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Messages - Brodie

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Cinder Spires Spoilers / Re: [Spoiler]Favorite quote thus far...
« on: September 30, 2015, 12:38:45 AM »
Reading it but not finished yet, the first time I laughed was when I was encountered the following line:
(click to show/hide)

It's the lead-in to this quote that makes this line memorable.

I found this to be a favorite (don't know if it really counts as a quote, per se):

(click to show/hide)

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DFRPG / Re: Self-compels vs "just roleplaying"
« on: March 04, 2015, 08:26:27 AM »
It helps to know your players, too. If you can tell when they're really in character (as opposed to just playing the character) and being 'themselves' and their actions sufficiently alter how things turn out, reward them. Also keep in mind that self-compelled Aspects don't have to complicate things to be worth a Fate point. Dresden being a mouthy bastard can actually help his friends when he's using that particular talent to draw attention away from friends. The best Aspects are the ones that can be both negative and positive.

And don't forget to encourage your players to compel each other.  ;D

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DFRPG / Re: Dresden Files: WW2 edition.
« on: February 25, 2013, 06:15:07 AM »
So, in an attempt to revive this thread, I have a new question in regards to the game.

Does anyone have an interesting idea for a mystical sort of superweapon that the Germans may have in their possession? One of the things that I and at least one of my players would like to do would be to steal that from the Germans, probably from one of the castles that you always see in the movies. I've been trying to figure out a good item from research and what-not, but so far haven't come up with anything beyond the Spear of Destiny. I'm hesitant to use the spear, because it's a bit cliched, and I keep finding wildly divergent ideas about what sort of powers it would possess/grant.

Also, if anyone happens to know offhand of a good German castle, feel free to mention it.

Don't know of any German castles offhand. As for the super weapon question, though... How about throwing a curveball at them? Instead of being a super weapon the nazis plan on employing in the fight, it's something holy relic that they plan on desecrating and thus unleashing a mystical s**t storm? This would give them two reasons for trying to obtain it. My suggestion would be that the item in question is one of the Swords. The magical community in general knows about the Swords, and if they find out the nazis want to do something to them there would great interest in the outcome. (Obviously, if Denarians found out about the nazis having possession of a Sword, the nazis wouldn't have it for long so it'd have to be kept quiet.)

This is kinda funny; this thread was started the day after I ran character creation for my gaming group and my own Dresden Files campaign set in WW2. I'd been running a wild west d20 game, taken a break to run something else, and came back to the western only to hit a creative block. It frustrated me because I wanted to run the western again. So I asked my group what they might want to play. One immediately put forth Dresden because he had run the rpg for us a while back but didn't get to actually play. I wasn't too keen on running a modern setting - despite how much I LOVE Dresden and how well I know the books - so I suggested combining Dresden with the old west. Technical stuff came up regarding magic and such (like what would the Murphyonic field affect), and we moved on to talking about other choices. I like WW2 as a setting and proposed that, then I immediately remembered Kemmler being active during that time and ideas just started coming to me. Just ran the first session tonight and I had fun (I don't usually - I hate GMing; everyone in our group has a game they run and we take turns).

My group is composed of a Russian Emissary of Power (his patron is a Russian dragon with a hard on for gathering powerful artifacts), and average Joe military intelligence officer (capitalized the Joe on purpose - he's American), an American Jewish minor talent potion maker who also serves as the group doctor, a French were-raven, and my NPC: a clued-in mortal British intelligence officer who's superiors don't believe him about the supernatural stuff. He's basically the Murphy of British intelligence. The Emissary's patron has him on constant lookout for the Sword of St. George, the dragon slayer. And I must say it's awesome that the Emissary's player knows Dresden almost as well as I do: I have him thinking that St. George's sword is Amorrachius. MWAHAHAHA!!!

In my game, Kemmler is behind the scenes for now, but like someone else suggested doing with secret histories, I added him. With all the death and suffering the concentration camps caused, that would be A LOT of dark energy at his disposal. I've toyed with the idea of him being the one to suggest building camps. For now, though, my players will be dealing with minor stuff and building up to an endgame (which I so want to have happen in Dresden, Germany for sheer giggles). Their current situation involves Paris, nazis, the Eiffel Tower, and a 7 foot tall giant in the employ of the nazis. The giant is actually Frankenstein's Monster. The goal of the nazis in Paris is to seek supernatural aid. The nazis don't know about it yet, but the Eiffel Tower is actually acting as a giant, super-warded, bank vault door blocking a portal to a highly dangerous area of Faerie. The Tower is made out of steel, which we all know Fae can't stand.

I have so many ideas right now on where to go with this campaign.

Oh, and while I have the White Council staying out of the war, I do them fighting amongst themselves and a lot tension existing among them. Namely among the Jewish members and the German members that still feel loyal to Germany. That could be another reason why they stayed out of war: they were too busy fighting among themselves.

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DFRPG / Re: Playable loup-garou-cursed character?
« on: August 18, 2010, 11:07:09 PM »
Three nights out of an in-game month really aren't that many. Plus, it all depends on when, in-game, the GM's game takes place. Obviously, the GM will have to keep track, but that's a minor detail.

As for it being trouble for the other party members, look at just how early in Harry's career he encountered his first loup-garou. Fairly early. He was still wet behind the ears, despite his past. If you look at Fool Moon as a gaming session, the GM running it was rather sadistic.  ;)

I'm in a group that puts value into player character back stories, and personal conflicts inherent to each character. We like exploring the good stuff as well as the bad stuff about our particular characters. I tried running a Dresden game using GURPS and only got a few sessions in before our wizard pc flaked and left the group. The person that played the loup-garou cursed guy in my game wants to play him again when our new Dresden game (not run by me) starts.

Also, it's not like every person with the curse would have the exact same one that plagued MacFinn's line. Some might have the chance to become free of it, thus becoming pure mortal (similar to White Court Virgins and Changelings). The way I had determined how the pc in my Dresden game was cursed was that his curse would end once he learned to control the beast. In the Dresden RPG, a character like this would hit a milestone if he comes across some hint as to how to control the beast.

The two ideas I have for my own characters in the upcoming campaign are nowhere near this complicated, since they'll be pure mortals. Clued-in, but pure mortal nonetheless. Which is odd for me, since I love Dresden and the other characters with powers, and even played a mage (who was a PI and insisted people refer to him as a wizard) in our old World of Darkness game run by the same guy that's going to run Dresden. But I firmly believe that our loup-cursed wannabe should be able to play his character without being penalized by taking powers he can't used. A high aspect and trouble should suffice.

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DFRPG / Re: Playable loup-garou-cursed character?
« on: August 16, 2010, 03:31:08 AM »
Well, the question isn't really 'should or shouldn't allow it?' The question is 'how to make it possible?'

I think it would make for a compelling PC, if the curse on him has a built-in resolution the player could work towards. MacFinn's curse is supposed to plague his bloodline until the end times. What's to say that all loup-garou cursed would have the same stipulation?

Would the PC gain anything from being cursed, or would he be a pure mortal with a curse?

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DFRPG / Re: Playable loup-garou-cursed character?
« on: August 15, 2010, 06:26:18 PM »
Anyone?

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DFRPG / Playable loup-garou-cursed character?
« on: August 15, 2010, 04:17:39 AM »
You'll have to forgive me if this has been brought up and discussed before (and I'd appreciate a link to the thread), but does anyone have any idea if it's possible to play a character that has the loup-garou curse?

According to the books, the loup-garou has a -21 refresh cost. Totally understandable as the creature is sickeningly powerful. However, the loup-garou is a demon and when the demon's out to play, the cursed human can't do anything (much less remember anything). It has its own skills, talents, powers, and whatnot, but it's not that particular human in possession of all those things.

I can understand werewolf characters of the Alpha variety having - in human form - the skills they have as a wolf. They had to learn those things and they retain their minds from one form to the other. But that doesn't apply to the loup-garou.

The little stat blurb for Harley MacFinn just tells the reader to see the loup-garou entry even though, for all intents and purposes, he's a completely separate character. A loup - being a monster/npc - falls under the GM's domain. But someone like Harley could easily be a playable character, albeit a supremely unfortunately cursed PC.

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DFRPG / Re: Anyone gaming Dresden anymore?
« on: January 06, 2008, 07:15:25 AM »
I've been using GURPS for my game. (I've got it set before the end of book 3 and the players don't know how close or far away that is yet. Mwahahaha.) However, I feel the urge to slap the wizard of the group every time I run because he doesn't do anything.

Over in our White Wolf mish-mash/little-bit-of-everything game, run by someone else, I'm playing a mage based pretty damn heavily on Harry Dresden. Hell, I even made him a P.I. that advertises his services as a wizard (he's an orphan and calls himself a wizard, despite having become acquainted with 'mages'). I had fun with the Murphyonic field drawback the GM and I came up with, along with the Soulgaze drawback. The Sight was an advantage. That, combine with the Soulgaze, gave my character insight - vague though it was - that the other PCs weren't privy to and made me useful. I'm not totally like Harry - I can't declare war on all vampires as I wouldn't last long since one of the other PCs is a vampire (and recently crowned Prince). However, I do have a goal set for myself: Kill the head Sabbat vamp. :)

I've found that Mage works extremely well for Dresden style magic, for the most part. But if you go by the rules, you'll find yourself taking Spheres that you'd think shouldn't be involved (Time and Mind).

But, GURPS can accomodate anything and everything with how versatile it is.

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DFRPG / Re: I need some help with my Dresden game
« on: September 27, 2007, 02:34:02 PM »
Those are some good suggestions, especially the Bourne soundtracks (one of the things I loved about the movies).

I made a little project for myself and made an 'opening credits' - complete with music and pictures - for my group to watch before we start gaming. It definitely gets them in the mood, seeing pictures of San Fran, titles, and pictures of people they would cast as their characters.

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DFRPG / Re: You're selling me on eBay?
« on: August 09, 2007, 01:40:34 AM »
Wouldn't be more of a foursome? The winner plus three other guys? :D

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DFRPG / Re: Aspects {Potential Book Spoilers}
« on: June 23, 2007, 06:50:25 AM »
For Murphy, she'd probably have an aspect like "COP". Maybe "Loyal Friend". Michael would likely have "Loyal Friend", too, as well as "Knight of the Cross" because come on, he OWNS that title.

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DFRPG / Re: I need some help with my Dresden game
« on: June 21, 2007, 11:07:00 PM »
Anybody know of anything similar to the tv show's theme, but longer?

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DFRPG / Re: I need some help with my Dresden game
« on: June 21, 2007, 03:15:52 AM »
Thanks. I'll look into those.

Any more suggestions, feel free to toss'em out there.

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DFRPG / I need some help with my Dresden game
« on: June 21, 2007, 12:27:20 AM »
Particularly, musical choices.

I'm running a Dresden game using GURPS for the time being, until the actual Dresden Files RPG comes out. I'm setting it in San Francisco (choice inspired by the proposal of a Dresden Simm elsewhere here), and can't seem to find the right 'opening song' for the game. I like ambiance, and have gotten used to playing music (faintly) in the background when I'm running. I also do my sessions in episodic format, like a tv show - what takes place during one session is one episode.

Does anybody have any suggestions for songs?

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DFRPG / Re: What will be your Dresden Files house rules?
« on: April 21, 2007, 05:18:46 AM »
What I like most about the way magic works in the Dresdenverse is how it's really only limited by what the user is capable of thinking up and channelling. When I'm a magic user (very rare), I tend to be like Harry, using a handful of tried and true standby's and the occasional different spell.

A team dynamic for a group of casters - with this in mind - is golden, as everyone is coming in with their own arsenal of ideas. Then, everyone is subconciously taking notes and getting ideas for themselves. It's definitely something worth me considering if everyone in my group wants to be a wizard.

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