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Topics - beachhead1973

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DFRPG / Adventure help
« on: December 13, 2013, 02:27:00 PM »
I am looking to put together a series of quick and easy one-shot adventures for my group.

The basic setting is that of a security and investigation company, staffed by clued-in and talented individuals. They get jobs of an unusual nature, most are routine, but rarely, there is something more to the mission. These are the one which will be played out.

I'm not great at one-shots. adventures you sit down and play out in one hour and I could use some advice and suggestions. I am much better at super-detailed, long campaigns. And maybe we'll do one of those once the group in more into it, but I want some quick and fun (for me too) adventures i can put my players through.

I have one idea I need to flush out, for a regular client who has their child picked up from private school everyday and delivered home. The catch being that the kid if a changeling and the local fey want to kidnap him.

Beyond that I am kind of stumped and even that is pretty bare-bones. I had another idea of adventures inspired by Dresden files short stories. None of the group have read the short stories and only one have read the books.

As for power levels; it's an up to your chest campaign.

Thanks for your time

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DFRPG / Need help with character concepts for people new to TDF
« on: October 04, 2013, 05:01:19 PM »
I am expanding an old campaign me and my buddy used to do as a 2-player for my regular gaming group. But the problem is that most of these guys are totally new to TDF and their fantasy background is giving them a bad taste for one of my favourite aspects of TDF; the balance. Maybe I should not have led off with; "you can't play a vampire without being a bad guy, in general" But I did. These guys are more used to "catch-less" powers, so the give and take and consequences have sort of turned them off.

The general concept for the campaign is that the two PC from the previous campaign basically had their lives ruined by the adventure and formed a security and investigation company to make ends meat. They did the strange jobs, but the mundane weirdness and dealing with the paranormal and earned a good reputation and made inroads in several circles. Then the one PC character disappeared, the remaining PC THINKS this was with the local Warden who took him as an apprentice, but no one seems to know. To fill the gap the remaining PC, became more of an NPC character, taking a few more refresh to by some limited learned skill in enchantment and warding rituals in an attempt to level the playing field between his mortal skills and supernatural threats. He also hired a collection of experienced investigators and ex-soldiers and police officers to work for him. After a few brushes with the supernatural, they all quit and the company's once fine reputation is now seriously in question.

Enter the PC's;

Plan-B, because starving to death sucks; Hire people with supernatural powers or experience and train them to be security guards and investigators.

Our remaining PC is now totally an NPC; he interviews the PCs, trains them, equips them and tasks them on jobs, unless it's a huge deal he shouldn't be in a fight with the PCs; he's got his own work to do, but the PC's might have ot back him up on occasion, usually as part of a larger mission; PC; gets a call to come pick up the boss at this location and drive him to the hospital; oh by the way; here are some leads I want you to check out.

I have one player with a really cool idea for a high concept; Magic bodygaurd: Minor Talent (Wards)= magic shield and a revolver. He puts himself between danger and the principle and fires back.

I have another idea myself for an underage street kid payed under the table. She has no supernatural powers, but living on the street, she's seen some things. As a street kid she's culturally invisible in many environments and acts as a sneaker/spy. I'm not sure if anyone in the group would be interested in that though.

Beyond that no one really has any ideas. But generally i'm pretty open, with the only caveat being that the survival of the PC cannot hinge on victimizing innocent people due to the moral code The Boss NPC lives by.

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DFRPG / Healing Potions? Healing Magic? Necromancy-Biomancy?
« on: September 08, 2013, 02:51:49 AM »
I wonder a lot about this. As banged up as harry gets, we never see a healing potion even discussed. Now in TDF, I can imagine a lot of things going wrong with it, but consider there is discussion of flying potions and love potions, ect.

Yet no one ever does a "cure" spell anywhere that I have seen yet.

I wonder; is it necromancy? bringing dead tissue back to life on a live body.

Does it fit within the narrative of TDF to have a "grey" necromancer who does this kind of healing magic?

Or would it be more like a form of Biomancy? making things grow/heal? I am certain a "Faith healer" would not be quite as out of place.

I am considering this for a story element, a concept for a particular NPC, looking at either a Faith Healer or a Dr Frankenstein-like necromancer, with an eventual goal of creating life/soul, or a very good facsimile there of.

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DFRPG / Looking for a mouse mini
« on: June 09, 2013, 02:10:38 PM »
Not exactly, but close and this seemed like a good place to ask.

In a different game, my character has a Big Dumb Dog (TM) who is actually smarter than him. We've found playing with minis of our characters to be fun and are using the pathfinder/DND ones. But I cannot find a big, hairy dog.

I figured being as mouse is such a strong feature to the series, someone may have happened across a good source for a mouse miniature at some stage.

Any help?


Thanks!

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DFRPG / Campaign Idea, what do you think?
« on: November 29, 2012, 11:22:57 PM »
I hate when this happens.

My last DFRPG campaign got shut down when the only other player joined the regular forces. I'm really proud of him by the way.

Currently I am running a GURPS-based Twilight-2000 campaign, but I think I am about to loose a key player because he has to move back to England, or at least it looks that way. If this person leaves, I feel like it kiboshes the campaign. even though there are several other players.

Feels like this has happened a lot to me. Was part of an epic WOD game when one of my best friends died, which made it worse because we not only lost him, but also the game and the group.

But it gave me an idea now that I am looking at it again; Before my last DFRPG campaign got shut down, my other player's PC, a burgeoning wizard had just been discovered by the local warden and there was talk of him being apprenticed. But him and the other character were just getting set up in their own security and investigation company.

My idea is this; PC1 was spirited away by the warden to train him and use him as another warden after a little while of helping run the company, establishing somethings of a reputation.

This leaves PC2 to have to deal with all the backlash of their recent adventures alone. I am going to have him have basically run the company solo for a bit, had his life destroyed by the backlash of the first two adventures, leaving nothing but the company and then had all the normal employees he hired quit on him after dealing with the supernatural.

This becomes the campaign lead-in with PC2 as an effective-NPC "The Boss" and the new PCs answering adds in a local undergound newspaper for individuals with unusual talents and experiences to be hired by this local security/investigation company with a developed, but tarnished reputation both in supernatural underworld and a reputation for dealing with the unusual in the normal world.

My original backup plan for is GURPS was too complicated for people was to run a mechwarrior campaign, but the guy leaving was one of the main interested parties in that regard.

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DFRPG / Scion of Hephaestus?
« on: December 31, 2011, 04:04:25 AM »
So I want to open up an avenue of development for a character growing inot his origins as a scion of Hephaestus; the god of the forge.

I got just the two ideas really for this;

A several-point cost "Power" which buys off the hexing catch for a wizard

The other idea I have less concrete ideas about; the concept of a sort of techno-mantic magic. but I really have very little idea how that would work; maybe to make broken stuff work or keep working? or maybe fillin the blanks of a not-quite-there gadget. Sort of a steam-punkish take on magic.

What do you guys think?

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DFRPG / Who would you recruit into the Einherjar?
« on: November 23, 2011, 02:11:35 AM »
Just what the title says.

Historical characters with your reasoning.

This should be interesting. Go.

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DFRPG / Adding a Character
« on: November 16, 2011, 05:04:59 PM »
So...my gaming circle has potentially expanded radically recently. My group went from me and a pal to he and I and four other people by the simple expediant of me now being able to attend a regular weekly game night.

There is some precedent already for a rotating GM thing going on.

So I may soon be on deck for GMing and I think DFRPG would be the best bet based on the people...but I gots too many peoples.

I would love to GM and just GM. I think it would be a lark to have mine and my friend's PCs controled aby other people. and we have our warden PC-capable NPC Trevelyne loose too.

There's 4 people right there.

I also favour an old chestnut of having one player actuyally control the bad guys, I feel it makes for a fun, dynamic game...and it take the GM out of the line of fire if someone feels that X is unfair.

But that leave me one short. I need to add a character, for someone. Who, or what do I add? do I just leave that to one lucky player to make whatever they want? and how do I work them in? I have the next adventure done up and ready to go, but as-written it is only adaptable to 5-people max. what do you guys suggest? I want to keep as much personnal investment in the game as I can.

So...who has experience shoe-horning extra players into games?

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DFRPG / Questions regarding Foci
« on: October 13, 2011, 04:12:35 AM »
I'm confused by the rules regarding focus items. I may be reading things wrong, but between the writted rules, the item slots table and the example items, the all seem to contradict eachother.

As i read it an item can add power or control, not both, though this later contradicts itself, or seems to. But the example for Carlos' staff contradicts this, giving +1 to power and control. Further, it only takes up two slots, but the table seems to indicate that a staff-sized item should be between 5 and 6 slots. What gives? Which is correct as per the game?

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DFRPG / Anyone interested in "dispersed cities"?
« on: August 06, 2011, 08:28:13 PM »
Okay, so we have the option to create "dispersed cities" that are really effectively regions, but written up in a similar way. Anyone else interested in this?

I've done sort of my own take on it, but it's over 15,000 words and so I am reluctant to inflict it on the board.

BUT! I did get a VERY workable "Area Journal" for  local area.

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DFRPG / first go at making a magic-using character
« on: May 02, 2011, 10:23:54 PM »
okay here goes. I GM our homegame, we are really just starting up and until now, I have handled magic either in a hands-off format or let the other guy I play with handle the one magic-using character we have so far.

I have used the normally excellant DF Character generator program from http://dfrpgtools.blogspot.com/, but for some reason it will not workw ith this guy. I have re-made him from scratch 4 times, each time, it refuses to show me his character sheet for printing, or load saved version of the character, so I attempting to work this out the hard (very hard for me) way. I'll break this up as I go



Meet Trevelyne!

He is normally played my my best friend's girlfriend, or myself, (the GM) or anyone else who happens to drop in, until now, we've been playing him as a sheet-less NPC

He is
5'10 and 187 pounds-ish, so a light, wirey build

he has blue eyes, white hair and fair complexion and preferes to remain clean shaven, he is 146 years old

His high concept is as an overworked, cynical warden

his trouble aspect is that his is stretched too thin

more fleshed-out; he is the senior and only Warden assigned by the White council to Canada and Alaska

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DFRPG / help with the Dresden Files Character Manager?
« on: April 29, 2011, 03:57:08 PM »
I am using version 1.1.1.0 (I think that's it)

and it will not recognize any of my character's elemental specializations, or thaumaturgical specialization.

when I fill in all three specializations, it still says it needs one more than appears with a drop-down menu.

I am not using any custom elements, not specializations.

it lest me save, but when I try to look at the character sheet, it gives me an error message and refuses. it gives me a continue option, which puts it into an eternal loading loop, a quit option which shuts down the program and a X-box which closes the error and lets me keep working.

When I tried to load a partial file as a save, it gave me the same warning.

any thoughts?

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DFRPG / Inturpretting stress boxes
« on: August 22, 2010, 06:48:44 PM »
Hi, we are stating up characters and we are confused over the stress boxes. In the skills section, it says TOTAL number of stress boxes for the level of the associated skill, but in the section on stress, we are reading it as ADDING stress boxes.

In other words, does a character with mediocre presense have 2 stress boxes or none?

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DFRPG / Council entrance exams and becoming a warden...or not
« on: August 22, 2010, 02:37:31 PM »
Hi, I couldn't find any info on this in either of the books, but just what kind of tests does the council apply and what sort of difficulty level should I be looking at?

Secondly, becoming a warden, same deal as above, what kind of tests and difficulty am I looking at, post Red Court War?

Finally, I get the impression from all the books that the White Council at least is not a voluntary organization; you either join or...what exactly? Can you get by as a strong practicioner, just going your own way, as long as you stay on the straight and narrow? Partly it's to keep an eye on powerful practicioners (or just wizards?) so you have to take the tests and you have to join, yes? or else what? And how about the Wardens? do you get a choice or are you drafted, more or less?

Oh and another thing; less the white council, more the wardens; what kind of training opportunities do you think these organizations open up? obviously the wardens want their poeople to be able evocators, would there be a minimum standard? How about the council? I can't imagine there is much organized uplift for junior members there.

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DFRPG / advice on phasing out WoD in favour of the Dresden Files?
« on: March 31, 2010, 06:11:24 PM »
Hi all, i think this is my first post on here. I want to start by saying that I have loved this series ever since I first picked it up, the Dresden files feels to me like it treats the fantastic logically and I love that.

Which is what renewed my interest in White Wolf's World of darkness. In the first real campaign I ran, i knew nothing of how WoD really worked, I improvised everything based off of things i'd read in the dresden files. but more recently me and my roomie moved in with a guy who is an old Vampire the masquarade fan from way back and we have been running a by the book WoD campaign.

it's an adjustment for me and not a pleasent one. Basically, everything which made any kind of sense to me from The Dresdenverse is absent in WoD and very little prevents Vampiric characters from basically becoming gods. Maybe this is something which should have occured to me beforehand. I really like the sort of Give and Take present in The Dresdenverse, these beings of great power have strong restrictions placed upon them and that they can do; IE/vampires and thresholds. It's gotten so bad now that to adequately challenge our party's resident vamp, I have to have him stereotypically fight himself in out next game and he is teling me how he has to GM himself anytime he advnaces his character to keep himself from gaining frankly godlike powers which have almost no restrictions or drawbacks.

Win loose or draw, I will be buying the Dresden Files RPG book when it comes out, but what I want right now is some advice on what I can do to bring these character's under control. Now, I have an established excuse; the campaign began with one of our wizards of which we have two revealing that he has been rerouting laylines (we rotate GMing chapters in the game) and in my cycle i have been dropping hints that this has seriously disruputed the world of magic as a whole.

what I want to do is win the palyers, mainly the two Vampires over to a sinaero where they have greater limits placed upon them. but how exactly do i do this? the more experienced player, the Masquarades vetern has admitted that the system is baised, so that gives me hope. I just want a more balanced game, because right now things are being run within the WoD books and are crazy and I think a more Dresdenverse sort of setting would help bme bring them under control. the trick is, i don;t want to geld them either.

Suggestions?

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