approach, you can just use a Stunt. Something like...
Political Connections (Contacts): Add a Political Power trapping to Contacts, which you can use to make the government do things.
It's almost completely freeform, but it's also by-the-book and really simple.
Although...while I'm brainstorming, it might be best not to make this a character trait at all. Maybe there could just be a set of guidelines for how mortal infrastructure behaves, and a set of rules that any character can use to affect said infrastructure.
JayTee:
I'm not so certain that there is so much that only thaumaturgy can do that it wouldn't work. A lot of it's functions have a clear mundane parallel when you invoke the trappings of modern civilization.
Summoning and Binding becomes Hiring and Subcontracting. The "Containing" "Summoning" process becomes a contract negotiation over pay and services, for the "Binding" phase instead mentally subduing a target, you instead sought out a highly reliable or professional individual.
Conjuration becomes Delivery. The item in question is simply brought to your person via mail or a specialized currier service. In this case it's even better than Thaumaturgy because it can waive the restriction on complex object.
Divination becomes Social Networking. Instead of conjuring the information out of nowhere, you instead call around to your support network to see if any of them have any idea of the knowledge you're looking for.
Veils and Wards becomes Subcontracting. In this case, you're basically paying someone trustworthy to build and maintain a series of defenses around your base or whatever else you have in mind.
Item Crafting becomes Requisitioning. Magical items and potions become expensive or experimental devices that are difficult to reproduce and have been loaned out to you.
Transformation and Disruption is harder to do a direct conversation, and may instead become focused on doing social attacks from a distance, and getting the crowd to do something for you, becoming Campaigning and Inciting the Masses.
Transportation and Worldwalking becomes regular old Transportation. It'll be slower than the magical version, but you have the added benefit of not putting your life in danger by creatures of the Nevernever.
Sanctaphrax:
I think you're making my point for me; while mortal means can accomplish many of the same goals as thaumaturgy, it often can't replicate the means. And sometimes those means will be the goals.
If I want to turn someone into a duck, enter the Nevernever, create an illusionary dragon the size of a city, or redirect the course of a hurricane, magic is my only option.
Also, many/most enchanted items and potions make little sense as gadgets.
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