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The Dresden Files => DFRPG => Topic started by: Pbartender on March 22, 2012, 05:47:11 PM

Title: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Pbartender on March 22, 2012, 05:47:11 PM
Has anybody considered this or tried this?

A Dark Ages or Medieval campaign seems an obvious choice for an alternate era, but I have visions of a Pirates of the Caribbean style game, complete with voodoo and Fountains of Youth and Cities of Gold and Aztec legends and such.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 22, 2012, 05:56:35 PM
I was in a short WWII-based game, so yeah, I think any of those would work.
Title: Re: DFRPG In Other Time Periods?
Post by: Ghsdkgb on March 22, 2012, 06:27:24 PM
A futuristic Star Trek world would be hilarious, what with technology malfunctioning all over the place. It would certainly explain a large chunk of Next Generation episodes!
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 22, 2012, 06:31:09 PM
We are currently running a renaissance era campaign set in Venice. Other than tweaking gear a bit and removing the Drive skill, everything works with only very minimal changes.

Some logs in RPG Geek http://rpggeek.com/thread/672156/venetian-masks-1-city-creation
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on March 22, 2012, 06:32:41 PM
A futuristic Star Trek world would be hilarious, what with technology malfunctioning all over the place. It would certainly explain a large chunk of Next Generation episodes!

By the time the far future comes about, the catch to magic will change from tech-hex to something else.  Bob has said it has changed before, and if people rely on technology simply to live, magic would have to adjust or cease to exist (a wizard born on a starship would likely not survive to procreate, for example).

But the system would work otherwise.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on March 22, 2012, 06:33:30 PM
We are currently running a renaissance era campaign set in Venice. Other than tweaking gear a bit and removing the Drive skill, everything works with only very minimal changes.

Some logs in RPG Geek http://rpggeek.com/thread/672156/venetian-masks-1-city-creation

Did you add a pilot/sail/teamster (http://en.wikipedia.org/wiki/Teamster) skill in its place?  After all, cars did not exist, but carriages, gondolas and ships were far more common.
Title: Re: DFRPG In Other Time Periods?
Post by: Ghsdkgb on March 22, 2012, 06:40:37 PM
By the time the far future comes about, the catch to magic will change from tech-hex to something else.  Bob has said it has changed before, and if people rely on technology simply to live, magic would have to adjust or cease to exist (a wizard born on a starship would likely not survive to procreate, for example).

Good point. Bob did say "every three centuries" or so. Maybe it'd have subspace effects, since that's the newest technological advancement by then.
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 22, 2012, 06:45:46 PM
Did you add a pilot/sail/teamster (http://en.wikipedia.org/wiki/Teamster) skill in its place?  After all, cars did not exist, but carriages, gondolas and ships were far more common.

No, we rolled those trappings into Craftmanship and Survival instead. Situations where the characters drive or pilot a vehicle themselves (instead of using a driver or rower) don't really come up that much. Hired help is also far more common in that time period, after all.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 22, 2012, 07:14:37 PM
Honestly, Drive seems to end up neglected in most of my games, so I could see you just dropping it altogether.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on March 22, 2012, 07:45:22 PM
No, we rolled those trappings into Craftmanship and Survival instead. Situations where the characters drive or pilot a vehicle themselves (instead of using a driver or rower) don't really come up that much. Hired help is also far more common in that time period, after all.

Craftsmanship?

I'd have thought it would have been split up between skills like Athletics (rowing), Scholarship (navigation), Presence (commanding a ship) and Survival (driving a team of horses).
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 22, 2012, 07:58:13 PM
Craftsmanship?

I'd have thought it would have been split up between skills like Athletics (rowing), Scholarship (navigation), Presence (commanding a ship) and Survival (driving a team of horses).

A lot of common sailor's skill is knowing the boat and what to do with all the equipment. So - craftmanship. Not that it has ever come up in the game... Commanding a ship and the kind of marine navigation skills needed in that era wouldn't really be covered with a "drive/pilot" kind of skill anyway. There could be a skill called Boating or something that covers handling of small sailboats (if really necessary in the setting), but commanding a large ship is a lot more specific than that.

Drive skill is there for car chases but naval chases are lot less common - the heroes are supposed to fence on the deck and rigging, not work the rudder.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 22, 2012, 08:08:04 PM
Possibly-useful links:

http://www.jimbutcheronline.com/bb/index.php/topic,23142.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,23142.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,21629.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,21629.0.html)
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 22, 2012, 08:23:35 PM
Yep, if you want to go back to a medieval-style fantasy there more fixing to be done. I considered that in the beginning when starting DFRPG, as we had played a pseudo-historical crusades-era setting before, but ended up forwarding the timeline a few hunderd years to get a more pulpy/swashbucklery feeling. Noir does not translate to heroic fantasy that easily. The basic premise of having the city as a fixed setting does assume a certain level of civilization - pretty much any age after gunpowder weapons is easy to use, but I could see a campaign set in late Roman Empire as well.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 22, 2012, 08:32:42 PM
You don't have to have a city as a fixed setting. It's how the book's set up, but nothing says that you have to do it that way. My games tend to have a new location for each scenario, and some of them jump around quite a bit.
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 22, 2012, 09:04:50 PM
Of course you don't have to. My point was that the further away you go from the way the game is described in the books, the more stuff you have to figure out by yourself. At some point the game can cease to be Dresden Files and become another FATE variant. So if I think about DFRPG in other time periods, I focus first on settings that produce something that is as close to DFRPG as possible except for the time period. What is it after all that makes a game Dresden Files? The mechanics? The genre? The setting?
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on March 23, 2012, 01:28:09 PM
Of course you don't have to. My point was that the further away you go from the way the game is described in the books, the more stuff you have to figure out by yourself. At some point the game can cease to be Dresden Files and become another FATE variant. So if I think about DFRPG in other time periods, I focus first on settings that produce something that is as close to DFRPG as possible except for the time period. What is it after all that makes a game Dresden Files? The mechanics? The genre? The setting?
... The existential questions?
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on March 23, 2012, 03:36:37 PM
Of course you don't have to. My point was that the further away you go from the way the game is described in the books, the more stuff you have to figure out by yourself. At some point the game can cease to be Dresden Files and become another FATE variant. So if I think about DFRPG in other time periods, I focus first on settings that produce something that is as close to DFRPG as possible except for the time period. What is it after all that makes a game Dresden Files? The mechanics? The genre? The setting?

The Title.

Really, you can play any gerne-setting (Dresden Files, in this case) using practically any game system.  Some are going to be a lot more work than others to convert appropriately, and, as you suggest, some will simply suit the setting-genre better than others.

But, my plan is to play Dresden Files in a different time...  the same genre-setting slightly tweaked for the period.  So, I think it'd be best to use DFRPG similarly slightly tweaked.  Converting DFRPG to a different time period will be less work, I think, than converting a different game to DFRPG.

Anyway, what's got to change?


Am I missing anything?  It seems that, mechanics-wise at least, there aren't a lot of changes to be made.  Most changes will lie in the historical background and plot.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 23, 2012, 03:47:36 PM
Yeah, mechanics-wise, you could use the FATE rules for anything. I ran a successful game set in the Mega Man X setting using only a slightly modified version of Dresden's rules (mostly magic skills swapped for tech ones).
Anyway, what's got to change?

  • Hexing Complex electronics don't exist, and so another target for hexing will need to be identified...  Gunpowder and chemical processes?  Early clockworks and other machinery?  Compasses?  Or perhaps it's the classic signs of of the power of witchcraft, like nearby fires burning odd colors, animals spooking in the presence of wizards, milk curdling, etc...

Actually, according to Dresden and Bob, it wasn't always technology that wizarding messed up, and it changes every 300 years or so. Instead of hexing, wizard powers might make milk go bad, or give the practitioner warts, etc.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on March 23, 2012, 04:40:11 PM
Yeah, mechanics-wise, you could use the FATE rules for anything.

Yep, and it's pretty easy to borrow from other FATE systems to make any changes you need.  For example...

Since sailing ships would be so integral and important to a Pirates! game, I'm thinking of borrowing the rules for building spaceships as "characters" from Starblazer Adventures, and adapting them for sailing ships as an add-on house rule.  I'm also planning on adding in the rules for minions and companions from SotC.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 23, 2012, 05:11:09 PM
I think you've covered everything that needs changing. Unlike some games, DFRPG does not have rules that depend strongly on its setting.

Also I suggest you look here (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1053776.html#msg1053776).

/self-promotion.
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 24, 2012, 10:21:45 PM

  • Hexing Complex electronics don't exist, and so another target for hexing will need to be identified...  Gunpowder and chemical processes?  Early clockworks and other machinery?  Compasses?  Or perhaps it's the classic signs of of the power of witchcraft, like nearby fires burning odd colors, animals spooking in the presence of wizards, milk curdling, etc...
  • Other Incidental Changes There's going to be some other relatively minor changes that are simply based on the change in scenery...  In a pirate game, for example, the list of gear will need to be changed to include muskets, cannons and cutlasses, but it doesn't really affect any mechanics, it is a rather obvious change, and can be handled as you play the game.

Am I missing anything?  It seems that, mechanics-wise at least, there aren't a lot of changes to be made.  Most changes will lie in the historical background and plot.
Something we noticed in the renaissance campaign was that the balance between mundane and supernatural characters became skewed because the level of technology available to mortals (and unavailable to wizards due to hexing) was not powerful enough. Without automatic or even breech-loading weapons, for example, the combat abilities of mortals are quite a lot lower than in the modern period. This is a topic you should think about when creating the equipment list and deciding how hexing works.
Title: Re: DFRPG In Other Time Periods?
Post by: ways and means on March 24, 2012, 10:30:42 PM
Something we noticed in the renaissance campaign was that the balance between mundane and supernatural characters became skewed because the level of technology available to mortals (and unavailable to wizards due to hexing) was not powerful enough. Without automatic or even breech-loading weapons, for example, the combat abilities of mortals are quite a lot lower than in the modern period. This is a topic you should think about when creating the equipment list and deciding how hexing works.

Though that is entirely appropriate mortals should be weaker compared to supernatural enemies without technology to make up the difference it is even referenced in the books that supernatural's need to be more careful in the modern day.
Title: Re: DFRPG In Other Time Periods?
Post by: InFerrumVeritas on March 26, 2012, 03:34:33 AM
If set before the advent of semi-automatic weaponry, I'd give pure mortals a +4 refresh bonus instead of a +2.  You'll be dealing with Weapon 1 & 2 effects for characters. 

Creating stunt trees that let you get very skilled with weapons is probably a good idea too (so that you can get more than a +1 bonus if you have multiple stunts, rather than being limited to Skill Cap+1).  This could be done by allowing stunts to stack, for instance.

This should balance things out.
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 26, 2012, 07:55:47 AM
We gave mortals a bit more kick by incorporating the gadget rules from Spirit of the Century, which allowed "steampunkish" equipment to be available in limited amounts - think Leonardo's inventions in Assassin's Creed 2...
Title: Re: DFRPG In Other Time Periods?
Post by: Arcane on March 26, 2012, 09:53:53 AM
By the time the far future comes about, the catch to magic will change from tech-hex to something else.  Bob has said it has changed before, and if people rely on technology simply to live, magic would have to adjust or cease to exist (a wizard born on a starship would likely not survive to procreate, for example).
For a cyberpunk setting I could see hexing changing from messing up technology to being incompatible with cyberware.  The stronger one is at magic, the less one can have in one's body.  Minor practitioners might be able to get a few implants while full wizards would reject any and all cybertech in their bodies, with the possible exception of one minor implant or two  for the lower powered one's such as Molly.  People in the know would be able to tell a wizard from most mundanes due to their being totally natural.
Title: Re: DFRPG In Other Time Periods?
Post by: Katarn on March 26, 2012, 03:30:33 PM
I am a sucker for period pieces.  The ones I've been involved in:

*Wardens in World War II (which crashed as soon as I joined)
*1980s, Netherlands (Cold War politics intermixed with Chess)- ongoing
*World War I backdrop (horror game)- ongoing

The main difference is the hexing- I just take the table provided in the book and adjust the values accordingly.  I also watch myself on anachronisms, but it's a lot of fun to get in character.  Going farther back than WWI, Driving skill is going to change perhaps to Riding/Sailing/Etc.  If you're a canon fan, watch out for historical facts via WoJ, or ages/positions of Council members.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 26, 2012, 10:05:15 PM
I don't think mortals take much of a power hit, honestly. It's the Guns skill that suffers. Mortal swordsmen are still viable in a historical game.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 26, 2012, 10:26:37 PM
I don't think mortals take much of a power hit, honestly. It's the Guns skill that suffers. Mortal swordsmen are still viable in a historical game.
Game mechanics-wise, yes, it doesn't so much matter whether the Weapon:3 you're using with a Superb skill is a broadsword or a shotgun.

Flavor-wise, however, a sword needs a lot more training and skill to use at a Superb level of effectiveness than a shotgun would, and comparatively a sword's going to be tougher to come by in a past setting than a shotgun would be in a modern setting.
Title: Re: DFRPG In Other Time Periods?
Post by: ways and means on March 26, 2012, 10:42:37 PM
Game mechanics-wise, yes, it doesn't so much matter whether the Weapon:3 you're using with a Superb skill is a broadsword or a shotgun.

Flavor-wise, however, a sword needs a lot more training and skill to use at a Superb level of effectiveness than a shotgun would, and comparatively a sword's going to be tougher to come by in a past setting than a shotgun would be in a modern setting.

But as big hammer, pick-axe and other large sticky weapons are all also weapons 3 that isn't much of an issue.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on March 26, 2012, 11:04:17 PM
But as big hammer, pick-axe and other large sticky weapons are all also weapons 3 that isn't much of an issue.
Unless you want a modicum of historical accuracy.   ;)  Though if carrying a heavy machine gun through downtown Los Angeles isn't a stretch in today's DF world, oversized weaponry historically shouldn't be more of one.

That said, I really don't think there's that much difference in time periods when it comes to weapons' mechanics.  You aren't (in games I've played and run) exactly going to carry battlefield weaponry around most cities today - which pretty much limits guns to Wpn:1 & 2. 

The hexing replacement is interesting to me.  I'd suggest warts and disfigurement in the early middle ages changing to spoiled milk and cursed livestock in the late middle ages and early Renaissance.  Going purely by myths of wart covered witches and cursed cattle of course.  :)  Not sure what would fit Greek or Roman Empire eras.
Title: Re: DFRPG In Other Time Periods?
Post by: InFerrumVeritas on March 27, 2012, 02:54:40 AM
For antiquity, I'd go with failed crops.  That's why they lived on their own islands.

I like the idea of turning wine to vinegar for any hexing pre-20th century.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 27, 2012, 05:58:02 PM
Well, the world's power balance is slanted against us mortals back in the past. But that matters little to PCs.

Aren't hunting rifles and really big handguns weapon 3? I've always thought of weapon 3 as the standard weapon rating for a gun-using PC.
Title: Re: DFRPG In Other Time Periods?
Post by: Anher on March 28, 2012, 12:25:55 AM
Aren't hunting rifles and really big handguns weapon 3? I've always thought of weapon 3 as the standard weapon rating for a gun-using PC.

Rifles are a weapon 3, as are the oversized pistols, otherwise pistols fall into the weapon 2. So it depends on whether said gun toting PC is walking around with a rifle or most pistols for what the 'standard' weapon rating is.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on March 28, 2012, 01:58:25 AM
Aren't hunting rifles and really big handguns weapon 3? I've always thought of weapon 3 as the standard weapon rating for a gun-using PC.
Quite possibly...but neither is really concealable.  So calling them the standard requires adjusting modern norms significantly.  ;)
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 28, 2012, 02:20:34 AM
Generally speaking, I assume that the noise and obviousness of a gunshot makes the non-concealable nature of a rifle trivial. And even if you need to hide your weapon for whatever reason, a big gun is easier to hide than a big sword.

Modern norms generally don't include much about killing vampires. Anything standard for a DFRPG PC requires adjusting modern norms significantly.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on March 28, 2012, 02:23:55 AM
Use isn't the issue as much as travel.  If you don't have it with you, it doesn't matter how much damage it does or how quiet it isn't.  And I haven't seen anyone wandering around town with a rifle for decades.   ;)
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 28, 2012, 02:30:06 AM
Eh. Stick it in a duffel bag.

Or if it's just a big pistol, hide it under your coat.

Not significantly harder than hiding a small gun, most of the time.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on March 28, 2012, 03:02:37 AM
Hehe, we set our game in Washington DC.  So not nearly as easy as you make it sound.  Even in other cities, at least in the US, walking around public areas with large duffle bags and / or suspicious bulges under jacket (what do you do in summer?) will get you looked at suspiciously.  Given all the oddball things PCs tend to do, official notice won't be far behind. 

Certainly not saying solutions are impossible - just don't see them as common.  An assassin style briefcase would work for many situations.  But a rifle would require some set up.  Perhaps a Desperado style guitar case is the solution!  Perhaps we need a Highlander style "pull weapon from --s" stunt!  :) 
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 28, 2012, 04:01:47 AM
Eh. Stick it in a duffel bag.

Or if it's just a big pistol, hide it under your coat.

Not significantly harder than hiding a small gun, most of the time.
Speaking from experience, long guns are, well, long. And they'd have to be stuffed with other stuff in a dufflebag to not be obvious, and as someone noted, nobody just walks around with a dufflebag all over the place. It's very suspicious.

The most that you'd realistically be able to carry around with you without anyone noticing is probably a Weapon:2 pistol if you're going to be walking around anything resembling a major city.
Title: Re: DFRPG In Other Time Periods?
Post by: Silverblaze on March 29, 2012, 03:43:23 PM
I do understand the "need" to make guns or swords hard to carry around in public for the PC's. 

However, it falls apart in the following ways:

-claws are weapon: 2 and concealable
-inhuman/supernatural/mythic powers are concealable
-wizard spells are concealable
-shapechangers are concealable

Those are often more dangerous than a PC walking around with a weapon 1 - 4 (gun, sword, rock, fish tank, etc. etc.)  Punishing players for character flavor will only make your PC's play things that are more efficient and less varied.

Talk about FATE/DFRPG being more about narrative than the game all you want - but deep down, the plauyers are goign to note it is simply easier to play something that doesn't need tools for combat.  That way a good portion of the game isn't about avoiding law enforcement - which many PC's will find boring or a novelty at best.

I'm not saying never have reality come into play.  I'm not saying don't complicate PC's lives...but some people on this forum seem to take great sadistic glee from making players who like to use guns or swords PC's life difficult. 
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 29, 2012, 05:07:18 PM
Point of fact, Claws are not concealable unless you have a shapeshifting power.

The strength, spells, and etc. are concealable, yes, but they cost refresh--carrying a gun or a sword doesn't. And yes, those powers make them dangerous, which is rather the point. The lives of the PCs are supposed to be complicated by these kinds of things.

That said, a PC should certainly get a fate point if their tools can't be used for some reason. I've given fate points to a Warden PC to say he couldn't get his sword into somewhere, for instance.
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on March 29, 2012, 05:48:42 PM
... and it's not just about weapons, either. Hexing makes the use of pretty much any tech (basic communications, long distance travel, research with computers, etc, etc) hard/impossible for supernaturals and they must come up with magical alternatives. When you go to an earlier time period, these magical alternatives are still possible - but the mundane tech is not yet there.

So the balance shifts. Whether that is good or bad is of course up to the campaign, but it is a fact that should be understood when deciding to play in other time periods.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 29, 2012, 07:11:31 PM
Point of fact, Claws are not concealable unless you have a shapeshifting power.

Have I ever mentioned that I hate that rule?

Oh, and MAK? Hexing does not work that way. Most supernaturals don't hex, and those that do should be grateful for it because it actually makes them more powerful.

See, normally hexing takes the form of compels, which are neither good nor bad. But hexing can also be intentional, which is completely good.

So removing hexing from wizards actually makes them weaker.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on March 29, 2012, 07:24:12 PM
  Punishing players for character flavor will only make your PC's play things that are more efficient and less varied.

Talk about FATE/DFRPG being more about narrative than the game all you want - but deep down, the plauyers are goign to note it is simply easier to play something that doesn't need tools for combat.  That way a good portion of the game isn't about avoiding law enforcement - which many PC's will find boring or a novelty at best.

I'm not saying never have reality come into play.  I'm not saying don't complicate PC's lives...but some people on this forum seem to take great sadistic glee from making players who like to use guns or swords PC's life difficult.
Wow.  Such a broad brush used to indict so casually. 

Shrug.  My group signed on to play a modern urban fantasy.  One with most of the population ignorant.  (Even though that may be a stretch.)  Public battles, running around with rifles, and many overt magics are avoided to maintain an illusion of normalcy.  Not as some oddball type of "punishment".

We chose not to play an overtly supernatural campaign.  Though a post apocalyptic version is an idea I've played with...
Title: Re: DFRPG In Other Time Periods?
Post by: Silverblaze on March 29, 2012, 11:59:18 PM
Point of fact, Claws are not concealable unless you have a shapeshifting power.

The strength, spells, and etc. are concealable, yes, but they cost refresh--carrying a gun or a sword doesn't. And yes, those powers make them dangerous, which is rather the point. The lives of the PCs are supposed to be complicated by these kinds of things.

That said, a PC should certainly get a fate point if their tools can't be used for some reason. I've given fate points to a Warden PC to say he couldn't get his sword into somewhere, for instance.

No pockets or gloves?

Also as Sanctaphrax says: no claws powers exist with retractable claws?  I find that very odd.

Hey, if you are sure your table approves of the setting and difficulties surrounding weapons; more power to you.  If you ask though the answers may surpirse you, or maybe not; they might surprise me.  i agree they deserve a fate point if they can't use the tools available to them.

Also, do your villains ever run into as many legal entanglements?  Would you allow players to make declarations stopping the antagonists from having their guns etc.?  I assume the answer is yes, but if it isn't that seems a little skewed to me.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 30, 2012, 12:07:49 AM
Quote from: YS162
Note: Unless you have the ability to conceal
your nature or change your shape (whether
through Flesh Mask, shapeshifting powers, or
the application of a Glamour), your claws are
always visible.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 30, 2012, 02:33:23 AM
I may not like it, but normal looking doom-fists aren't possible by RAW.

Which is dumb. Especially since Claws doesn't actually have to be claws. It can be anything, but for some reason even if your Claws are lightning fists they need to be constantly visible.

Part of the reason I rewrote Claws. A supernatural kung-fu master ought to be supported by the rules.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 30, 2012, 03:20:41 AM
I may not like it, but normal looking doom-fists aren't possible by RAW.

Which is dumb. Especially since Claws doesn't actually have to be claws. It can be anything, but for some reason even if your Claws are lightning fists they need to be constantly visible.

Part of the reason I rewrote Claws. A supernatural kung-fu master ought to be supported by the rules.
It can be easily. Human Guise is 0 refresh and hides such powers. (Technically the disguise goes away once you start to use them, but in the case of the kung fu master, that'd just be people realizing, "Oh, shit, he can punch through a tank.")
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 30, 2012, 03:41:40 AM
Unfortunately, no. Human Guise just hides powers, and if you flub a Discipline roll everyone gets to see them.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 30, 2012, 03:47:44 AM
It says that -may- happen in times of high stress. In the case of a kung fu master (who, honestly, I'd expect to have high Discipline anyway), that might manifest in him losing his cool and hitting something too hard.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on March 30, 2012, 03:52:09 AM
Or maybe he's just really into the movie he's watching when suddenly the implausible deadliness of his fists becomes obvious in some unexplained manner.

Human Guise just hides things. It doesn't make those things any different, really. So your death-fists must still have a visible manifestation.

Which is dumb.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 30, 2012, 04:11:35 AM
It'd have to be a hell of a movie to make a seasoned, deadly, disciplined kung fu master do something like that.

And even in that scenario, I can think of a few ways off the top of my head: He gets excited and swats the arm of his chair, shattering it. He gets mad and stomps his feet, breaking the floorboards.

Blowing his guise doesn't have to mean that just glancing at the fists shows you that they're deadly.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on March 31, 2012, 12:33:26 AM
Actually, just realized an even easier way to have a Kung Fu character have Weapon:2 fists without incurring the 'can't conceal' thing: Inhuman Strength.
Title: Re: DFRPG In Other Time Periods?
Post by: Mindflayer94 on March 31, 2012, 09:11:18 PM
I'm currently play-testing a Naruto hack I made
Title: Re: DFRPG In Other Time Periods?
Post by: GryMor on April 08, 2012, 07:28:31 AM
Actually, just realized an even easier way to have a Kung Fu character have Weapon:2 fists without incurring the 'can't conceal' thing: Inhuman Strength.

Or better yet, have both, with 'Human form' on the 'claws'. When he wants to use that effect, he concentrates his ki (or, if a nekoken practitioner, stares at a cat), goes a bit crazy and his fingers glow blue, shifting to lambent green after learning death touch (aka, poison upgrade).
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 08, 2012, 07:34:48 AM
Whoops, forgot about this thread. My apologies.

My plan for a Mystic Martial Artist was Inhuman Strength/Toughness/Speed and Claws, plus some stunts.

And while you can rationalize your way around the silly restrictions on Claws, you really shouldn't have to. It's not like requiring Claws to be visible adds anything to the game.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 11, 2012, 03:41:51 PM
It makes sense, though. I mean, the power is, at its most basic, for blades attached to your hands that are the equivalent in damage to a sword. Anything else that's Weapon:2, you'd have to put a little effort into concealing (particular Weapon:2 melee weapons), and having them literally attached to your hands means you can't stick them in a pocket or a backpack to hide them.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 11, 2012, 04:29:25 PM
Whoops, forgot about this thread. My apologies.

My plan for a Mystic Martial Artist was Inhuman Strength/Toughness/Speed and Claws, plus some stunts.
I'd love to play a character like that some time (I just have to actually have someone else run a game in my area).  I considered making mine a Jesuit Monk.  They're still around, after all.

And while you can rationalize your way around the silly restrictions on Claws, you really shouldn't have to. It's not like requiring Claws to be visible adds anything to the game.
It's not that requiring them to be visible adds anything; rather, allowing them to be invisible for free takes away something. 

It's not even remotely arguable that having non-detectable claws isn't strictly better than detectable ones.  Then, if one character can have invisible claws for free, why wouldn't every character want that?  All of a sudden, no one has claws anymore.  Everyone's just toting around inexplicably higher unarmed damage.  Furthermore, fewer beings would ever carry normal hand-guns or swords anymore, either.  Claws are simply better if you can spare the refresh.  Gruffs-with-guns?  Not anymore... and just-gruffs is far less interesting.

That's one sad thing about a system with less granularity like the DFRPG.  There should be an option and cost for having hidden or invisible claws, but a difference of 1 refresh is huge.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 13, 2012, 03:41:39 AM
Anything else that's weapon 2, you wouldn't spend Refresh on.

Claws is mostly analogous to Fists stunts like Lethal Weapon.

And Orladdin, your argument doesn't hold up. Human Guise is free. Human Form is cheaper than free. (Incidentally, the fact that Claws + Human Form is better than Claws alone annoys me.) And even when people don't have to look weird, they often do. Because looking weird is only a problem if the GM tosses you a compel, and that's free FP.

I can't overemphasize how important that principle is. In order to make it mechanically okay to make weird narrative decisions, you need to punish those decisions with and only with compels.

Otherwise you run into a few problems. One is the lack of granularity that Orladdin mentioned. Another is less freedom for character-makers. And yet another is a lack of interesting stuff like the nasty bat forms of RCVs.

Incidentally, saying that Claws is always visible makes it hard to simulate a number of things other than super punches. Like retractable claws, for instance. Sure, Human Guise works, but then your character gets unexplained impulse control issues.

I worry that you might be starting from the conclusion that the rules are OK and then trying to justify them. Think about it this way: if you were writing the game, would you add that restriction? If so, why?
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 13, 2012, 02:27:06 PM
...Think about it this way: if you were writing the game, would you add that restriction? If so, why?
Because the game was built to do one thing really well: faithfully reproduce the DV.  I would have written it the same way myself.  They wrote it that way because that's how things are in the DV.  Creatures that are nasty looking cover it up with ectoplasm (human guise).  Creatures that have claws actually have claws.  They don't just hit harder (unless they have supernatural strength, which is provided as a separate power).  Claws as a power was written to be claws.  If you want a supernatural judo artist, fine; but that wasn't what they were modeling with the game.  There aren't any in-universe that we've seen, and honestly, that's better covered with other powers (many of them already existing).

If you can mechanically go, "I don't like how this power works, I'm just going to make it strictly better than it was," why not just make every power as strong or ridiculous as we want?  Why have rules at all?  There are plenty of free-form systems that don't have mechanical rules for how they're run.  Why not play one of those instead?
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 13, 2012, 02:33:58 PM
Honestly, I'd argue a supernatural martial artist ought to have a mix of the supernatural and mortal stunts. Mix Inhuman Strength with Lethal Weapon and Killer Blows.

Otherwise, I completely agree with Orladdin. The RPG is not just about mechanical benefit vs. mechanical cost. Powers work a certain way not just because it's a given shift value for a given refresh cost--they have reasons for what they do in the narrative and aspects associated with it.

A vampire gets +2 to its Fists damage not just because it spent a refresh for it; it gets the +2 because it has big, noticeable knives attached to its hands.

PS: Retractable claws would definitely get Human Form to work either way; if they're retractable, that means that they're not going to be cutting anything when they're retracted anyway, so +1 for voluntary transformation.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on April 13, 2012, 08:44:11 PM
Eh, they didn't try to reproduce every difference in otherwise similar powers.  No way they could have. 

Modifying existing stunts and powers or even creating your own is expected.  I think that's explicit, but will have to look for the reference another time.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 15, 2012, 07:35:23 PM
Actually, mechanics are about mechanical benefit vs mechanical cost. And the mandatoriness of Claws is a mechanical concern. The other stuff, while important, should be handled in other ways.

Orladdin, your argument is wrong. Looking weird is actually not bad, since it earns you Fate Points. That's why players who have characters with no appearance-altering powers choose to have their characters look inhuman. And it's why Human Guise is free.

So removing the silly restriction on Claws's appearance does not make Claws stronger.

And if it did, it wouldn't be a problem. Because Claws really isn't that strong.

PS: Technically, Human Form doesn't work for retractable Claws. Retracting your claws is not shapeshifting. But that's a part of the rules that really should be ignored, like the rules for Claws visibility. The thing that really ticks me off is that Human Form is an advantage in this case.
PPS: Mr. Death, you've done a fair bit of writing for DFRPG. If you do more of it, I am fairly certain that you will eventually come to realize that what I'm saying here is true. Writing good mechanics for this game is so, so, so much easier when you look at things my way.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 15, 2012, 09:36:55 PM
Creatures that have claws actually have claws.  They don't just hit harder (unless they have supernatural strength, which is provided as a separate power).  Claws as a power was written to be claws.

Not exactly...  Reread the power. 

"You have claws, fangs, or other natural weapons that let you add damage when attacking with your “bare” hands."  -YS162

"You have claws (or something similar) which act as Weapon:2 for your Fists attacks." -YS162

"Could you take Claws multiple times so you have, say, claws AND fangs?" -YS162 [Harry's comment at the bottom of the page.]

It doesn't have to be claws, really, just anything that makes your natural attacks -- "Fists" -- more powerful.  It could be claws, fangs, spines, horns, antlers, hooves, a stinger on a tail, an ankle spur, razor-like bone ridges, or unusually hard knuckles.

It just has to be something that's A) natural, rather than supernatural, and B) obvious to the casual observer.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 16, 2012, 02:40:46 PM
...It just has to be something that's A) natural, rather than supernatural, and B) obvious to the casual observer.
You are correct-- and I was considering that.  I just didn't feel like writing "claws/fangs/protrusions/etc." everywhere I was talking about the feature.  My argument still stands.

Orladdin, your argument is wrong. Looking weird is actually not bad, since it earns you Fate Points....

So removing the silly restriction on Claws's appearance does not make Claws stronger.
I'm not saying looking weird is a "bad" thing.  I'm saying that (claws) + (ability to hide them) > (claws) + (no ability to hide them).  One of these you have more choices than the other.  Period.  With one you can choose to have them visible or hidden.  With the other you cannot.  Let me spell that out in a way that is more "mechanical" for you:

(Choices) > (No Choices)

And to answer the next point I find you'll make; yes, I understand that "looking weird" can generate fate points.  You can still get those same Fate Points if you have claws that you're capable of hiding.  If someone catches you with them out, boom fate points.  And then you can hide them after.  Choices > No choices.

That's why players who have characters with no appearance-altering powers choose to have their characters look inhuman...
Actually, I'd say they do that for narrative flavor.  That's why I do it.

And it's why Human Guise is free.
And human guise isn't strictly free-- it costs you the pure mortal bonus as an opportunity cost.  That's neither here or there though, so, moving on...

PS: Technically, Human Form doesn't work for retractable Claws. Retracting your claws is not shapeshifting...
I was talking about human guise, not human form.  Human guise does let you hide them.

PPS: Mr. Death, you've done a fair bit of writing for DFRPG. If you do more of it, I am fairly certain that you will eventually come to realize that what I'm saying here is true. Writing good mechanics for this game is so, so, so much easier when you look at things my way.
Writing "good" mechanics is so much easier if you ignore anything but raw numbers?  Yeah, I'm sure it is.  Lots of things in life are "easier" if you ignore the bits that you personally aren't good at.  You, personally, are highly skilled at balancing numbers against numbers.  Everyone on the forums knows that.  On the other hand, you've shown time and again that you either aren't able or aren't willing to see how things that aren't numbers can and do provide real, apreciable effects.

Actually, mechanics are about mechanical benefit vs mechanical cost. And the mandatoriness of Claws is a mechanical concern. The other stuff, while important, should be handled in other ways.
The DFRPG is a narrative system.  Suggesting that narrative effects have no mechanical component is ignoring what the entire thing is about.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 16, 2012, 04:29:09 PM
PS: Technically, Human Form doesn't work for retractable Claws. Retracting your claws is not shapeshifting. But that's a part of the rules that really should be ignored, like the rules for Claws visibility. The thing that really ticks me off is that Human Form is an advantage in this case.
It's shapeshifting inasmuch as Wolverine turns from a dude without claws to a dude with claws--not only his appearance changes but, at will, his claws either apply to his attack or they do not.
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PPS: Mr. Death, you've done a fair bit of writing for DFRPG. If you do more of it, I am fairly certain that you will eventually come to realize that what I'm saying here is true. Writing good mechanics for this game is so, so, so much easier when you look at things my way.
Easier, perhaps. But as I've said before, I tend to prefer to work with the rules as written (or at least, not directly contradict or change them) and change what I have in mind to work within the system rather than change the system to accommodate something I have in mind that might not fit the rules.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 16, 2012, 08:59:51 PM
(Choices) > (No Choices)

Not so.

If your lack of a choice concerning your appearance causes trouble, then it earns you a Fate Point. If it doesn't cause trouble, then it costs you nothing.

So there's no situation where the choice is helpful.

Human Guise can probably never remove the Pure Mortal bonus by the RAW, actually. It requires you to have supernatural abilities. Personally, though, I'd ignore that. And I'm fine with supernaturally-flavoured stunts anyway, so there's that.

I don't ignore narrative factors when writing mechanics because I'm bad at them. I think I'm an OK story-teller. But I've learned, from experience, that mixing narrative stuff into your mechanics makes your mechanics bad.

The real, appreciable, effects of narrative stuff are cool, but unless FP are involved they have no mechanical value. That's why even optimized characters in DFRPG have narrative flaws.

This is good. You don't want to make players choose between power and interesting-ness. Good mechanics make it so that the most powerful choices are narratively interesting.

Easier, perhaps. But as I've said before, I tend to prefer to work with the rules as written (or at least, not directly contradict or change them) and change what I have in mind to work within the system rather than change the system to accommodate something I have in mind that might not fit the rules.

This is a mistake on your part, I think. If you intentionally bias yourself towards the RAW, you'll make less good decisions. All bias is to be avoided if possible.

I've seen horrible silliness from D&D 3.5 and Exalted players using your approach on their games, because those games are pretty broken. The good mechanics of this game make it possible to trust the writers implicitly, but they don't make it a good idea. Because while the writers make fewer mistakes here, they don't make none.

(Not sure if that last paragraph made sense, sorry if it didn't.)
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 16, 2012, 09:41:13 PM
Not so.

If your lack of a choice concerning your appearance causes trouble, then it earns you a Fate Point. If it doesn't cause trouble, then it costs you nothing.

So there's no situation where the choice is helpful.
This is so completely obviously wrong to me.  I'm feeling very frustrated as to why you don't see it my way.  I am willing to admit there may be something I'm missing here, but it's so rudimentary that I'm just boggled.  Let me go into an example, then, and get your feedback on it, because I think you're either over-valuing Fate Points, I'm under-valuing them, or you're forgetting that compels need to be bought off.


Let's say, hypothetically, that there is something happening in the game where you are inconvenienced for having claws.  We'll call this "the event."

Let's say that for once, it's very important to your character to be able to go through with option A, but your claws being visible (or any other narrative drawback) prevents you from taking option A and forces you to take option B.  It would garner you a Fate Point, sure, but now whatever bad thing happens in B.  If you don't have a Fate Point in this situation:
If you have claws which you can hide, the entire thing is glossed over.  You can take path A if you wish.  Important character event achieved.
If you do not have claws that you can hide (a "narrative" drawback, you claim) you are forced to take option B.  Chance at important character event lost.

The event is one that you don't want to happen.  You have to pay a fate point to avoid it.  On a normal day, you can wander around with your claws out and gather all the fate points you want.  When the rubber hits the road, you're able to hide them.  Retractable claws are simply better than non retractable ones.

(Choices) > (No Choices)

I don't see how you can claim that Choices == No Choices or rather Choices < No Choices.  I'm sorry, but it simply does not compute for me.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 16, 2012, 09:46:27 PM
This is a mistake on your part, I think. If you intentionally bias yourself towards the RAW, you'll make less good decisions. All bias is to be avoided if possible.
You might think it's a mistake, and that's fine. I just prefer to work with what I'm given, because then it's less to keep track of. And, for the most part, the RAW makes sense to me. I find greater satisfaction in answering the challenge of "How do I get this to work--or a reasonable facsimile--within the rules as they're written?" than in answering "How can I change the rules so I can get what I want?"

Given that I've no experience with Exalted and my experience with D&D of any kind begins and ends with reading The Order of the Stick, I don't feel I can respond to that last graph anyway.

And what's "broken" about the Claws power that it needs fixing? That it doesn't allow you to make a Kung Fu master? As pointed out, there's plenty of other ways to achieve it, and the Claws power doesn't seem to have been meant for that.

The power was written to answer "Okay, this monster has claws, how does that affect its ability in battle?" it wasn't written to answer "How can someone get +2 on his fists attacks and how much refresh would that cost?"
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on April 16, 2012, 11:03:06 PM
Not so.

If your lack of a choice concerning your appearance causes trouble, then it earns you a Fate Point. If it doesn't cause trouble, then it costs you nothing.

So there's no situation where the choice is helpful.
Have to agree with Orladdin here.  Look at it from the opposite point of view - when a player doesn't want the claws to affect the story the guy who can't choose to hide them has to pay a fate point.  It's a cost.  Sure he can earn fate points...but he'll also have to pay.

Quote
The real, appreciable, effects of narrative stuff are cool, but unless FP are involved they have no mechanical value. That's why even optimized characters in DFRPG have narrative flaws.

This is good. You don't want to make players choose between power and interesting-ness. Good mechanics make it so that the most powerful choices are narratively interesting.
Also have to disagree with this.  Particularly for FATE which has mechanics to directly modify the narrative but also in general.  Making the choice is what's interesting.  The sheer number of choices are why people spend time on CharOp boards for a certain popular game.  Something which opens up narrative choice is just as viable.  Take the Changeling and Emissary of Power templates as examples - strip them down to pure mechanics and I don't think you'll have many, if any, differences.  But the choice between them is still valid and interesting.  Are your powers inherited or granted?

Quote
This is a mistake on your part, I think. If you intentionally bias yourself towards the RAW, you'll make less good decisions. All bias is to be avoided if possible.
This just seems odd to me - we have to start somewhere.  Particularly on a public forum.  I don't mind home brew at all, in fact I like it and often tweak things to fit what is needed.  But, unless stated otherwise I'm going to evaluate based on the book.

Luckily for both of us, the book explicitly encourages tweaking, modification, and creation of new material!  This is where I think Orladdin goes wrong.  The book itself says changes may / should be made.  Why consider a given power sacrosanct?

Quote
I've seen horrible silliness from D&D 3.5 and Exalted players using your approach on their games, because those games are pretty broken. The good mechanics of this game make it possible to trust the writers implicitly, but they don't make it a good idea. Because while the writers make fewer mistakes here, they don't make none.

(Not sure if that last paragraph made sense, sorry if it didn't.)
The last paragraph is another fallacy.  :/  There's no need to argue "this is like something I don't like therefore it's a Bad Thing (TM)".  Particularly when you can make your argument for custom content using the book.  ;) 
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 17, 2012, 05:17:13 AM
Last paragraph can't be a fallacy, UmbraLux, because it wasn't an argument. It was just an anecdote. Stuff like this fuels my distaste for conversational formal logic.

The main thrust of my argument towards Orladdin can be summed up as follows: Compels are not bad.

The one and only advantage of making your Claws retractable is that you receive fewer Compels. You don't want to receive fewer Compels. If you did, you'd intentionally make your Aspects boring.

And retractable claws or not, you can't choose whether you get compelled or not. You also can't decide how harsh the compels will be. So your supposition that people will leave their Claws out for soft Compels and retract them for hard ones is simply wrong.

The problem with Claws is that it has a pointless flavour restriction. It's just a small piece of silliness, but it bugs me.

Breath Weapon, despite its problems, is a good model for what Claws should be. Breath Weapon can be and is used to represent handfuls of flaming poop. Claws should have the same level of flexibility.

The problem with biasing yourself in favour of RAW is that it makes it impossible to judge the rules accurately. See, Mr Death cannot honestly ask himself how Claws should be written. Because he defers to what's in YS. It's fine to use the canon rules without modification, of course, but you should look at them without bias and without favouritism. That's the only way to accurately see their flaws.

And they have flaws. All things, if complex enough, have flaws.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on April 17, 2012, 01:08:29 PM
Last paragraph can't be a fallacy, UmbraLux, because it wasn't an argument. It was just an anecdote. Stuff like this fuels my distaste for conversational formal logic.
We can open a thread on philosophy and use of logic if wish.  To me, it appears you're attacking use of logic to avoid defending the argument.  As for the "anecdote" quoted, it takes the form of "X is bad, Y is similar to X, therefore Y is bad".  Guilt by association in other words. 

In regards to modifying powers, I actually agree with your conclusions.  Just not with your reasons.  The book explicitly supports it and the authors have supported it...all else is gravy.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 17, 2012, 01:22:51 PM
An interesting thing to notice...

Claws, at -1 Refresh, gives you a built-in Weapon:2 with "Fists" that is obvious.

Inhuman Strength, at -2 Refresh, gives you a built-in Weapon:2 with "Fists" that is not obvious, a +3 to Might when breaking or lifting objects, a +1 to Might when grappling, automatic 2 Stress damage as a supplemental action when grappling, and a bonus when using Might to modify rolls.

Granted the two of them can stack, but holy cow...  Inhuman Strength gives you a lot of bonus goodies for that extra -1 Refresh.

In regards to modifying powers, I actually agree with your conclusions.  Just not with your reasons.  The book explicitly supports it and the authors have supported it...all else is gravy.

If fact, they devote more than two pages to guidelines on modifying stunts and powers or building new ones...  YS147-149

Plus the book explicitly states that the Stunts and Powers listed in the book are just examples that can be used as is or as templates for your stunts and powers.  To wit:

"The stunts provided here are examples. We’re giving just a few for each skill but, as indicated above, this is absolutely not intended to be a comprehensive list. When you don’t find something here that suits you, use the guidelines above (page 147) to grow your own."  -YS149

So, for example, one might consider a "Retractable Claws" Power at -1 Refresh, that only gives your "Fists" Weapon:1, but is concealable until used.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 17, 2012, 01:31:14 PM
I am looking at the rules without bias or favoritism. By just taking them as they are instead of trying to change them when there's an inconvenience. I'm not here to judge the game, I'm here to play it.

One might consider Evocation's three element limit as a "pointless flavor restriction." After all, if the result is a Weapon:5 attack rolled from 5, mechanically speaking it doesn't matter if the element is fire, water, air, or potatoes (things get weird with an Entropomancer in the party). The element is, after all, just flavor, so why not rewrite Evocation to remove the restriction to only three elements?

As for the whole "compels are not bad" thing, I think this goes back to the discussion we've had elsewhere about how other players, many of them, don't just consider the raw mechanics and how many fate points you can get.

Do I want a fate point? Yes. But do I also want to be able to save the damsel/stop the evil wizard/not blow my cool and have to give up a powerful artifact in recompense? Also yes.

Not every compel is something the character or the player wants. That's why the game bribes you with a fate point for it, and why there's an option to buy out of it.

If you want to talk raw mechanics though, go back to the example previously: Wolverine and Sabertooth want to get through somewhere unnoticed. Wolverine's claws are retractable, so he faces no compel. Sabertooth's, however, don't retract, so he gets compelled. As mentioned, he doesn't want to be noticed, so he buys off the compel. Which means if they started from the same total, he's a fate point behind Wolverine for the same result.

Compels aren't a bad thing, but they're not always what the player wants either. They can cost Fate Points just as much as they're a source of Fate Points.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 17, 2012, 01:37:15 PM
As for the whole "compels are not bad" thing, I think this goes back to the discussion we've had elsewhere about how other players, many of them, don't just consider the raw mechanics and how many fate points you can get.

Do I want a fate point? Yes. But do I also want to be able to save the damsel/stop the evil wizard/not blow my cool and have to give up a powerful artifact in recompense? Also yes.

Not every compel is something the character or the player wants. That's why the game bribes you with a fate point for it, and why there's an option to buy out of it.

If you want to talk raw mechanics though, go back to the example previously: Wolverine and Sabertooth want to get through somewhere unnoticed. Wolverine's claws are retractable, so he faces no compel. Sabertooth's, however, don't retract, so he gets compelled. As mentioned, he doesn't want to be noticed, so he buys off the compel. Which means if they started from the same total, he's a fate point behind Wolverine for the same result.

Compels aren't a bad thing, but they're not always what the player wants either. They can cost Fate Points just as much as they're a source of Fate Points.

Your signature amuses me.   ;D   ;)
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 17, 2012, 07:33:16 PM
Hehe...well, yes, perhaps it's time I changed it.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 18, 2012, 07:40:47 AM
@UmbraLux: My problem is not a dislike of logic, it's a dislike of attempts to treat everything as a logical argument. Sometimes people are just talking.

@Pbartender: That would be a really really weak power.

@Mr. Death: Yes, Sabertooth ends up behind in that situation. But if the compel is soft and he accepts it, he ends up ahead.

Dunno if I'd let people take extra elements. Honestly, the whole element system needs some work. Spirit does everything.

You are here to judge the game. Like it or not, every word you post in defence of this or that rule is a judgement. If you just want to play, go do that. Don't get involved in conversations about the quality of the rules if you have no interest in the quality of the rules.

Look, I'm not arguing that requiring Claws to be visible makes the game unplayable. Making games unplayable is really hard. I could give an arbitrary +3.24 to all Irish-potato-famine-related leadership rolls made by blue-haired characters without significantly affecting the game's playability. Doesn't make it any less stupid to do that.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 18, 2012, 02:45:46 PM
@Mr. Death: Yes, Sabertooth ends up behind in that situation. But if the compel is soft and he accepts it, he ends up ahead.
Yes, but to paraphrase the book, compels shouldn't be soft. If you're handing out a fate point, it should be for something that has bite to it.

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You are here to judge the game. Like it or not, every word you post in defence of this or that rule is a judgement. If you just want to play, go do that. Don't get involved in conversations about the quality of the rules if you have no interest in the quality of the rules.
I'm here to discuss the game. To gain a better understanding of the rules. To find ways to make ideas that I have work within the rules. To find out if ideas I have are even possible within the rules. None of that requires "judging" the rules.

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Look, I'm not arguing that requiring Claws to be visible makes the game unplayable.
You seem to be arguing that because Claws doesn't work for something its description was clearly not meant for, it should be changed.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 18, 2012, 07:35:46 PM
So, it turns out my players want a Sci-fi game, instead of a pirate game...  We're playing Starblazer Adventures, instead.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 18, 2012, 08:22:45 PM
So, it turns out my players want a Sci-fi game, instead of a pirate game...  We're playing Starblazer Adventures, instead.

Haha, oh; cool.  I haven't tried it.  Stop in to the Billy's Game Den forum after you play a couple times and tell us what you/they think of it?
Title: Re: DFRPG In Other Time Periods?
Post by: Richard_Chilton on April 18, 2012, 08:31:07 PM
Speaking about Billy's, there's some news there about a new Shadowrun project, one by the original creator.

Richard
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 18, 2012, 09:05:29 PM
Discussing the quality of the rules requires judging them. No getting around that.

My problem with Claws is partly its inapplicability to unusual concepts, but it goes deeper than that. I'm against these aesthetic requirements on principle. And I hate the idea that Human Form could be an advantage. And I despise powers that introduce balance landmines to the game.

Some compels will be hard, others will be soft. That's the game. If all compels were hard, nobody would ever self-compel.

PS: I like your sig, I think it's clever. Compels really do solve everything if you use them enough. But there are usually better solutions.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 19, 2012, 01:14:33 PM
Haha, oh; cool.  I haven't tried it.  Stop in to the Billy's Game Den forum after you play a couple times and tell us what you/they think of it?

As a house rule, though, we're allowing DFRPG powers (with DM permission) to emulate certain character types.  I've got a "Moreau" human-bear mutant character with Inhuman Strength and Claws, and a slightly psychic character with Inhuman Recovery and Incite Emotion (Fear).
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 19, 2012, 04:22:27 PM
My problem with Claws is partly its inapplicability to unusual concepts, but it goes deeper than that. I'm against these aesthetic requirements on principle. And I hate the idea that Human Form could be an advantage. And I despise powers that introduce balance landmines to the game.
I don't see "balance landmines," personally. And Human Form is an advantage in some areas, but not in others--just like any of the powers. It might help concealment, but while the claws are concealed, you can't use them. Human Guise lets you hide them and use them at the same time. If Wolverine and character with Claws and Human Guise get into a fight in public and don't want to reveal their natures, Wolverine's at the disadvantage.

The intent of Claws is as a Creature Feature--a way to codify what effect the more monstrous of creatures in DFRPG would get from their natural weaponry. There are plenty of other ways to get that Weapon:2 rating for other characters, including the strength powers and stunts like Killer Blow and Lethal Weapon that, in my opinion, fit a supernatural martial artist much better than Claws.

Quote
Some compels will be hard, others will be soft. That's the game. If all compels were hard, nobody would ever self-compel.
I very much disagree. There are people out there who love the kind of drama a hard compel brings them. I've known a guy who gets the biggest kick out of throwing his characters through the wringer, up to and including maiming and death (albeit in a setting that allows for quicker healing and resurrection). His DF character has a wife and kick specifically so they can be used against him like that. Just as I believe whenever a player uses a fate point they should get something tangible out of it, if I'm giving them a fate point it should come with some kind of bite.

And I'd argue that I'm not discussing the quality of the rules--I'm simply saying they are what they are, and trying to abide by them.
Title: Re: DFRPG In Other Time Periods?
Post by: eri on April 19, 2012, 04:59:30 PM
Some compels will be hard, others will be soft. That's the game. If all compels were hard, nobody would ever self-compel.
I very much disagree. There are people out there who love the kind of drama a hard compel brings them.

Somehow I don't think you two have quite the same connotations for those words.   ;D
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 19, 2012, 08:39:41 PM
I very much disagree. There are people out there who love the kind of drama a hard compel brings them.


Somehow I don't think you two have quite the same connotations for those words.   ;D

I just lolled at work.  Thanks.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 19, 2012, 09:27:53 PM
I feel like an idiot, but I don't get the joke. :-\
Title: Re: DFRPG In Other Time Periods?
Post by: eri on April 19, 2012, 10:15:26 PM
No joke, at least I didn't intend one. I just thought it funny that you were kinda speaking around each other.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 20, 2012, 01:26:38 PM
No joke, at least I didn't intend one. I just thought it funny that you were kinda speaking around each other.

Ha, I thought it was a gutter reference with a touch of self-love.  It's even funnier if you didn't catch that when you put the two quotes together, Eri.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 21, 2012, 12:30:50 AM
Your example is wrong, Mr. Death. Human Guise drops as soon as you use the powers.

How do you know what Claws was intended to be? You aren't telepathic.

Almost every power in the game is designed so that it can be used with a variety of narratives. This is good, you can see its positive effects when someone asks how to model something and has their problem solved with reflavoured canon powers.

A balance landmine is anything that can suddenly and accidentally make a character stronger or weaker when an unskilled player uses it. By treating narrative elements as important to power, you make it possible for someone to overpower or cripple their character by narrating them a certain way.

My definition of a hard compel is a compel where the drawbacks outweigh the benefits of accepting. One you want to refuse.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 21, 2012, 12:46:24 AM
Your example is wrong, Mr. Death. Human Guise drops as soon as you use the powers.
My mistake, I misread.

Quote
How do you know what Claws was intended to be? You aren't telepathic.
No, but the fact that it's listed in Creature Features, and is described as "claws, fangs, or other natural weapon" and is described as being something obvious without concealment is a pretty big hint.

Quote
Almost every power in the game is designed so that it can be used with a variety of narratives. This is good, you can see its positive effects when someone asks how to model something and has their problem solved with reflavoured canon powers.
And there are indeed canon powers and stunts that add Weapon ratings to bare fists.

Quote
A balance landmine is anything that can suddenly and accidentally make a character stronger or weaker when an unskilled player uses it. By treating narrative elements as important to power, you make it possible for someone to overpower or cripple their character by narrating them a certain way.
There's a point where the GM and the Player have to work these kinds of things out.

Quote
My definition of a hard compel is a compel where the drawbacks outweigh the benefits of accepting. One you want to refuse.
Ah, there's where we differ, then. My definition is a compel that makes the player have to really consider buying it off.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 21, 2012, 12:50:08 AM
When what you want is to add a weapon rating to your Fists, you spend refresh and get that weapon rating. Why should you have to jump through hoops?

Clearly it's not mechanically necessary. And you have no right to dictate narrative to people.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 21, 2012, 01:06:54 AM
When what you want is to add a weapon rating to your Fists, you spend refresh and get that weapon rating. Why should you have to jump through hoops?
And Killer Blows and Lethal Weapon let you do exactly that.

Quote
Clearly it's not mechanically necessary. And you have no right to dictate narrative to people.
I didn't think I was. I'm just trying to stick to the RAW on this power.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 21, 2012, 01:19:54 AM
Killer Blows and Lethal Weapon both involve jumping through hoops, and Claws dictates narrative.

If you just want to use the RAW, go ahead. But don't say the RAW is not flawed unless you have a good reason to believe that.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 21, 2012, 01:39:20 AM
A stunt is "jumping through hoops"?

And I'm not saying the RAW isn't flawed. I'm just saying the RAW was written that way for a reason.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 21, 2012, 02:20:22 AM
The stunt requirements are hoops.

And the reasons you've given for the way the RAW were written are not very good.

PS: Killer Blow is awful, I'd rather have +2 to underwater basketweaving.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 23, 2012, 01:59:27 PM
...And the reasons you've given for the way the RAW were written are not very good...

... because they fit the world that the game is based on and because they make logical sense?  I don't see these as poor reasons at all, but maybe I need to reexamine what I look for in an IP-based RPG.   ::)
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 23, 2012, 07:46:36 PM
Given that +2 stress has no clear meaning within the game-world, those arguments don't work very well.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 23, 2012, 08:00:13 PM
Given that +2 stress has no clear meaning within the game-world, those arguments don't work very well.
Only because you've isolated the machanical advantage from the narrative reason for someone having that advantage.

If we're just going to let people purchase whatever numerical bonuses they want irrelevant to the narrative reasons for getting those improvements, why not just play any of the strictly level-based RPGs out there?  "Oh, you're attacking me?  Good thing I'm a higher level than you and simply win by numerical fiat."
Title: Re: DFRPG In Other Time Periods?
Post by: Silverblaze on April 23, 2012, 09:20:20 PM
Only because you've isolated the machanical advantage from the narrative reason for someone having that advantage.

If we're just going to let people purchase whatever numerical bonuses they want irrelevant to the narrative reasons for getting those improvements, why not just play any of the strictly level-based RPGs out there?  "Oh, you're attacking me?  Good thing I'm a higher level than you and simply win by numerical fiat."

Uh oh.  narrative reason....  This conversation is about to shift.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 23, 2012, 09:35:00 PM
Nah, that's what the conversation's been about for a while.

Orladdin, you've got my postion backwards.

I care about this because I care about narrative. Visibility of Claws is non-mechanical, it's not something that someone who only cares about mechanics would care about.

I care about this because I strongly believe that there is no wrong way to play, and so people who want to flavour their Claws weirdly should be accommodated by the rules.

And I care because I'm tired of seeing the lousy custom powers and balance decisions that get made when people don't accept the division between narrative and mechanics.

PS: Good level-based games don't work like that. Heck, even the bad ones don't. Put a 20th level Monk against a 19th level wizard in D&D, the wizard will win effortlessly. Actually, I've read serious arguments from internet people saying that a 20th level wizard could effortlessly crush a 1000th level monk.

Besides, tactics and luck matter. Sometimes the stronger fighter loses.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 24, 2012, 02:19:42 PM
PS: Good level-based games don't work like that. Heck, even the bad ones don't. Put a 20th level Monk against a 19th level wizard in D&D, the wizard will win effortlessly. Actually, I've read serious arguments from internet people saying that a 20th level wizard could effortlessly crush a 1000th level monk.

Besides, tactics and luck matter. Sometimes the stronger fighter loses.
  It was a example-in-hyperbole, but we'll discuss this for a quick moment anyway.  Certainly in level-based games some classes might be more powerful in certain situations than others.  People always use D&D wizards as an example of OP (and they aren't explicitly wrong to do so) but if you compare a 6th level monk to an 8th level monk you should see what I mean.  Comparing a monk to a wizard is too much apples and oranges for my example to function properly in the context of D&D.

In any case, MMORPGs are still very much like this.  If you've ever played WoW outside of the new-release  rush-to-level-cap, you'll have a good example.  They explicitly make it so people more than 1 level higher than you are at such an advantage that fighting them is nearly worthless.  The hit- damage- and critical-bonus system in WoW is explicitly set up for this to be the case in order to make the higher-level (see: more invested) players feel special.

... Again, though, not critical to the discussion at-hand.


Nah, that's what the conversation's been about for a while.
<sarcasm> Pssh, yeah, keep up Silver. </sarcasm> ;)

Orladdin, you've got my postion backwards.
  While I'm not above being wrong, I think I do understand your position here.  Maybe I've not been clear enough in my examples to show it, though.  Let me go over your points.

I care about this because I care about narrative. Visibility of Claws is non-mechanical, it's not something that someone who only cares about mechanics would care about.
  But it should be something they care about.  There's a reason why an Abram's Tank, while far more powerful than an Uzi, is less useful in practice.  Narrative balance to mechanical strength does exist, even if it is inconvenient.  That's why game balance is such a hard thing to do

You can't drive around town in your Abrams.  People in the game world simply won't let you.

I care about this because I strongly believe that there is no wrong way to play, and so people who want to flavour their Claws weirdly should be accommodated by the rules.
  I agree with this sentiment.  Entirely, in fact.

The point I made before (I think it might have been in another thread at this point, but you were there) is that the granularity provided by the DFRPG / FATE refresh right now doesn't account for such a balanced disadvantage/advantage.  I agree that you should be able to have claws that are retractable.  But they should "cost more" than their less convenient counterparts.  The problem is that the difference between 1 refresh and 2 refresh is huge.  The only other option is to introduce another, smaller, (perhaps narrative) drawback of the same calibur.  If you don't, then one set of claws is superior to the other because of the removal of a narrative restriction.  I know you disagree about whether or not that's true, but I assure you it is.  If I have the choice between claws that are always-out or ones that are optionally-out for the same price, I am going to pick the optionally-out ones every time (barring flavor reasons to the contrary, of course, but perhaps even then).
Does this mean the system is flawed in some way?  Yes.  But what system isn't?  This flaw certainly isn't worth throwing the baby out with the bath water for.

And I care because I'm tired of seeing the lousy custom powers and balance decisions that get made when people don't accept the division between narrative and mechanics.
  This is just like saying "I'm tired of seeing all of these lousy structures designed and built on the ground because people can't accept the division of mass and gravity.  If you'd just ignore the existance of gravity, we could have much cooler buildings!"

Yours is an idealists' division.  It cannot actually exist.  Your job is harder because narrative does play a part in mechanical design.  They are inextricably linked in a good game.



Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 24, 2012, 03:03:03 PM
... Oh, and now that I've posted that last example;  IB4Higgs-Boson.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 24, 2012, 04:52:23 PM
The only other option is to introduce another, smaller, (perhaps narrative) drawback of the same calibur.

This got me thinking...  What if (either implicitly or explicitly) it took a supplemental action to extend or retract the claws, just like drawing or sheathing a weapon?

So, you would be, in effect, spending 1 refresh for a sword that can't be disarmed, is easily concealed, and that uses your Fists skill instead of Weapons.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 24, 2012, 09:19:06 PM
Narrative balance to mechanical strength does exist, even if it is inconvenient.

This is factually incorrect, at least in this game. All aspects are equal, that's a basic property of the system's balance.

There are games where narrative is used to balance mechanics, and they tend to be broken as a result.

Given that tanks aren't parts of characters, they aren't really relevant to this discussion.

This is just like saying "I'm tired of seeing all of these lousy structures designed and built on the ground because people can't accept the division of mass and gravity.  If you'd just ignore the existance of gravity, we could have much cooler buildings!"

Yours is an idealists' division.  It cannot actually exist.  Your job is harder because narrative does play a part in mechanical design.  They are inextricably linked in a good game.

My complaint is more like "I'm tired of seeing all these lousy structures built without walls because people can't accept that gravity and mass are different things. If you'd just accept the difference, we could have buildings that don't collapse!"

The powers I'm complaining about are not functional. Whereas the ones I write from my perspective are.

I've seen both approaches used, and mine works better.

And my distinction does exist. You can see it in every game I play and every power I write.

This got me thinking...  What if (either implicitly or explicitly) it took a supplemental action to extend or retract the claws, just like drawing or sheathing a weapon?

So, you would be, in effect, spending 1 refresh for a sword that can't be disarmed, is easily concealed, and that uses your Fists skill instead of Weapons.

That would be pointlessly punitive. Why should you have to pay for retractable claws? Retractable-ness has no mechanical value.

Though I did do something along those lines when I wrote up Natural Weaponry. Have you seen that power? It represents what I want Claws and Breath Weapon to look like.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 24, 2012, 09:34:35 PM
This is factually incorrect, at least in this game. All aspects are equal, that's a basic property of the system's balance.
No, they're not. There's a reason that the book has a whole section on what makes a good/bad/weak/strong aspect. And a temporary aspect is not and should not be equal to a High Concept or a trouble.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 25, 2012, 07:21:55 AM
They're all equally optimal. Some might be more interesting than others, but that's beside the point.

A High Concept and a Trouble and a temporary aspect from a maneuver are all equally powerful. This fact is important.

PS: Orladdin, I thought a bit more about your point about idealism and I realized I might be misinterpreting your position. Could you explain that point a bit further?
Title: Re: DFRPG In Other Time Periods?
Post by: Harboe on April 25, 2012, 08:55:11 AM
While I'm sure the "Is Claws woefully underpowered AND comes with built-in drawbacks to boot" talk will surely come to a consensus soon, I was hoping the original topic could be addressed  ;)

I've just started a campaign set in the 12th century. We've started out in Frankfurt, Germany and I was wondering if anyone had any particular ideas for that?
Currently, we've established that the Black Court has a clear presence in the area, fae and spirits haunt the wilderness and we've decided that Hexenwulfen need to make some appearances... having a German name and all.  ::)

Ideas?
Title: Re: DFRPG In Other Time Periods?
Post by: InFerrumVeritas on April 25, 2012, 11:50:04 AM
While I'm sure the "Is Claws woefully underpowered AND comes with built-in drawbacks to boot" talk will surely come to a consensus soon, I was hoping the original topic could be addressed  ;)

I've just started a campaign set in the 12th century. We've started out in Frankfurt, Germany and I was wondering if anyone had any particular ideas for that?
Currently, we've established that the Black Court has a clear presence in the area, fae and spirits haunt the wilderness and we've decided that Hexenwulfen need to make some appearances... having a German name and all.  ::)

Ideas?

I know it's a long way from Hamlin, but a pied piping warlock would seem pretty sweet.  If you've read any Fables comics, I'd look there for inspiration.  A Frau Totenkinder like character (but, you know, not a nice person yet).

I'd say the White Council would be far less organized, have less oversight, etc. 
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 25, 2012, 01:04:00 PM
Retractable-ness has no mechanical value.

Sure it does.  The mechanical value is that it allows you to use the Deceit skill to hide a Weapon:2 weapon, when you ordinarily can't...  The mechanical value is that the character will still be armed (or more heavily armed) in situations where the other characters might not be.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 25, 2012, 01:08:24 PM
I've just started a campaign set in the 12th century. We've started out in Frankfurt, Germany and I was wondering if anyone had any particular ideas for that?

You might find this website (http://www.euratlas.net/history/europe/1100/index.html) useful...

Note that you can click on the different quadrants of the map to zoom in and get more detail.  If you sign up as a member of the site (it's free), you can download high-resolution copies of the maps.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 25, 2012, 01:36:06 PM
While I'm sure the "Is Claws woefully underpowered AND comes with built-in drawbacks to boot" talk will surely come to a consensus soon, I was hoping the original topic could be addressed  ;)
  Very sorry to derail your thread, but we slipped into the other topic slowly and I don't have authority to "split" it to its own without humungous effort (reposting everything).

I've just started a campaign set in the 12th century. We've started out in Frankfurt, Germany and I was wondering if anyone had any particular ideas for that?
Currently, we've established that the Black Court has a clear presence in the area, fae and spirits haunt the wilderness and we've decided that Hexenwulfen need to make some appearances... having a German name and all.  ::)

Ideas?

I checked Wikipedia's Info on the 12th Century (http://en.wikipedia.org/wiki/12th_century).  There's some specifically German info there, but keep in mind, Europe is a much closer-knit community (even then) and neighboring regions can have a pretty big influence, too.  You can also pore over the History of Germany (http://en.wikipedia.org/wiki/History_of_Germany).

A couple points:  Germany has a lot of castles.  Setting adventures in castles constantly is not an impossible thing to do.  Castles are also really cool.  Ergo, you should set adventures in castles as often as possible.  ^_^
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 25, 2012, 02:58:47 PM
My complaint is more like "I'm tired of seeing all these lousy structures built without walls because people can't accept that gravity and mass are different things. If you'd just accept the difference, we could have buildings that don't collapse!"
[EDIT:] Ah, after a re-read, I think I see the difference.  You're arguing that people are already making things illogically, and you'd rather they didn't.  My argument is that you are making things illogically and everyone else understands and subconsciously substitues the piece that you're missing.

...I've seen both approaches used, and mine works better.
  ... For you.  You find it easier to balance powers when you can look at only one side of the equation.

That would be pointlessly punitive. Why should you have to pay for retractable claws? Retractable-ness has no mechanical value.
  I've previously proven that retractable-ness does have a mechanical value in a separate post.  Retractable claws have the added ability to be concealed if desired while retaining the ability to be always-out.  They are simply better.  If you want to ignore this fact, feel free, but don't keep bringing it up.

... The powers I'm complaining about are not functional. Whereas the ones I write from my perspective are....
Though I did do something along those lines when I wrote up Natural Weaponry. Have you seen that power? It represents what I want Claws and Breath Weapon to look like.
  I haven't looked yet, but I will once I post this. 
What this quote tells me, though, is that rather than analyze what a power is and what it represents, you'd rather simply remake it your own way.  If you do this, you have to go ahead and remake every power presented in the book.  If you make a version of claws that is the same cost as the one in the book, and the one you make is retractable, no one will take the one in the book.  This should give you the hint that your new one is "better" or "more powerful".

This is factually incorrect, at least in this game. All aspects are equal, that's a basic property of the system's balance.
They're all equally optimal. Some might be more interesting than others, but that's beside the point.
  No they're not.  The entire chapter on aspects in the book says exactly the opposite.  They even rate columns of example aspects as "Boring," "Hot," and "Fuego!" from poorer to better aspects.  As an aspect, "Strong" is less good than "Ogre Thews" is less good than "Beefiest Thews in the Summer Court."  You have to stretch less to make it apply to more things.  How flavorful an aspect is, how many situations it can apply to and how much it adds to your character all affect the quality of an aspect.  If it can apply to more things, it can be used more-- both to compel and to invoke; making it better.


  But it should be something they care about.  There's a reason why an Abram's Tank, while far more powerful than an Uzi, is less useful in practice.  Narrative balance to mechanical strength does exist, even if it is inconvenient.  That's why game balance is such a hard thing to do

You can't drive around town in your Abrams.  People in the game world simply won't let you.
Given that tanks aren't parts of characters, they aren't really relevant to this discussion.
  Really?  This is your response to that example?  In a world where people can either buy a vanilla sword or enchant one as a character feature you can't accept an equipment example?  Ok, fine; so liken it to something that is part of the character then.  My point is that things don't exist in a vacuum where all you have to consider is their abilities or their functions.  There are outside (see: narrative) influences, too.  These are often nebulous and hard to take into account, but they exist.

These are what make game balance so hard.

PS: Orladdin, I thought a bit more about your point about idealism and I realized I might be misinterpreting your position. Could you explain that point a bit further?
  My point is that, in an ideal world, you would be able to divide narrative and mechanics: it would make balance easier.  But we don't live in an ideal world.  Narrative and mechanical properties do have an effect on each other. 

Look at D&D 4th edition as an example.  They (initially, before expansion bloat) went to great lengths to balance the combat system mechanically so that it could not be abused.  What was the result?  Powers that explicitly specified that you could only target characters or powers that behaved in really weird ways and didn't feel right ("What?  My ring of the ram can't be used on doors in this edition?  Why not?"  "Because the power says the target is 'One character'").  With the exception of a few, isolated bugs, you couldn't break the system.  That didn't mean it was a good system.  Many of the powers were boring.  Many were simply more powerful, higher level counterparts of the lower-level powers. 

Lots of people complained.

...There are games where narrative is used to balance mechanics, and they tend to be broken as a result.
  Is it as a result? Or is it a secondary and unrelated event?  Just because there are a lot of broken games that happen to balance narratively (like D&D 3rd ed. prestige class pre-reqs) that doesn't mean they are broken because of that.  It only means they are broken in addition to that. 
I would argue that 3rd ed. D&D isn't broken because of the prestige class pre-reqs being narrative, it's broken because they didn't balance those class features against other, similar class features.  It's a design problem that's entirely separate from the other design elements, which can each be evaluated based on their own merits.
Likewise with our discussion on claws.  Retractable claws are not broken by themselves.  They are broken compared to the non-retractable version.  Likewise ACAEBG isn't broken by itself, it's broken when you strip it down to 3-refresh and a FP to use.

You are asserting that a broken game ('G') logically follows from a narrative design ('N'), or:
N → G

I am asserting that there is no logical relation between narrative design and a broken game, and that your experience with broken games that have narrative design is simply a coincidence.  There are plenty of broken games without narrative design (G ^ ¬N).  More importantly, there are plenty of games with narrative design that are not broken (¬G ^ N).  This second one disproves your implication, thus:

For N to imply G, the following must evaluate to true:
N → G ⇔ ¬N v G   (Material Implication)

Given that (¬G ^ N) is true,
N is true,
G is false,

¬N is false
G is false

¬N v G is false,
Therefore, N -/-> G

A narrative game is not broken by its nature as a narrative game (though this does not preclude it from being broken in addition to it's nature as a narrative game).

...

Is that more clear?
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 25, 2012, 03:23:42 PM
Additionally, Sanc, I'm curious: Have you ever looked into GURPS?  To me, it seems like it would suit your style more than the DFRPG.  More granular cost structures, more guides for homebrewing content.

It's way to big a beast for me, but I know some guys who write for it.


Also, where was that Natural Weaponry power you mentioned?  I looked in the Wiki link in your sig and didn't see it.
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on April 26, 2012, 04:54:49 AM
  Very sorry to derail your thread, but we slipped into the other topic slowly and I don't have authority to "split" it to its own without humungous effort (reposting everything).

Well does someone have that authority? I'd like to be able to continue to follow this thread now that there finally is discussion on the topic again...  ;)
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 26, 2012, 11:04:06 AM
Sure it does.  The mechanical value is that it allows you to use the Deceit skill to hide a Weapon:2 weapon, when you ordinarily can't...  The mechanical value is that the character will still be armed (or more heavily armed) in situations where the other characters might not be.

Wrong.

If the non-retractable nature of your Claws causes a problem, that's a compel. So in any situation where you benefit from retracting your Claws, you would have been compensated for not having that ability.

(Oh, and you can definitely use Deceit to hide a weapon: 2 weapon. This is not even a question, it's certain.)

Additionally, Sanc, I'm curious: Have you ever looked into GURPS?  To me, it seems like it would suit your style more than the DFRPG.  More granular cost structures, more guides for homebrewing content.

It's way to big a beast for me, but I know some guys who write for it.


Also, where was that Natural Weaponry power you mentioned?  I looked in the Wiki link in your sig and didn't see it.

Looked into it briefly once. Wasn't impressed, but maybe I'll give it another go sometime.

And believe me, it would be very hard for any game to suit me better than DFRPG does. It's got a fun, balanced, and interesting system that can cover literally anything. You don't have to have any narrative in DFRPG if you don't want to, you can reduce it to pure mechanics. Which is not the case with, say, D&D.

(Aspects can do literally anything, and they are a mechanical construct. If you push the tag-declare-invoke thing far enough, you need never do anything else. Playing that way would be kind of painful, though, at least for me.)

Oh, and the wiki is in a shameful state right now. Look here (http://www.jimbutcheronline.com/bb/index.php/topic,19934.msg1319893.html#msg1319893).

While I'm sure the "Is Claws woefully underpowered AND comes with built-in drawbacks to boot" talk will surely come to a consensus soon, I was hoping the original topic could be addressed  ;)

I've just started a campaign set in the 12th century. We've started out in Frankfurt, Germany and I was wondering if anyone had any particular ideas for that?
Currently, we've established that the Black Court has a clear presence in the area, fae and spirits haunt the wilderness and we've decided that Hexenwulfen need to make some appearances... having a German name and all.  ::)

Ideas?

My apologies. Thought the original topic was over and done. Would you like us to ship out?

[EDIT:] Ah, after a re-read, I think I see the difference.  You're arguing that people are already making things illogically, and you'd rather they didn't.  My argument is that you are making things illogically and everyone else understands and subconsciously substitues the piece that you're missing.

That just ain't true.

See, the powers I write are pretty decent. Not perfect, but certainly usable. And I do my best to avoid dictating narrative to the people who use them. If you want to use my Telekinesis power to represent the assistance of a bunch of tiny minions, you can. Or you can use it for telekinesis. Whatever.

When people write with narrative mechanics, they generally produce crap. This is not just me, this is universal.

I've previously proven that retractable-ness does have a mechanical value in a separate post.  Retractable claws have the added ability to be concealed if desired while retaining the ability to be always-out.  They are simply better.  If you want to ignore this fact, feel free, but don't keep bringing it up.

You proved nothing, Orladdin. I tried to point this out already. When your Claws are retractable, you can't choose to receive the compels that a guy with non-retractable compels would have gotten. So you miss out on both the benefits and the drawbacks of obvious claws.

Also, it sounds like you're losing your temper. If something I do is pissing you off, I'm sorry.

What this quote tells me, though, is that rather than analyze what a power is and what it represents, you'd rather simply remake it your own way.  If you do this, you have to go ahead and remake every power presented in the book.  If you make a version of claws that is the same cost as the one in the book, and the one you make is retractable, no one will take the one in the book.  This should give you the hint that your new one is "better" or "more powerful".

That's libel!

Okay, not really. But I don't appreciate being told that I don't analyse powers. I do, and I do it a lot. More than pretty much anyone else, actually.

It's just that when my analysis finds a flaw, I fix that flaw.

Natural Weaponry can be retractable or non-retractable or whatever. Judging by people's willingness to take obvious Breath Weapons and refund-less inhuman features, people will still take non-retractable Natural Weaponry. And they'll not be made weaker by that decision.

The reason I keep harping about narrative-mechanical separation is my dislike for the problem you bring up. If you assign a mechanical value to a narrative decision, then everyone ought to make that decision. So you don't do that, ever, unless you're trying to force people in a certain direction for some reason.

You are creating this problem with your insistence that retractable weapons are better.

I know that you think that it's a fact, that you have no choice about it, but you're wrong. There's nothing in the rules that makes it so. It's your choice whether narrative has mechanical value, and you can choose between a correct answer and an incorrect one.

Not sure what would force me to rewrite every other power. Are you saying that they'd need to be improved to match Claws? Because believe me, Claws is in no danger of overpowering anything. And I didn't make it stronger, though I did buff Breath Weapon.

No they're not.  The entire chapter on aspects in the book says exactly the opposite.  They even rate columns of example aspects as "Boring," "Hot," and "Fuego!" from poorer to better aspects.  As an aspect, "Strong" is less good than "Ogre Thews" is less good than "Beefiest Thews in the Summer Court."  You have to stretch less to make it apply to more things.  How flavorful an aspect is, how many situations it can apply to and how much it adds to your character all affect the quality of an aspect.  If it can apply to more things, it can be used more-- both to compel and to invoke; making it better.

Good aspects =/= powerful aspects.

Suppose I gave a character the aspect OMNIPOTENT GOD. Would that make them more powerful?

No it wouldn't. Because aspects have no mechanical value.

Good thing too, or everyone would be an omnipotent god. And what an aspect can be applied to is entirely dependent on the GM's whims. It's not something you can measure or compare.

Generally, you want something that in your GM's opinion applies to most of what you'd want to use it for. Which can't be defined beyond a single moment at a single table.

Really?  This is your response to that example?  In a world where people can either buy a vanilla sword or enchant one as a character feature you can't accept an equipment example?  Ok, fine; so liken it to something that is part of the character then.  My point is that things don't exist in a vacuum where all you have to consider is their abilities or their functions.  There are outside (see: narrative) influences, too.  These are often nebulous and hard to take into account, but they exist.

These are what make game balance so hard.
  My point is that, in an ideal world, you would be able to divide narrative and mechanics: it would make balance easier.  But we don't live in an ideal world.  Narrative and mechanical properties do have an effect on each other. 

Look at D&D 4th edition as an example.  They (initially, before expansion bloat) went to great lengths to balance the combat system mechanically so that it could not be abused.  What was the result?  Powers that explicitly specified that you could only target characters or powers that behaved in really weird ways and didn't feel right ("What?  My ring of the ram can't be used on doors in this edition?  Why not?"  "Because the power says the target is 'One character'").  With the exception of a few, isolated bugs, you couldn't break the system.  That didn't mean it was a good system.  Many of the powers were boring.  Many were simply more powerful, higher level counterparts of the lower-level powers. 

Lots of people complained.
  Is it as a result? Or is it a secondary and unrelated event?  Just because there are a lot of broken games that happen to balance narratively (like D&D 3rd ed. prestige class pre-reqs) that doesn't mean they are broken because of that.  It only means they are broken in addition to that. 
I would argue that 3rd ed. D&D isn't broken because of the prestige class pre-reqs being narrative, it's broken because they didn't balance those class features against other, similar class features.  It's a design problem that's entirely separate from the other design elements, which can each be evaluated based on their own merits.
Likewise with our discussion on claws.  Retractable claws are not broken by themselves.  They are broken compared to the non-retractable version.  Likewise ACAEBG isn't broken by itself, it's broken when you strip it down to 3-refresh and a FP to use.

You are asserting that a broken game ('G') logically follows from a narrative design ('N'), or:
N → G

I am asserting that there is no logical relation between narrative design and a broken game, and that your experience with broken games that have narrative design is simply a coincidence.  There are plenty of broken games without narrative design (G ^ ¬N).  More importantly, there are plenty of games with narrative design that are not broken (¬G ^ N).  This second one disproves your implication, thus:

For N to imply G, the following must evaluate to true:
N → G ⇔ ¬N v G   (Material Implication)

Given that (¬G ^ N) is true,
N is true,
G is false,

¬N is false
G is false

¬N v G is false,
Therefore, N -/-> G

A narrative game is not broken by its nature as a narrative game (though this does not preclude it from being broken in addition to it's nature as a narrative game).

...

Is that more clear?

Ugh, formal logic. What a waste of time. You could have said the same thing in six words with much more clarity.

I've never seen narrative-mechanical-integration that wasn't either at least slightly unbalanced or pure GM fiat. Sometimes it wasn't bad enough to screw the game up though.

Not sure why you object to my response to the tank thing. A tank is a construct of narrative, a free thing, not a thing that can be balanced.

Never played 4th edition, but I've heard good things about it. Can't comment much.

If the Ring's fluff makes it sound like it works in a way that it doesn't work, that's just bad fluff-writing.

Now, it's hard for me to follow your argument, but I think it goes something like this:

"In game, all kinds of stuff happens. This stuff won't all be part of the game's mechanics, and some of it will be important. So non-mechanical stuff affects mechanics."

This is actually mostly true.

But it's not relevant to how you should write, because what people choose to do with the rules is up to them. All you can do when writing rules is make them work in a vacuum. You don't have air to work with, and if you get some it'll be different from all the other airs. So you have to write in a vacuum, whether you like it or not.

Rules do exist in a vacuum, even if they're taken out of that vacuum when they're used.

Fortunately, this rarely causes problems. Because while groups often break the rules or insert narrative into them, the effects tend to push in no particular direction. So they mostly cancel each other out. And you end up with something similar to what you had in a vacuum.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 26, 2012, 12:21:14 PM
Oh, and because it might be relevant:

The biggest balance weakness in this game is probably just the fact that some games will have many uses available for any given ability and others will have few.

This is a case of narrative affecting mechanics.

This is a problem, albeit a manageable one.

Is this what you meant when you said that my position is idealistic?
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 26, 2012, 12:23:11 PM
Wrong.

If the non-retractable nature of your Claws causes a problem, that's a compel. So in any situation where you benefit from retracting your Claws, you would have been compensated for not having that ability.
Or you lose a fate point because you don't want to be compelled. Compels are not always beneficial, and they are not always wanted, otherwise there would be no reason to buy out of them.

Quote
You proved nothing, Orladdin. I tried to point this out already. When your Claws are retractable, you can't choose to receive the compels that a guy with non-retractable compels would have gotten. So you miss out on both the benefits and the drawbacks of obvious claws.
With retractable claws, you get more choice--you can go into places and situations that someone with non-retractable claws simply can't. Getting compelled to jump through hoops every time you want to be in public isn't necessarily a fun experience.

Quote
I know that you think that it's a fact, that you have no choice about it, but you're wrong. There's nothing in the rules that makes it so. It's your choice whether narrative has mechanical value, and you can choose between a correct answer and an incorrect one.
I have to say, it is irritating and coming off as rather arrogant for you to keep simply declaring that we're wrong, that we're "incorrect" and that you are absolutely right. It's your opinion, one that I, Orladdin, and others disagree with.

Quote
Good aspects =/= powerful aspects.

Suppose I gave a character the aspect OMNIPOTENT GOD. Would that make them more powerful?

No it wouldn't. Because aspects have no mechanical value.

Good thing too, or everyone would be an omnipotent god. And what an aspect can be applied to is entirely dependent on the GM's whims. It's not something you can measure or compare.

Generally, you want something that in your GM's opinion applies to most of what you'd want to use it for. Which can't be defined beyond a single moment at a single table.
You can do a lot more, and justify a lot more, with Omnipotent God to invoke from, than you can from a lot of other aspects. Even if each invoke is relatively equal in strength, you have an aspect that can be used to justify literally anything.

The biggest balance weakness in this game is probably just the fact that some games will have many uses available for any given ability and others will have few.
I could say almost the exact same thing about Tetris.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 26, 2012, 12:50:53 PM
(Oh, and you can definitely use Deceit to hide a weapon: 2 weapon. This is not even a question, it's certain.)

You must have a very different definition of "hiding small objects...  ...in plain sight" than I do. 

You can feasibly hide any object, but you can't really hide a sword or a baseball bat or an semi-automatic .45 in your jacket pocket without the bouncer finding it when he frisks you (or casually glances at you, for that matter). 

Sure, Harry and Michael routinely "hide" their staff and sword, respectively, by stuffing them into a big duffel bag, but they'd never get that past Marcone's bodyguards...  not even by accepting a compel.  It doesn't have to be a compel...  It's as simple as the bouncer saying, "Sorry, you can't come in here with weapons," or "Hey, I'll need to look inside that duffel bag."

In fact, it SHOULDN'T be a compel, because simply carrying a weapon doesn't give the character an aspect to compel, unless some other character takes the trouble to generate that aspect using an appropriate action.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 26, 2012, 02:28:27 PM
Ugh, formal logic. What a waste of time. You could have said the same thing in six words with much more clarity.
  While I generally agree, I thought our problem was in lack of belief that the outcome follows from the premise.  My natural tendency in those cases is to show that the outcome is inextricable from the premise.  I was going one step further than previous posts (where I used six words) because I thought you simply weren't getting the correlation I was making; when, in reality, you were considering a different discussion entirely.  My mistake there...

But it was a pretty good proof, eh?  I think I missed a step somewhere though...  I'll look back over it some time for fun.

I've never seen narrative-mechanical-integration that wasn't either at least slightly unbalanced or pure GM fiat. Sometimes it wasn't bad enough to screw the game up though.

Not sure why you object to my response to the tank thing. A tank is a construct of narrative, a free thing, not a thing that can be balanced.

Never played 4th edition, but I've heard good things about it. Can't comment much.

If the Ring's fluff makes it sound like it works in a way that it doesn't work, that's just bad fluff-writing.

Now, it's hard for me to follow your argument, but I think it goes something like this:

"In game, all kinds of stuff happens. This stuff won't all be part of the game's mechanics, and some of it will be important. So non-mechanical stuff affects mechanics."

This is actually mostly true.

But it's not relevant to how you should write, because what people choose to do with the rules is up to them. All you can do when writing rules is make them work in a vacuum. You don't have air to work with, and if you get some it'll be different from all the other airs. So you have to write in a vacuum, whether you like it or not.

Rules do exist in a vacuum, even if they're taken out of that vacuum when they're used.

Fortunately, this rarely causes problems. Because while groups often break the rules or insert narrative into them, the effects tend to push in no particular direction. So they mostly cancel each other out. And you end up with something similar to what you had in a vacuum.
  While you're right that you need to develop your rules in a vaccuum (as there's little other choice); there is a reason more and more developers are doing playtesting these days.  And that increase in play testing has be the primary force responsible for the improved games we've seen in the last decade or so.

...
Also, it sounds like you're losing your temper. If something I do is pissing you off, I'm sorry.
...
That's libel!

Okay, not really. But I don't appreciate being told that I don't analyse powers. I do, and I do it a lot. More than pretty much anyone else, actually...
    Yeah, sorry; I got a little touchy on that one.  Let me go back with a cooler head:

If the non-retractable nature of your Claws causes a problem, that's a compel. So in any situation where you benefit from retracting your Claws, you would have been compensated for not having that ability.
...
You are creating this problem with your insistence that retractable weapons are better.
...
You proved nothing, Orladdin. I tried to point this out already. When your Claws are retractable, you can't choose to receive the compels that a guy with non-retractable compels would have gotten. So you miss out on both the benefits and the drawbacks of obvious claws.
  Point A:  You're saying that the character's inability to hide their claws is balanced by the player's ability to be compelled. 

I (and others) pointed out that maybe you don't want to be compelled.  Being compelled doesn't simply mean "fate point factory," remember; you are being compensated for something ruining your day.  There are times when not having something ruin your day is preferrable.  Maybe it's something important to your character or maybe you're out of fate points to buy it off.  With retractables, you can choose when that happens. 

Point B: You're saying that having retractable claws causes you to miss out on this option.

With retractaclaws you can still get the fate points from claws-out compels if you want them.  If your claws are out and it complicates your adventure, you get fate points.  Just because you could have put them away doesn't mean you did or that someone didn't see them out first.  If your GM tries to say that you don't get a fate point when that guy who saw you teraing the guards limb from limb sounds the alarm, simply because you can hide your claws, reach across the table and smack him. 

Finally, the mechanical capability or your weapons concealability (something they can do) being balanced by your capability to be compelled (compels are a narrative mechanic) still seems like a narrative balance to me; just a different kind of one. 
And to me, it seems like the wrong kind of one; as it's entirely "costed" based on your GM's compel and narrative style rather than the power itself.

Natural Weaponry can be retractable or non-retractable or whatever. Judging by people's willingness to take obvious Breath Weapons and refund-less inhuman features, people will still take non-retractable Natural Weaponry. And they'll not be made weaker by that decision.

The reason I keep harping about narrative-mechanical separation is my dislike for the problem you bring up. If you assign a mechanical value to a narrative decision, then everyone ought to make that decision. So you don't do that, ever, unless you're trying to force people in a certain direction for some reason.
I could go the other direction with that argument, too:  If it's just as mechanically viable to have claws as to not have claws, and if having visible claws is simply a fate point factory, why isn't every single person in the game world walking around with claws?  There are reasons people aren't all walking around the world with claws. 

The answer is having visible claws is a negative thing much of the time and it isn't counterbalanced by compels.

Not sure what would force me to rewrite every other power. Are you saying that they'd need to be improved to match Claws? Because believe me, Claws is in no danger of overpowering anything. And I didn't make it stronger, though I did buff Breath Weapon.
  No, I'm saying if you're making custom powers that are more preferable than the other powers available, you should consider how it changes the balance with everything else in the system.  In this case, Natural Weaponry is simply preferrable to Claws as written.  That should imply a power increase.  Sure, it's not a numerical power increase, but options are power, too. 

Flexibility is power.  It's why people play rogues in many games, even though rogues don't have magic and don't have the hit points or armor of other characters.

Good aspects =/= powerful aspects.

Suppose I gave a character the aspect OMNIPOTENT GOD. Would that make them more powerful?

No it wouldn't. Because aspects have no mechanical value.

Good thing too, or everyone would be an omnipotent god. And what an aspect can be applied to is entirely dependent on the GM's whims. It's not something you can measure or compare.

Generally, you want something that in your GM's opinion applies to most of what you'd want to use it for. Which can't be defined beyond a single moment at a single table.
  Well, it could if your GM is a push-over and lets OMNIPOTENT GOD apply to everything.  You're right that it is highly table and GM dependant, but if you had a pushover GM and you were good at narration, OMNIPOTENT GOD could let you do anything.  And yes, it would be more powerful than any other aspect.  Sure it can only give rerolls/+2s... unless he invokes for effect...  and he could get fate points from literally anything that way to fund it.  That's not advisable play (unless the guy really does somehow make the game more fun for everyone via that aspect) but it is true.  Common sense prevents it, but it is still possible and true by the rules.



Well does someone have that authority? I'd like to be able to continue to follow this thread now that there finally is discussion on the topic again...  ;)

Administrators and Moderators can selectively split topics.  I think we've nearly concluded this secondary discussion, however, so it shouldn't be a huge deal. 

Sorry again.
Title: Re: DFRPG In Other Time Periods?
Post by: Silverblaze on April 26, 2012, 03:30:52 PM
Weighing in on claws: Ultimately; compels aside, cla2ws might as well be retractable for free.  Wizards get to live "forever" for free.  Cassandra's Tears is a free effect.  Human Form (which covers up a power until it is used) costs zero.  If human guise makes claws appear as they are not there, a player might as well be able to retract them.  In the case of fangs - plenty of vampires seem to be able to pull them back in in various literature.  Horns.... yeah I got nothin' for horns.  Human Guise should still work though.

I would also say that many critters with claws can justify a shapechange power (flesh mask, beast form, human guise, or an illusion power like glamours.)  That is why I think they should be retractable.  I know the power says otherwise.  i know it is technically a house rule of mine that I'd let them retract.  Maybe give claws +1 damage if they are not retractable?

-----------------------------------------------------------------------------------------------------

Weighing in on game design: it is clear rules and laws do not exist in a vaccuum or there would not be exceptions.  We wouldn't need lawyers, judges, and a jury.

I agree with Orladdin that making custom powers and stunts can devalue the originals.  However, they can and do add a lot also.

  I agree that Sanctphrax does ignore the other side of the equation about narrative effecting mechanics.

 I agree with this:


I have to say, it is irritating and coming off as rather arrogant for you to keep simply declaring that we're wrong, that we're "incorrect" and that you are absolutely right. It's your opinion, one that I, Orladdin, and others disagree with.

If you are creating a game.  You simply must take narrative into account or you isolate the people who value the narrative as much or more than the mechanics. That is bad business.  That is not good game design. As I've said before I have helped game designers do just this.  I got paid for it. I was asked to move halfway across a country to do this (help create balanced game rules and mechanics) and help write narratives also. They all (all is obviously a fallacy but the vast majority is not) agree narrative must be tended to in terms of designing powers.  It is fact, I'm sorry. 

If it makes you feel any better, I do feel game balance should sometimes (50-70%) trump narrative.  It cannot exist without the narrative or the setting or the game will be boring.  You'll just have a bare bones rules system.  That is not what DFRPG is. 
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 26, 2012, 06:20:04 PM
I have to say, it is irritating and coming off as rather arrogant for you to keep simply declaring that we're wrong, that we're "incorrect" and that you are absolutely right. It's your opinion, one that I, Orladdin, and others disagree with.

Yeah, I can see how that would be annoying. But:

It's not an opinion, it's a belief. The difference matters.

Someone here is right and someone here is wrong.

You can do a lot more, and justify a lot more, with Omnipotent God to invoke from, than you can from a lot of other aspects. Even if each invoke is relatively equal in strength, you have an aspect that can be used to justify literally anything.

Nope. The GM has to find your explanation satisfactory, and they're under no obligation to let you invoke OMNIPOTENT GOD for everything. Or for anything, actually.

I could say almost the exact same thing about Tetris.

What is this I don't even.

Seriously, no idea what you mean.

You must have a very different definition of "hiding small objects...  ...in plain sight" than I do. 

You can feasibly hide any object, but you can't really hide a sword or a baseball bat or an semi-automatic .45 in your jacket pocket without the bouncer finding it when he frisks you (or casually glances at you, for that matter). 

Sure, Harry and Michael routinely "hide" their staff and sword, respectively, by stuffing them into a big duffel bag, but they'd never get that past Marcone's bodyguards...  not even by accepting a compel.  It doesn't have to be a compel...  It's as simple as the bouncer saying, "Sorry, you can't come in here with weapons," or "Hey, I'll need to look inside that duffel bag."

In fact, it SHOULDN'T be a compel, because simply carrying a weapon doesn't give the character an aspect to compel, unless some other character takes the trouble to generate that aspect using an appropriate action.

Suggest you read the trapping again, it doesn't work that way. It can hide small objects in plain sight, and it can be used to oppose any attempt to see something you've hidden.

And there do exist people in the world who don't search duffel bags for weapons.

Point A:  You're saying that the character's inability to hide their claws is balanced by the player's ability to be compelled. 

Point B: You're saying that having retractable claws causes you to miss out on this option.

Okay, this is the root of the problem. Because that's exactly what I'm not saying.

A character's inability to hide their Claws does not need to be balanced by anything. Because if you don't get Compelled, your inability to hide your Claws does jack and squat. The narrative fact of un-hideable Claws only enters the land of things that matter to the game's balance though Compels.

If your Claws are retractable, you don't get those Compels. For better or for worse.

Agree with you about the aspect, except that I'd say that the pushover GM in that scenario is breaking the game through his incompetence. Fortunately, only a little bit. Infinitely applicable invokes doesn't make the game unplayable or anything.

I agree that Sanctphrax does ignore the other side of the equation about narrative effecting mechanics.

You know, this sort of criticism is pretty useless. If I do something wrong, point it out so it can be fixed. General comments like this are just noise.

If you are creating a game.  You simply must take narrative into account or you isolate the people who value the narrative as much or more than the mechanics. That is bad business.  That is not good game design. As I've said before I have helped game designers do just this.  I got paid for it. I was asked to move halfway across a country to do this (help create balanced game rules and mechanics) and help write narratives also. They all (all is obviously a fallacy but the vast majority is not) agree narrative must be tended to in terms of designing powers.  It is fact, I'm sorry. 

I must be really bad at explaining myself.

Did I ever say anything about narrative being unimportant?

I hope not, because I don't think that.

It's important, it should just be kept from becoming mechanics.

There's a reason I include descriptions and flavour text in my powers. That stuff's great, it makes the game fun. But it should be kept separate from the rules, and it should be written so that it can be changed by individual tables.

Like I said before, the main problem with narrative as mechanics is that it screws up the narrative. The mechanics generally do okay, though there are exceptions.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 26, 2012, 06:37:02 PM
Yeah, I can see how that would be annoying. But:

It's not an opinion, it's a belief. The difference matters.

Someone here is right and someone here is wrong.
A belief is no more ironclad than an opinion. Just harder to change.

Quote
Nope. The GM has to find your explanation satisfactory, and they're under no obligation to let you invoke OMNIPOTENT GOD for everything. Or for anything, actually.
And the aspect OMNIPOTENT GOD can be used to justify a lot more than most aspects. Think about how many ways you can finish the sentence, "I'm an OMNIPOTENT GOD, so I'm going to..." as compared to "I'm a WIZARD OF THE WHITE COUNCIL, so I'm going to..." The former allows for many things the latter does not.

Quote
What is this I don't even.

Seriously, no idea what you mean.

Quote
The biggest balance weakness in this game is probably just the fact that some games will have many uses available for any given ability and others will have few.

I could easily say, about Tetris, that the biggest balance weakness in that game is just the fact that some games will have many uses available for a given piece, and others will have few.

Point is, "some games will have many uses for ____ and others will have few" doesn't necessarily have anything to do with the narrative.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 26, 2012, 09:13:17 PM
A belief is different from an opinion in that it can be true or false. This distinction is extremely relevant in an argument.

Whether you're playing a social game or a violent one is narrative, and it affects the mechanics. Which is a shame, but not that big a deal really.

And like Orladdin said, what OMNIPOTENT GOD applies to depends on the GM. Personally, I'd not let it be invoked much.

You familiar with the term Magical Tea-Party? That's what the invocation system is, pretty much.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 26, 2012, 09:20:33 PM
A belief is different from an opinion in that it can be true or false. This distinction is extremely relevant in an argument.
Untrue. A belief is an opinion you have a lot of conviction in. The word refers to how much the believer, well, believes, not to the objective truth of the belief.

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And like Orladdin said, what OMNIPOTENT GOD applies to depends on the GM. Personally, I'd not let it be invoked much.
What anything applies to depends on the GM--but some aspects are going to be able to produce more powerful and varied effects than others. Omnipotent God could be used to justify a much wider variety of effects (literally all of them), while the aspect "Bruised Knee" can't.

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You familiar with the term Magical Tea-Party? That's what the invocation system is, pretty much.
In fact, I'm not. Could you elaborate?
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 27, 2012, 01:37:30 AM
Okay, your definition of belief is very strange to me. Here's the one I'm using:

"An acceptance that a statement is true or that something exists."

This is different from an opinion, in that it's not subjective. It's right or it's wrong.

Magical Tea Party is a term I've seen on a rather unpleasant forum called The Gaming Den. It refers to situations and games without real rules, which are essentially just freeform storytelling. The term is generally slightly derogatory, because MTP normally arises when the rules fail.

But it's not inherently a bad thing. It's just a convenient way to refer to something that works by pure fiat.

Aspects are pretty MTPish. They do what the GM thinks they ought to do, period.

One important thing about MTP is that it shuts down balance conversations. You cannot speak meaningfully about the mechanics of something that works by fiat.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 27, 2012, 02:09:58 AM
Okay, your definition of belief is very strange to me. Here's the one I'm using:

"An acceptance that a statement is true or that something exists."

This is different from an opinion, in that it's not subjective. It's right or it's wrong.
The definition I'm using is confidence in something that cannot necessarily be proven; or an opinion for which you have a lot of conviction.

Calling it a belief, in my view, just means that you're not going to accept someone else's opinion on the matter. Since you "believe" your way is the right way, you won't consider our viewpoint.

I've always said, among the most dangerous things someone can do is know they're right.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 27, 2012, 02:28:49 AM
Let's not get hung up on the meanings of words. What I want to say is:

This is not a matter of opinion; someone is right and someone is not.

I have considered your viewpoint, and seeing the flaws in it has only strengthened my beliefs. It's possible that I'm wrong, but I really doubt it.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 27, 2012, 01:14:39 PM
And there do exist people in the world who don't search duffel bags for weapons.

Right.  In fact, the vast majority of people in the world aren't going to stop you on the sidewalk and search your duffel bag for weapons.  This falls under the "you don't need to roll for it" guideline as presented under the heading "TAKING ACTION" on YS192.

I'm talking about the situations in which you actually do have to use the skill:  "...an interesting challenge with meaningful consequences."  Namely, trying to sneak weapons past those people who WILL search you for weapons.

Suggest you read the trapping again, it doesn't work that way. It can hide small objects in plain sight, and it can be used to oppose any attempt to see something you've hidden.

I've read it.  I've reread it.  You aren't telling me anything I didn't read the first time.  So, please explain to me how it doesn't work that way.  Because you simply stating it isn't really convincing me.

Explain to me how a character sneaks a sword into a nightclub, for example, when there's a bouncer at the door patting people down before they can go in.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 27, 2012, 03:59:47 PM
Let's not get hung up on the meanings of words. What I want to say is:

This is not a matter of opinion; someone is right and someone is not.

I have considered your viewpoint, and seeing the flaws in it has only strengthened my beliefs. It's possible that I'm wrong, but I really doubt it.
I strenuously object to the idea that you can declare yourself right, and others wrong, by framing your argument as a "belief," even putting aside that the word "belief" doesn't have anything to do with whether something is objectively true.

There are lots of things in the setting that are, in fact, balanced by the narrative, whether you want to accept it or not. If I'm not mistaken, there's a bit in the book where the writers discuss using FATE, and mention that it's a good system because it allows for the narrative to take precedence--i.e., that it is not a bad thing to focus on the narrative and let it guide your game.

Your perspective is that the sheer mathematical mechanics are above everything else--which is a fine, valid opinion to have, but not any more "right" than if I were insisting that the mechanics should take a back seat to the narrative.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 28, 2012, 07:17:04 AM
Your perspective is that the sheer mathematical mechanics are above everything else--which is a fine, valid opinion to have, but not any more "right" than if I were insisting that the mechanics should take a back seat to the narrative.

NO.

It's capslocked and red and bold and underlined because it's super important, not because I'm angry.

The math is not the most important thing. I enjoy playing with it, because I'm a math guy. But that's not why I try to keep the math and the story semi-separate.

My constant harping about narrative mechanics is about preserving narrative, not about preserving mechanics.

Because people will generally do whatever the mechanics tell them to do. If the mechanics tell you that concept X is unworkable, then nobody plays concept X.

That's why balance is important, to prevent narratives from being warped.

By making it a disadvantage to look weird, you tell people to look normal.

But if you keep all such disadvantages inside the Compel system, you remove those perverse incentives and make it totally okay to play a Flying Purple People Eater.

If I really just cared about math, I'd play more chess and fewer RPGs.

And they're right about the narrative taking precedence in FATE. One of the best things about this game is that that can be done entirely without breaking the rules. (I think that "how often the rules need to be bent or broken in order to have fun" is actually a good measure of how bad a game system is.)

Also, I'm not declaring myself right by saying that this is a belief. The earth being flat is a belief too. So are 2+3=5 and 2+2=5.

The point is that you can't just say "that's your opinion, this is my opinion". Someone's right.

And obviously, I think it's me that's right. But that's a separate matter.

@Pbartender:

You can't hide a sword during a full search. But if you're carrying a weapon while walking down the street and you come across someone who tries to guess whether you're armed, you can use your Deceit. That's not a contrived scenario: there are guides to spotting armed people in normal street settings (http://www.policemag.com/Channel/Patrol/Articles/2007/11/How-to-Spot-a-Concealed-Firearm.aspx).

You can also BS your way past a search, but that's probably a different trapping. Though distracting someone properly could mess up a patdown. They even mention that as a possibility in YS IIRC. Can't find it though, it was something about DISTRACTING BEAUTY. Sometimes I wish I had a searchable PDF, then I remember I could get one free and realize I can't be bothered.

PS: Personally, I'd say that a roll of 17 or so on Deceit could conceal an aircraft carrier. You just need to make sure that everyone looks in the exact opposite direction. Which is practically impossible, but only practically.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 28, 2012, 12:54:23 PM
You can't hide a sword during a full search.

Agreed.  That's what I was getting at with the "hiding a small object in plain sight"...  A pat-down or a reasonably competent search turns all of your pockets, clothing and carrying cases into "plain sight", at least by my reasoning, it does.  You might be able to sneak a switch-blade past that, but not a sword.

Retractable claws would give you a chance to get the equivalent of a sword past a pat-down, or a full search.  It's a very situational benefit, but a concrete one.

But if you're carrying a weapon while walking down the street and you come across someone who tries to guess whether you're armed, you can use your Deceit. That's not a contrived scenario:

Agreed.  And sometimes they don't even have to be trying to guess... maybe a not-quite-right-detail just happens to catch the eye of an observant passer by.

You can also BS your way past a search, but that's probably a different trapping.

Agreed.  You're talking your way out of it, rather than trying to physically hide something.

Though distracting someone properly could mess up a patdown.


Agreed...  Invoking an aspect or using a complementary skill would cover that quite nicely.

They even mention that as a possibility in YS IIRC. Can't find it though, it was something about DISTRACTING BEAUTY. Sometimes I wish I had a searchable PDF, then I remember I could get one free and realize I can't be bothered.

YS20...  They use one of two sample aspects called "Always Armed" or "Distracting Beauty" along with a fate point to make a declaration that the character is armed, after they've already been searched.  A completely different, but absolutely nifty way of getting around searches.

PS: Personally, I'd say that a roll of 17 or so on Deceit could conceal an aircraft carrier. You just need to make sure that everyone looks in the exact opposite direction. Which is practically impossible, but only practically.

Yeah, see that's the sort of slippery slope I'm trying to avoid by using a little bit of common sense.  Sure, there's ways to hide truly immense things, but It reminds me of times playing D20 games, when a player would say something like, "Ha!  With all the extra bonuses, I just rolled a 67 to hide that aircraft carrier!"  And when you'd try to get them to explain how they hid it, they'd reply, "I dunno...  I rolled a 67."

I have no problem letting player-characters do extraordinary things, so long as they can come up with a reasonable (reasonable for the game, setting and genre, at least) explanation of how they're doing it...  That gets them a chance to try, at least.

I think we're mostly on the same page here...  We were just talking past each other.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 28, 2012, 01:40:22 PM
No, we're not on the same page.

See, if you have obvious Claws and they cause trouble in a pat-down, then that's a compel. So retractable-ness isn't actually useful.

(Claws is more like an omni-applicable Fists stunt than a weapon, really.)

PS: Concealing an aircraft carrier is actually quite reasonable. Crazy stuff happens, I've missed huge things before. And a roll of 17 is frickin' ridiculous, given that I doubt any mortal can get a skill above 6. So it can do stuff like that.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 28, 2012, 04:43:51 PM
No, we're not on the same page.

Oh, stop it...  Now you're just being obstinate.  I agree with practically everything you said in your previous post.

See, if you have obvious Claws and they cause trouble in a pat-down, then that's a compel. So retractable-ness isn't actually useful.

How can it possibly be a compel, without a related aspect?
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on April 28, 2012, 05:02:15 PM
PS: Concealing an aircraft carrier is actually quite reasonable. Crazy stuff happens, I've missed huge things before. And a roll of 17 is frickin' ridiculous, given that I doubt any mortal can get a skill above 6. So it can do stuff like that.
A 17 is easy for a group working together.  For a normal individual, it takes longer and approaches limits of what can be accomplished.

How can it possibly be a compel, without a related aspect?
Most power related compels will target your high concept.  All powers should stem from it.  Non power related items may simply be a declaration.  "That metal detector found your gun, want a fate point?" is an easy example.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 29, 2012, 02:12:27 AM
Oh, stop it...  Now you're just being obstinate.  I agree with practically everything you said in your previous post.

We agree about everything except the really important thing.

Anyway, as usual UmbraLux is correct and I disagree with him. I'm pretty strict with maneuvers for this sort of thing, so even a very skilled team probably won't manage difficulty 17.

But yeah, High Concept is the usual target for such compels. But sometimes there's another aspect that's better.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 29, 2012, 01:30:43 PM
NO.

It's capslocked and red and bold and underlined because it's super important, not because I'm angry.

The math is not the most important thing. I enjoy playing with it, because I'm a math guy. But that's not why I try to keep the math and the story semi-separate.

My constant harping about narrative mechanics is about preserving narrative, not about preserving mechanics.
And to someone like me, narrative mechanics fall in line with the regular mechanics. It's all part of the setting and, therefore, part of the system.

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Because people will generally do whatever the mechanics tell them to do. If the mechanics tell you that concept X is unworkable, then nobody plays concept X.
Not necessarily. As I've said before, there are plenty of people who won't just do what the math tells them is better.

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By making it a disadvantage to look weird, you tell people to look normal.
No, you tell people that if you want an advantage, it comes with some kind of price.

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And they're right about the narrative taking precedence in FATE. One of the best things about this game is that that can be done entirely without breaking the rules. (I think that "how often the rules need to be bent or broken in order to have fun" is actually a good measure of how bad a game system is.)
I'd wonder just how much dissecting a canon power into its component trappings counts as bending and breaking :P

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Also, I'm not declaring myself right by saying that this is a belief. The earth being flat is a belief too. So are 2+3=5 and 2+2=5.
Perhaps not directly. What you are saying is "It's a matter of belief, so someone has to be right, and someone has to be wrong. Since I'm right, you all have to be wrong."

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The point is that you can't just say "that's your opinion, this is my opinion". Someone's right.
Again: Says you.

See, if you have obvious Claws and they cause trouble in a pat-down, then that's a compel. So retractable-ness isn't actually useful.
Unless you don't want to face a compel every time you want to do something in public. Compels aren't automatically something the player wants.

And on the subject of hiding battleships, this guy (http://www.cracked.com/article_19170_6-insane-stories-magician-who-helped-win-wwii.html) either rolled Deceit epically (with a lot of help) to do just that (and more), or he rolled Deceit epically to convince people he did.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on April 30, 2012, 04:33:07 AM
I'm not declaring myself right, though. I'm trying to prove that I'm right, with arguments unrelated to the belief thing. The belief thing is just there because I'm tired of people treating facts as opinions.

If you think I'm not right, try to prove I'm not. Or at least try to demonstrate that I might not be right.

Some rare people ignore what the rules encourage them to do, but most people don't. Hardly anyone makes a Wizard without decent ratings in the three casting stats, because the rules make it a horrible idea to do that.

A Wizard with terrible Discipline is actually a workable character concept. You have all the power and talent you need, but you lack the self-control to use it right. But the mechanics discourage that concept so it sees little play.

And if you make something a disadvantage you encourage people to avoid it if at all possible. Which is what I was trying to say.

As the game stands now, people will willingly look weird with no compensation. Making it into a disadvantage tells them to expect compensation. Which is bad, for reasons that I think are probably clear. (If they're not clear, I can explain.)

Dissecting a canon power is not bending or breaking the rules. It's following them exactly. Which can sometimes be a problem. Have you heard of Malicious Obedience (http://www.urbandictionary.com/define.php?term=Malicious%20Obedience)?

It's basically that. Doing exactly what you're told in order to demonstrate the problems with what you're told.

And no, not everyone wants compels. But that's personal taste, not a mechanical thing. If you don't want to experience compels related to a certain thing, you remove that thing from your concept. If you do, you add it to your concept. The problem with Claws as written is that it makes that impossible in one narrow circumstance that hardly anyone cares about.

Oh, and I have no idea what:

And to someone like me, narrative mechanics fall in line with the regular mechanics. It's all part of the setting and, therefore, part of the system.

means.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on April 30, 2012, 01:29:54 PM
Most power related compels will target your high concept.

Okay.  That I get.

Non power related items may simply be a declaration.  "That metal detector found your gun, want a fate point?" is an easy example.

Here's where I run into a problem...   The guard (or metal detector) ends up finding the weapon, regardless of the guard's Alertness skill or Investigation skill.  Furthermore, he finds it regardless of the player's Deception skill.

That's not necessarily a problem in of itself, but if you're going to make that sort of declaration every time that sort of situation turns up, you're likely top end up with some very frustrated players, because you've made one of their skills irrelevant...  And especially so, if they designed their character to be good at the task at hand.

Plus, how do the rules handle Declarations made by NPCs (I can't find anything about it at the moment)?  Normally, a player would get a free tag.  Does the NPC get a free tag.  And if he does, does the PC get a Fate point when it gets compelled?

From the players' point of view, it feels as if you are are forcing them to spend a Fate point to sneak a weapon past the bouncer, instead of letting them use their skills and stunts and powers to do it.  The former is passive and, regardless of the fate point reward, contributes to the player feeling helpless to the whims of the GM if done too often, while the latter is proactive.

The point being is that sometimes (most of the time?) a compel isn't necessary...  A simple opposed skill check suffices.

Either way, retractable claws can still be useful as they would either A) make it easier to succeed at the opposed skill check to keep them hidden, or B) give the player a good argument for avoiding a compel without spending a Fate point to do so.
Title: Re: DFRPG In Other Time Periods?
Post by: Orladdin on April 30, 2012, 03:01:47 PM
I'm not declaring myself right, though. I'm trying to prove that I'm right, with arguments unrelated to the belief thing. The belief thing is just there because I'm tired of people treating facts as opinions.

If you think I'm not right, try to prove I'm not. Or at least try to demonstrate that I might not be right.
  But when we do, we're scoffed at for writing formal logic proofs. 

I am already convinced I have proven you wrong on a number of points, and everyone else seems to agree with me.  Now, I'm honestly trying to show you why you're wrong.  I truly think you are missing what we're saying and I want to help you see it.

Some rare people ignore what the rules encourage them to do, but most people don't. Hardly anyone makes a Wizard without decent ratings in the three casting stats, because the rules make it a horrible idea to do that.

A Wizard with terrible Discipline is actually a workable character concept. You have all the power and talent you need, but you lack the self-control to use it right. But the mechanics discourage that concept so it sees little play.
  This is absolutely wrong.  This is a perfect example of the Stormwind Fallacy (http://mtgsalvation.com/928-at-the-gathering-the-stormwind-fallacy-teflon-redux.html). 

You don't need to have a sub-optimal skill arrangement to have a narratively interesting character.  Especially not in this game.  Having a low discipline skill would be dumb-- even if you wanted to play the character who lacks control in his spells.  Harry Dresden himself is this way.  Y'know how he handles it?  With an aspect.  He gets compelled to botch his spells.  It's not because Jim built his character sub-optimally.


And if you make something a disadvantage you encourage people to avoid it if at all possible. Which is what I was trying to say.
  Which is true to life.  Some things are disadvantageous.  That's why the world looks the way it does.  That makes the oddball characters even more interesting.  It's what allows the oddball characters to get compels for being weird.  If society (either in real life or in the game-world) was absolutely full of unique snowflakes, there would be no stigma against them to compel.

Officer: "Can you describe the perpetrator?"
Newsie: "I dunno; he was one'a those purple people eaters we've seen a million of lately.  They all look the same to me."

The problem with Claws as written is that it makes that impossible in one narrow circumstance that hardly anyone cares about.
  ... Actually, it appears (from this thread and others) that it's a circumstance that a lot of us seem to care about...

And no, not everyone wants compels. But that's personal taste, not a mechanical thing. If you don't want to experience compels related to a certain thing, you remove that thing from your concept. If you do, you add it to your concept.
  But you're ignoring the point I've made-- and at this point, I'm beginning to think you're trolling.  With the retractable claws you can do either one of these without a character modification.  You can just choose right now to do option A, get a compel; and then later choose to do option B and walk into the club unmolested.  You can make either choice as it suits you with retractable claws; whereas before you had to make a major character change.


_____

At this, I'm stepping out of the discussion.  I'm convinced my points have been made to any willing to listen.  Sorry to anyone who hasn't found my arguments helpful.

Good gaming.
_____
Title: Re: DFRPG In Other Time Periods?
Post by: ways and means on April 30, 2012, 03:30:33 PM
  This is absolutely wrong.  This is a perfect example of the Stormwind Fallacy (http://mtgsalvation.com/928-at-the-gathering-the-stormwind-fallacy-teflon-redux.html). 

You don't need to have a sub-optimal skill arrangement to have a narratively interesting character.  Especially not in this game.  Having a low discipline skill would be dumb-- even if you wanted to play the character who lacks control in his spells.  Harry Dresden himself is this way.  Y'know how he handles it?  With an aspect.  He gets compelled to botch his spells.  It's not because Jim built his character sub-optimally.

A character with a lot of raw power and low control should have strong conviction and poor discipline if you consider skills to have a narrative effect as well as a mechanical one. Now you could argue that skills shouldn't have a narrative effect so a guy with 5 in  needn't necessarily be well muscled especially if he had the "deceptively strong" aspect but some people will argue (not me by the way) that without bulging muscles the man couldn't possibly be that strong.  Now imagine you have a wizard with the "low self-control" aspect and a 5 in discipline both the aspect and apex skill suggest entirely different mutually exclusive things about the the character.

Now I personally have played (several times actually) a brainless smash it with a stick warrior who charges into every situation and who also happens to have 4 or 5 discipline several times  because discipline is the avoiding mental stress skill rather than because it made any sense for the character, so I don't personally see a problem but I can certainly appreciate why it would be a problem for others especially those people who moan about the fact that all DF PC's tend to be Olympic level athletes (+4/5 athletics).
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 30, 2012, 04:36:55 PM
I'm not declaring myself right, though. I'm trying to prove that I'm right, with arguments unrelated to the belief thing. The belief thing is just there because I'm tired of people treating facts as opinions.

If you think I'm not right, try to prove I'm not. Or at least try to demonstrate that I might not be right.
It's more that I have a different perspective on the game and its relation to the narrative than you, I think, which isn't so clearly a "right or wrong" thing.

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Some rare people ignore what the rules encourage them to do, but most people don't. Hardly anyone makes a Wizard without decent ratings in the three casting stats, because the rules make it a horrible idea to do that.
Not optimum? Sure. "Horrible" though? I disagree. Potentially more interesting, to me, is a wizard that doesn't have a lot of power, and so has to be creative with it, or a wizard without a lot of control, who has to be more careful and spend his or her fate points wisely.

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And if you make something a disadvantage you encourage people to avoid it if at all possible. Which is what I was trying to say.
And giving something no disadvantage encourages more people to take it than rightfully should be.

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Dissecting a canon power is not bending or breaking the rules. It's following them exactly. Which can sometimes be a problem. Have you heard of Malicious Obedience (http://www.urbandictionary.com/define.php?term=Malicious%20Obedience)?
I think following the rules exactly would involve keeping a power with all the trappings attached to it, personally.

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And no, not everyone wants compels. But that's personal taste, not a mechanical thing.
Then stop acting as if compels are automatically and always a good thing. You have repeatedly stated that if something causes a compel, that it cannot be a downside and is a good thing.

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If you don't want to experience compels related to a certain thing, you remove that thing from your concept. If you do, you add it to your concept. The problem with Claws as written is that it makes that impossible in one narrow circumstance that hardly anyone cares about.
I believe most, if not all, of the powers say that you have to have an aspect or a high concept that can justify or represent its use. So, yes, if you've got razor sharp claws, I think you have to have an aspect, which can be compelled, to indicate why you have that power.

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Oh, and I have no idea what:
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And to someone like me, narrative mechanics fall in line with the regular mechanics. It's all part of the setting and, therefore, part of the system.
means.
I'm saying that to someone like me, ACAEBG's attachment to the sword, including its role in the world and associated narrative drawbacks and restrictions, is as much a mechanic for its power as its refresh cost and effect.

And I'm gonna make a bold statement here: Maybe the Dresden Files setting and game isn't supposed to have every character concept equally powerful and exactly balanced. Maybe wizards are supposed to be scary as hell and extremely powerful engines of arcane destruction. Maybe Pure Mortals aren't supposed to be able to stand one on one with beings that can outrun a sedan and then crumple it like aluminum foil. Maybe if you have claws, you're not supposed to look normal and be able to carry them around in plain sight.

Maybe power always comes with a price beyond the refresh cost--either to your humanity, to your ability to function in modern society, or just your ability to blend in.

Maybe, just maybe all of those things that are true in the setting of the books are meant to be true in the game set in the setting of the books.
Title: Re: DFRPG In Other Time Periods?
Post by: ways and means on April 30, 2012, 05:15:11 PM
If were going to be really true to the setting then any supernatural with stealth and strength who manages to ambush a wizard gets to kill said wizard outright because wizards are incredibly brittle. That creatures with mythical level skills are nearly impossible to defend against (have any of you read how Butcher describes white court vampire Celerity and that's only at the supernatural level) , that wizards can carry on casting for more than a couple of minutes and finally any mythical strong beast that grapples a pure mortal can snap him in a blink of an eye. 

So if we are going to play it by the book series the game needs to be considerably more unbalanced than it already is and considerably more lethal.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on April 30, 2012, 05:28:27 PM
If were going to be really true to the setting then any supernatural with stealth and strength who manages to ambush a wizard gets to kill said wizard outright because wizards are incredibly brittle.
As I'm given to understand, that's pretty much a given to happen to any NPC that isn't going to take consequences anyway.

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That creatures with mythical level skills are nearly impossible to defend against (have any of you read how Butcher describes white court vampire Celerity and that's only at the supernatural level), that wizards can carry on casting for more than a couple of minutes and finally any mythical strong beast that grapples a pure mortal can snap him in a blink of an eye.
Aside from the wizards casting for more than a few minutes, I'm pretty sure the rules do pretty much bear that out.

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So if we are going to play it by the book series the game needs to be considerably more unbalanced than it already is and considerably more lethal.
One solid shot is enough to kill anything without supernatural toughness, and barring the plot armor of consequences, and some of those consequences will last a long, long time. That already seems considerably more lethal than other game systems I've seen.
Title: Re: DFRPG In Other Time Periods?
Post by: UmbraLux on April 30, 2012, 10:29:51 PM
If were going to be really true to the setting then any supernatural with stealth and strength who manages to ambush a wizard gets to kill said wizard outright because wizards are incredibly brittle.
You can, it just takes preparation.  (i.e. Maneuvers and Declarations.)

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That creatures with mythical level skills are nearly impossible to defend against (have any of you read how Butcher describes white court vampire Celerity and that's only at the supernatural level) , that wizards can carry on casting for more than a couple of minutes and finally any mythical strong beast that grapples a pure mortal can snap him in a blink of an eye.
Pretty sure all of this works in the game system also - simply takes using appropriate tactics.  Have your Mythic Speed vampire use hit and run attacks from cover.  Time is extremely flexible in game terms.  (A single exchange could be anything from near instant to several minutes or even hours.  Perhaps even days or weeks for some actions.) 

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So if we are going to play it by the book series the game needs to be considerably more unbalanced than it already is and considerably more lethal.
I think it can be extremely lethal.  The only reasons I haven't killed a PC before now are concessions.  ;)  That said, the "Don't be a d!*k."  rule applies to GMs as much as players.  Perhaps more so since a GM can wipe the players anytime he feels like throwing arbitrarily high difficulty opponents at them.

That said, I do understand what you're saying and largely agree.  We may start out in the Dresdenverse but, as soon as we do something other than read from the book, we start diverging.  How much and how fast divergence occurs is up to individual group preference.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 01, 2012, 01:13:23 AM
Okay, I think it looks like everyone's getting tired of this.

The sad part, for me, is that I don't think anyone actually understands what I've been trying to say. Orladdin, Mr. Death, both of your posts demonstrate that you believe that I believe things I don't actually believe.

This is probably my fault, mostly.

So. Let me address the points that I think are important.

First, I'm not invoking Stormwind here. I'm using an example to demonstrate the power of mechanics to control behaviour. Wizards with Mediocre casting stats are mechanically discouraged, and as a result hardly anyone plays them. A similar effect will occur if you discourage something else mechanically. That is the entire substance of that argument.

Orladdin, I tried to address your point about retractable claws offering a choice about whether to be compelled or not earlier. But apparently I didn't do a good job, because you never took notice of my (attempted) rebuttal.

What I said is that you don't get to pick whether you get compelled. You make a character concept and then you get whatever compels are appropriate for that concept. Even self-compels depend on GM fiat. If you have the power to avoid a compel effortlessly, then you don't get that compel.

Also: I may have given the impression that I believe compels are a good thing. I don't. Compels are neither good nor bad, they're just a thing. Opening yourself up to them has its benefits perfectly negated by its drawbacks.

And Mr. Death, you seem to be suggesting that we bend/break the game deliberately, in order to control player behaviour. And you know what? That's okay. That's a standard part of game design.

But I see no sensible reason to bend/break the game against people with weird natural weapons. That sort of thing should be reserved for when it's really necessary and when it can be done elegantly.

Is that all clear now?

PS: Does anyone actually care this much about Claws? This has been about deeper principles, I thought.
Title: Re: DFRPG In Other Time Periods?
Post by: Silverblaze on May 01, 2012, 01:47:16 AM
"PS: Does anyone actually care this much about Claws? This has been about deeper principles, I thought."

Not me.

I don't see the big deal with that power in particular. Easy fixes per table.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on May 01, 2012, 01:07:27 PM
Okay, I think it looks like everyone's getting tired of this.

The sad part, for me, is that I don't think anyone actually understands what I've been trying to say. Orladdin, Mr. Death, both of your posts demonstrate that you believe that I believe things I don't actually believe.

This is probably my fault, mostly.

It's part of of what sucks about trying to debate over the internet...  It's slow, and there's practically way to use the usual body language to convey contextual attitude.  I know I often feel the same way.

First, I'm not invoking Stormwind here. I'm using an example to demonstrate the power of mechanics to control behaviour. Wizards with Mediocre casting stats are mechanically discouraged, and as a result hardly anyone plays them. A similar effect will occur if you discourage something else mechanically. That is the entire substance of that argument.

Yep, exactly...  And there nothing necessarily wrong with that.  That's why employers have a list of experience and education requirements when they post a job opening.  If you are going to do a job professionally, you should be good at what you do.  That's why I've never had a problem with my players doing a little bit of optimizing -- I expect them to, to a certain degree.  In most games, they are professional heroes and adventurers.  They should be good at what they do.  If they weren't, they'd stay home and be NPCs.   ;)

What I said is that you don't get to pick whether you get compelled. You make a character concept and then you get whatever compels are appropriate for that concept. Even self-compels depend on GM fiat. If you have the power to avoid a compel effortlessly, then you don't get that compel.

Also: I may have given the impression that I believe compels are a good thing. I don't. Compels are neither good nor bad, they're just a thing. Opening yourself up to them has its benefits perfectly negated by its drawbacks.

From my point of view, it seemed like you were over-emphasizing compels as the only way to make a troublesome situation happen for the players -- in this instance, claws or a weapon being noticed by a bouncer. 

But, then...

And Mr. Death, you seem to be suggesting that we bend/break the game deliberately, in order to control player behaviour. And you know what? That's okay. That's a standard part of game design.

But I see no sensible reason to bend/break the game against people with weird natural weapons. That sort of thing should be reserved for when it's really necessary and when it can be done elegantly.

That's speaks to what I was trying to get at earlier:  In my view, at least, Aspects are there, purposefully, to allow the players and GM to break/bend the game deliberately in order to control player (or NPC) behavior...  Especially when it comes to compels.  Compels are there to try to force a player into a certain type of behavior, or to avoid a certain type of behavior.  They concretely reward the player when they do what you what them to, and penalize them when they don't. And you know what? That's okay.

But, by the same respect, I saw no reason to compel a character with weird natural weapons, unless it's really necessary and can be done elegantly.

Is that all clear now?

Clearer, at least...   ;)

PS: Does anyone actually care this much about Claws? This has been about deeper principles, I thought.

I don't, at least...  For me, it was partially about "What's the big deal about changing the fluff on a power, so long as the mechanics stay the same?" and then later trying to understand "How, when and why should we be using compels?"
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 01, 2012, 02:13:34 PM
If you're all bored of the argument and/or actually in agreement, do you think it would be possible to get back to discussing the original subject? *hopeful* Because I always get a bit disappointed when I see a subject with a title that really interests me not be about that subject at all... :-\

Say for instance: When would you say the "technology and magic don't mix" thing started?
and what changes do you think would be necessary to the system to set the campaign in 1875 and what would you change (if any) to set the campaign in 1960s?
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on May 01, 2012, 03:29:18 PM
Say for instance: When would you say the "technology and magic don't mix" thing started?
and what changes do you think would be necessary to the system to set the campaign in 1875 and what would you change (if any) to set the campaign in 1960s?

I would suspect that it would have been something of a gradual change, but two key inventions would have served as the impetus for the change...  The steam engine, and electricity.  It'd be rather interesting to play in a setting and time period during that transition.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 01, 2012, 03:33:17 PM
First, I'm not invoking Stormwind here. I'm using an example to demonstrate the power of mechanics to control behaviour. Wizards with Mediocre casting stats are mechanically discouraged, and as a result hardly anyone plays them. A similar effect will occur if you discourage something else mechanically. That is the entire substance of that argument.
Personally, I think that's part of the intent of the power. They, the writers, may not have wanted people to have the Claws power just for the Weapon:2 effect. Claws, from my reading of it, is supposed to be a power for monsters and animals, to reflect that whatever it is sitting the end of their arms, it's different and more dangerous than normal hands, and stunts like Killer Blow and Lethal Weapon were meant for the "I've got normal hands, but I hit harder with them" type.

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And Mr. Death, you seem to be suggesting that we bend/break the game deliberately, in order to control player behaviour. And you know what? That's okay. That's a standard part of game design.

But I see no sensible reason to bend/break the game against people with weird natural weapons. That sort of thing should be reserved for when it's really necessary and when it can be done elegantly.
I'm not sure what you mean by bending and breaking the game. Do you mean I'm suggesting that is what you're doing, or that I'm suggesting it's something we should do?

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PS: Does anyone actually care this much about Claws? This has been about deeper principles, I thought.
Well, no. Mostly I thought it served as the most immediate example about the larger argument.

My baseline is, I'd rather questions of "How do I do this?" be answered by adjusting the concept to fit the rules and powers rather than changing the rules and powers to fit the concept.

And apologies for being part of the derail.

Say for instance: When would you say the "technology and magic don't mix" thing started?
and what changes do you think would be necessary to the system to set the campaign in 1875 and what would you change (if any) to set the campaign in 1960s?
I've heard it suggested that hexing happens largely because the wizards don't understand how, say, a computer works, and their magic unconsciously reflects that by making it not work.

So I'd say the technology hexing probably started around the time that technology stopped working in "obvious" ways.
Title: Re: DFRPG In Other Time Periods?
Post by: ways and means on May 01, 2012, 03:47:50 PM

I've heard it suggested that hexing happens largely because the wizards don't understand how, say, a computer works, and their magic unconsciously reflects that by making it not work.

So I'd say the technology hexing probably started around the time that technology stopped working in "obvious" ways.

So a wizard with high scholarship should get a bonus to hexing.
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 01, 2012, 06:39:27 PM
So I'd say the technology hexing probably started around the time that technology stopped working in "obvious" ways.
So a wizard with high scholarship should get a bonus to hexing.
Or a bonus to avoid it?

I think it says that Wizards usually only don't hex things with tech they've grown up with somewhere in the book, but I don't have it on me right now, so I can't check.

Anyway, do you think a change of skills would be necessary for a "Victorian" game. Say swapping Drive for Travel (Ride/Coach-driving with stunts to add sailing) or something?
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 01, 2012, 06:46:44 PM
Yeah, a bonus to avoid it, if anything. Not a big one, maybe one shift.

And I think I suggested earlier in this thread that you'd probably be safe with just dropping Driving entirely. It barely seems much of a useful skill in the regular game as is.
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 01, 2012, 07:22:45 PM
You did, or someone did anyway. I can't be bothered to go back and check. I think, however, that I like it enough to keep it, (I've even used it,) provided that it also includes stuff like piloting a plane or boat and navigation and such. Anyway I think ride and such has more interesting opportunities than drive. I often grow bored during car-chases, but horses actually have personalities to play with.

So no one thinks anything should be changed for a 1960s game?
How about WW2? or the thirties? Prohibition game anyone?
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 01, 2012, 07:31:14 PM
You did, or someone did anyway. I can't be bothered to go back and check. I think, however, that I like it enough to keep it, (I've even used it,) provided that it also includes stuff like piloting a plane or boat and navigation and such. Anyway I think ride and such has more interesting opportunities than drive. I often grow bored during car-chases, but horses actually have personalities to play with.
Wouldn't horses and riding animals fall under Survival, though?

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So no one thinks anything should be changed for a 1960s game?
How about WW2? or the thirties? Prohibition game anyone?
I think those are close enough to the present to translate without problems as far as the Skills listing goes.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on May 01, 2012, 07:53:43 PM
I think those are close enough to the present to translate without problems as far as the Skills listing goes.

No computers, though...  at least, not of the usual sort.
Title: Re: DFRPG In Other Time Periods?
Post by: Richard_Chilton on May 01, 2012, 07:56:33 PM
I think the "magic doesn't work with tech" change would have happened when technology started to make huge inroads on people's everyday lives.

When did it start? Say the age that the Titanic was launched - when people thought tech was there to make the world a better place.  Maybe a bit earlier, when Edison and Tesla set people's imaginations on fire.

WWI is another significant point.  Before then the bulk of the population was rural - tech wasn't a huge factor in the lives of those outside the cities.  Then people left the farms and villages and were introduced to the technology of war.

Now that I think about it - the turbulent post war period might have been the tipping point.  When it went from "magic sometimes affects tech and sometimes it causes milk to spoil" to "magic effects tech".

There's a book - Cider with Rosie - that chronicles the life of a boy growing up in a village in England from WWI to the late 20s, maybe early 30s.  In hindsight, the writer notes that he was witnessing the end of a way of life that had endured for about a thousand years.

For example, when he was young a trip to the nearest real town, well, that was a major excursion that was planned by a village committee for months.  A once a year thing where everyone took buses (horse drawn ones) and rode for hours just to get there, spent a few hours gawking at the place, then spent hours in the buses traveling back.  When he was in his later teens you simply rode the motor coach for an hour or so there, spent the entire day enjoying yourself, and then took the motor coach home.   The trip had gone from being something big to just another thing.

Walking culture was dying out then as well.  Until cars came around, people would walk for hours to get where they were going.  There were walking songs, games, etc - all of which disappeared with the coming of the automobile.  You went from walking when you wanted to walk to waiting for the bus that would take you near where you wanted to go.

Yes, the years between the wars brought a massive, wide spread shift in thinking in the west as technology entered people's lives.  At  the same time you had the Empires shipping tech to the farthest colonies - where in some cases it was seen as another form of magic.  It looks like the perfect point for the swing to happen.

So if I was making the call, no real changes in hexing until the 1920s, variable from 1920s until the 1880s, and "milk curdles" stuff before that.

Richard
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on May 01, 2012, 08:38:57 PM
Well, finally...

As for magic vs tech, I'd say any high tech appropriate for the period should pose problems. Once something has become "mainstream" enough, magic should not affect it any longer. Examples (no way / problematic / OK):

Present day - digital circuits / analog circuits / electricity
WWII - analog circuits / electricity / internal combustion
Victorian - electricity / internal combustion / gunpowder
Napoleonic - steam / gunpowder / ??
Renaissance - gunpowder / ?? / ??

As one goes further back it becomes harder to find susceptible technology and the whole hexing idea should be examined again (as discussed earlier in this thread)
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 01, 2012, 08:46:19 PM
Wouldn't horses and riding animals fall under Survival, though?
It would, but that's only one and a half trapping of a fairly wide skill. It won't make that much of a difference to move it to Travel. And more people know it. Even blatant "city boys" who wouldn't know a thing about finding drinkable water and such.

I think the "magic doesn't work with tech" change would have happened when technology started to make huge inroads on people's everyday lives.
[...]
Yes, the years between the wars brought a massive, wide spread shift in thinking in the west as technology entered people's lives.  At  the same time you had the Empires shipping tech to the farthest colonies - where in some cases it was seen as another form of magic.  It looks like the perfect point for the swing to happen.

So if I was making the call, no real changes in hexing until the 1920s, variable from 1920s until the 1880s, and "milk curdles" stuff before that.

Sure, seems sensible. I might have put it slightly earlier in some places, like England, because of things like the railroad and spinning machines and such (the industrial revolution starts in the 1700s!), but mostly that's sensible. What about those Wizards who live through the change? How do they experience it? There must be a lot of them since many live such long lives.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 01, 2012, 09:27:58 PM
Personally, I think that's part of the intent of the power. They, the writers, may not have wanted people to have the Claws power just for the Weapon:2 effect. Claws, from my reading of it, is supposed to be a power for monsters and animals, to reflect that whatever it is sitting the end of their arms, it's different and more dangerous than normal hands, and stunts like Killer Blow and Lethal Weapon were meant for the "I've got normal hands, but I hit harder with them" type.

I don't take the intent argument very seriously, I admit. Partly because Evil Hat is very clear about how worthless their intent is. And partly because it's circular: the power's writing is good because it supports its intent, and its intent is whatever is written there.

I'm not sure what you mean by bending and breaking the game. Do you mean I'm suggesting that is what you're doing, or that I'm suggesting it's something we should do?

You are suggesting that the game be deliberately made less balanced in order to ensure that people use teeth and claws instead of lightning-touches or supernaturally-effective punches.

Which seems kind of pointless, to me. Those concepts are not evil, and even if you find them distasteful your proposed measure is too drastic. Plus it goes against the way the game is written; other powers don't dictate thematics.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 01, 2012, 10:26:48 PM
I don't take the intent argument very seriously, I admit. Partly because Evil Hat is very clear about how worthless their intent is. And partly because it's circular: the power's writing is good because it supports its intent, and its intent is whatever is written there.
I'm not saying whether it's good or not. I'm just saying it's there for a particular purpose.

Claws, as a power, says, "There is something on your hands/feet/mouth/tentacle/whatever that makes you do more damage when you hit people," rather than just, "You do more damage when you hit people."

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You are suggesting that the game be deliberately made less balanced in order to ensure that people use teeth and claws instead of lightning-touches or supernaturally-effective punches.

Which seems kind of pointless, to me. Those concepts are not evil, and even if you find them distasteful your proposed measure is too drastic. Plus it goes against the way the game is written; other powers don't dictate thematics.
Ah, I see. No, that's not quite what I meant. I'm not saying that the rules should be bent or broken to that end; I'm saying that's what the rules are.

My position is that reskins of a power should retain aspects, in some fashion, of the original power--this is a setting where, generally speaking, when supernatural power comes out to play, people can tell by looking at it (unless whoever's behind it is doing something to hide it). So lightning touches would be fine, if they're accompanied by some lightning-ish effect. Or supernaturally-effective punches coming off with an aura of some kind (sorta like the Elmo's Fire-like effect that accompanies Mouse's powers in the books). Either of which is plenty thematic to a supernaturally-powered martial artist.
Sure, seems sensible. I might have put it slightly earlier in some places, like England, because of things like the railroad and spinning machines and such (the industrial revolution starts in the 1700s!), but mostly that's sensible. What about those Wizards who live through the change? How do they experience it? There must be a lot of them since many live such long lives.
I'd put it that a wizard from the sticks, where the railroad and such haven't reached, would be more likely to hex something in Victorian England than a Victorian Englishman would be. If it has something to do with the hexing wizard's understanding of it, then someone who has a vague understanding of it might be less apt to hex than someone who sees it as the Magical Metal Horse.
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 01, 2012, 11:01:26 PM
As for magic vs tech, I'd say any high tech appropriate for the period should pose problems. Once something has become "mainstream" enough, magic should not affect it any longer. Examples (no way / problematic / OK):

Present day - digital circuits / analog circuits / electricity
WWII - analog circuits / electricity / internal combustion
Victorian - electricity / internal combustion / gunpowder
Napoleonic - steam / gunpowder / ??
Renaissance - gunpowder / ?? / ??

As one goes further back it becomes harder to find susceptible technology and the whole hexing idea should be examined again (as discussed earlier in this thread)

There's a table on YS258 which addresses how difficult it is to intentionally hex something. Something could be made of that I suppose, but Harry seems to regularly hex anything down to difficulty five on the list, so some tweaking is in order. Maybe something like have the top point be whatever time you're going for, hex just the top part if you're a focused practitioner, top three for sorcerers and their ilk and top five for wizards. Still on the No Way / Problematic / Ok scale of course. You'd have to extend the list of course. Maybe we could get someone here to do that?

Sanctaphrax, you like writing rules, are you up for it?

Any other problems you guys can think of regarding moving the setting to the past?


Title: Re: DFRPG In Other Time Periods?
Post by: Richard_Chilton on May 02, 2012, 01:02:38 AM
Sure, seems sensible. I might have put it slightly earlier in some places, like England, because of things like the railroad and spinning machines and such (the industrial revolution starts in the 1700s!), but mostly that's sensible. What about those Wizards who live through the change? How do they experience it? There must be a lot of them since many live such long lives.

The machines mattered since the Industrial Revolution began, but mostly in the cities of the more advanced nations.  Much of the world was still living in villages until the great changes wrote by the motor car, running lights, and the telephone.

As for those who lived through the change, Bob did mention that some people made a study of how (and why) magic interacted with the environment.  I can see the White Council being puzzled and commissioning reports on the wherefore and the whys - then just adapting to the new reality.

Richard
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 02, 2012, 04:17:18 AM
Ah, I see. No, that's not quite what I meant. I'm not saying that the rules should be bent or broken to that end; I'm saying that's what the rules are.

I'm not saying you think the rules should be bent or broken. I chose my words with care, and I said balance.

You think that the rules should be written in a way that discourages non-obvious natural melee weapons, right? (Though for whatever reason you apparently have no problem with non-obvious natural ranged weapons).

That's bending the game's balance. It's useful for preventing people from playing the game wrong.

this is a setting where, generally speaking, when supernatural power comes out to play, people can tell by looking at it (unless whoever's behind it is doing something to hide it).

That's just not true. Everything Uriel does is incredibly subtle, and there's no indication that he's trying to hide anything. He just acts in subtle ways. Soulgazes and The Sight, so far as we can tell, don't look like anything. Some thaumaturgy and most accidental hexing is subtle enough that it can be passed off as coincidence. Michael and Charity are to all appearances totally mortal, despite having plenty of supernatural power.

Furthermore, it's worth mentioning that the rules don't require Claws to be obvious when it's used, they require it to be obvious at all times.

And Claws doesn't even have to be supernatural.

So lightning touches would be fine, if they're accompanied by some lightning-ish effect.

No they wouldn't, not unless that effect is always visible. If they're only obvious when used, they break the rules for the power.

Sanctaphrax, you like writing rules, are you up for it?

Up for what, exactly?
Title: Re: DFRPG In Other Time Periods?
Post by: MAK on May 02, 2012, 05:29:59 AM
... Maybe something like have the top point be whatever time you're going for, hex just the top part if you're a focused practitioner, top three for sorcerers and their ilk and top five for wizards. Still on the No Way / Problematic / Ok scale of course. You'd have to extend the list of course.

First you'd have to define what approximate time periods you aim for and what is the High Tech for each, of course. Some sort of "tech level" definition that some games have - any existing usable scales that anyone knows of? Some relevant breakthroughs were already mentioned: gunpowder - steam - electricity - eletronics
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 02, 2012, 12:14:56 PM
I'm not saying you think the rules should be bent or broken. I chose my words with care, and I said balance.

You think that the rules should be written in a way that discourages non-obvious natural melee weapons, right? (Though for whatever reason you apparently have no problem with non-obvious natural ranged weapons).

That's bending the game's balance. It's useful for preventing people from playing the game wrong.
I'm not saying it should be that way. I'm saying it is written that way.

And there's no such thing as a non-obvious natural ranged weapon. Once you start hurling flaming poo at someone, they're going to notice.

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That's just not true. Everything Uriel does is incredibly subtle, and there's no indication that he's trying to hide anything. He just acts in subtle ways.
Uriel is by far not a good measure. In fact, he's on such a power scale that a lot of his job consists of not using his power. And what power have we seen him use? The most obvious use of his power has been...to say a few words of encouragement to Dresden a couple times. Uriel is heaven's black ops guy--by definition, what he does is going to be subtle and unnoticeable, because he's doing something to hide it.

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Soulgazes and The Sight, so far as we can tell, don't look like anything.
No, but they've been known to cause people to faint anyway--and they're some of the weakest powers for effect.
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Some thaumaturgy and most accidental hexing is subtle enough that it can be passed off as coincidence.
Some is, yes. A lot isn't. The big bit of Thaumaturgy that looks accidental is Entropy Curses, which are supposed to look like accidents (i.e., doing something to hide it).

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Michael and Charity are to all appearances totally mortal, despite having plenty of supernatural power.
When he's on the clock, Michael's sword freaking glows. In Grave Peril, he makes a couple of daggers glow and physically repel monsters just by holding them upside down so they look like crosses. Charity we simply haven't seen her doing anything for most of the books, so she's just not a good way to judge it.

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Furthermore, it's worth mentioning that the rules don't require Claws to be obvious when it's used, they require it to be obvious at all times.
Unless you buy a power that costs nothing.

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No they wouldn't, not unless that effect is always visible. If they're only obvious when used, they break the rules for the power.
Again, there's a power that's completely free that eliminates that issue.
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 02, 2012, 02:02:32 PM
Up for what, exactly?
Writing a new expanded hexing table:
There's a table on YS258 which addresses how difficult it is to intentionally hex something. Something could be made of that I suppose, but Harry seems to regularly hex anything down to difficulty five on the list, so some tweaking is in order. Maybe something like have the top point be whatever time you're going for, hex just the top part if you're a focused practitioner, top three for sorcerers and their ilk and top five for wizards. Still on the No Way / Problematic / Ok scale of course. You'd have to extend the list of course. Maybe we could get someone here to do that?
I wrote it just above where I asked if you could do it...
The top of it's fine, but the middle and lower section needs to be expanded a bit, so it doesn't jump as far with each move down the scale. It has almost the entire Victorian period as one jump on the scale. What I'm looking for would have several jumps through the Victorian period. There are loads of minor breakthroughs that was made in that period. Like matches, home sewing-machines, and re-breathers and stuff.

First you'd have to define what approximate time periods you aim for and what is the High Tech for each, of course. Some sort of "tech level" definition that some games have - any existing usable scales that anyone knows of? Some relevant breakthroughs were already mentioned: gunpowder - steam - electricity - electronics

Clockwork. That's before gunpowder I think.
And GURPS has a pretty complete tech-scale, but I'm not sure how it would adapt.
Title: Re: DFRPG In Other Time Periods?
Post by: Pbartender on May 02, 2012, 04:37:41 PM
Unless you buy a power that costs nothing...
...Again, there's a power that's completely free that eliminates that issue.

Okay, here's the interesting thing...  As far as characters go, by the book, there's very few situations in which this problem ever actually comes up.  Here's why:

First, Claws is a Creatures Features power.  Any power that alters or disguises your form can hide the claws, otherwise they are always obvious.  Here's a list...

Glamours [-2]
Greater Glamours [-4] (But you must be pure fae, thus eliminating PCs from taking it.)
Flesh Mask [-1]
Human Form [+1]
Human Guise [+0]
Mimic Form [-2]
True Shapeshifting [-4]
and Spells from all their various sources [Varies]

Now, granted GMs are given leeway to create new ones, but...  There are only two templates that allow a character to take Claws -- Changling and Were-Form. 

Were-Form requires Human Form, so even if the animal form allows for claws they can be hidden, albeit only when in Human Form.  Also note that Human Form is not a freebie, like Human Guise.

Changlings are allowed to Claws and several of the Shapeshifting and Glamour options for hiding them, but only if the GM agrees that they are appropriate for the type of fae the changling is descended from.

So, as far as player-characters are concerned the only time you'll see Claws without a means to hide it (and presuming a new, home-made Template isn't introduced) is if a Changling picks Claws as a power and either chooses to not hide them or isn't allowed to by the GM.

Otherwise, it's a power to make monsters and animals hit harder when they attack.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 03, 2012, 04:31:30 AM
I'll take a shot at an expanded hexing table soonish.

I'm not saying it should be that way. I'm saying it is written that way.

You've posted repeatedly defending the way it's written. That means you're saying it should be that way.

And there's no such thing as a non-obvious natural ranged weapon. Once you start hurling flaming poo at someone, they're going to notice.

The power does not prohibit invisible or intangible attacks. And it very much does not prohibit powers that are not obvious until used.

When he's on the clock, Michael's sword freaking glows. In Grave Peril, he makes a couple of daggers glow and physically repel monsters just by holding them upside down so they look like crosses. Charity we simply haven't seen her doing anything for most of the books, so she's just not a good way to judge it.

That's the sword. Michael himself is by all indications a totally nonmagical human in the novels, despite the large amount of divine help that he receives.

Forthill and Charity even more so. Neither of them ever does anything to indicate any kind of magical ability.

Unless you buy a power that costs nothing.
Again, there's a power that's completely free that eliminates that issue.

Hold on, that's my line. Do you still disagree with me?
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 03, 2012, 05:32:21 AM
I'll take a shot at an expanded hexing table soonish.

Thank you  :)

...

I feel kind of like I should be apologising for derailing the thread from the derailment it was on. Even though I was just trying to get it back to the original subject. Is that weird?
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 03, 2012, 12:45:47 PM
You've posted repeatedly defending the way it's written. That means you're saying it should be that way.
No. I've posted repeatedly stating the way it's written, and why it's written that way. It is not the same thing.

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The power does not prohibit invisible or intangible attacks. And it very much does not prohibit powers that are not obvious until used.
I'm under the presumption that Breath Weapon is exclusively physical attacks (Mental attacks would be better under Incite Emotion and Social attacks...well, okay, some kind of puke-based Breath Weapon I could see, fine). That means that even if your attack is invisible, your target is going to react. If you wave your hands at, exhale really hard, or stare at someone who then recoils in pain/starts melting/is flung across the room, that's pretty noticeable.

Then again, maybe that's why it's -2 refresh instead of -1.

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That's the sword. Michael himself is by all indications a totally nonmagical human in the novels, despite the large amount of divine help that he receives.
Michael, sans sword, was able to make a pair of apparently-mundane daggers glow and ward off a room full of vampires. You sure it's just the Sword?

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Forthill and Charity even more so. Neither of them ever does anything to indicate any kind of magical ability.
And neither of them really face down supernatural creatures terribly often. The one power they do seem to use a lot, Guide My Hand, may not be big and flashy obvious, but what's happening is clear enough that Father Forthill and Michael recognize that there's a divine hand involved when the former mysteriously breaks down right in front of the Carpenter house when Michael needs to go out smiting, and Harry has noticed it enough that he's literally bet his life on it on more than one occasion.

In either case, it doesn't matter much because in my original post, I said...

this is a setting where, generally speaking, when supernatural power comes out to play, people can tell by looking at it (unless whoever's behind it is doing something to hide it).

I don't make absolute statements if I can avoid it. They're impossible to defend because there is always an exception and, of course, always the possibility that I've missed something or are just plain wrong.

Faith powers are tricky to nail down anyway. They may or may not be subject to the same standards as other supernatural powers--they're off in their own subsection, for one, and when your powerset's major sponsor is a guy who lists "works in mysterious ways" as part of his MO, one could easily say that counts under "doing something to hide it."

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Hold on, that's my line. Do you still disagree with me?
If you're willing to say that the "problems" with Claws can be more or less solved by taking a power that costs no refresh (Human Guise or Human Form), then we can agree on that.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 04, 2012, 05:38:47 AM
No. I've posted repeatedly stating the way it's written, and why it's written that way. It is not the same thing.

Okay.

So do you actually disagree with me or not?

Please explain your position before this goes any further.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 04, 2012, 02:38:01 PM
Okay.

So do you actually disagree with me or not?
Er...could you specify what it is you're asking about here?

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Please explain your position before this goes any further.
My position is to take the powers as they were written, because they were written to reflect the realities of the setting. Or at least, if you're going to reflavor a power, it ought to be in line with the original power's parameters, up to and including the narrative role of the power.

I'm not saying that the powers as written are good, or balanced, or bad, or imbalanced. I'm saying they were written the way they're written for reasons that should not be ignored if you're going to stay true to the setting.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 04, 2012, 07:16:52 PM
So, you're not saying that it's well-written?

If so, then I guess this whole argument was a massive waste of time.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 04, 2012, 07:19:50 PM
So, you're not saying that it's well-written?

If so, then I guess this whole argument was a massive waste of time.
I'm saying that I'm not judging it (the RAW, that is). I think the rulebook is very well written, in fact, as far as reflecting the realities of the setting, and reflecting the realities of the setting is what is important to me more than whether everything is balanced, so I don't judge on whether everything is balanced. It's simply not something I feel qualified to judge. If I'm judging it at all, I'm judging it on the basis of, "Is that how it works in the setting?"
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 05, 2012, 12:52:06 AM
Okay, this was all a gigantic waste of time then. Because even if I'm completely right and can prove it perfectly, you don't care.

Anyway...I don't share your excessive humility. I know of many ways that I could make the game better.

Dedicated fans who care about mechanics usually do...every year I spend here exposes more problems to fix. I have it easier than the D&D guys or the Shadowrun guys or the Exalted guys, though.

Anyway! Now for an expanded Hexing table. It works identically to the canon one, but it's got more steps.

1-2. As canon.
3. Modern electronics.
4. Modern cars, basic electronics.
5. Fancy guns, fancy cars, very simple electronics.
6. Normal cars and ovens. Medicines and complex chemicals.
7. Normal guns, old cars, pretty much anything that uses gas.
8. Fancy steam engines, simple guns, and mechanical watches. (Unbeknownst to the world, many of the best Swiss watch companies are kept afloat by rich and hexing-prone elder wizards.)
9. Wind-up toys, less intricate clockwork stuff. Ordinary steam engines. Magnets.
10. Simple chemicals, like matches. Lanterns and oil lamps. Church-tower clocks. Musical instruments.
11. Ordinary sailing ships, advanced non-firearm weapons. Wooden carts.
12. Pretty much anything with moving parts, including ropes and pulleys. Plows and horse accoutrements.
13. Immobile technology like swords and suits of armour. Normal clothing.
14. Shovels, chairs, and buckets.
15. Single piece items like spoons. Robes. (Powerful wizards can't wear pants, because they fall apart.)
16. Rocks.

This isn't terribly careful work, so feel free to criticize brutally. I'm sure it has issues.
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 05, 2012, 02:01:08 AM
Great! and thanks. :) (and the last three... *snrk*)

But a point of critizism. You seem to be basing your scale on complexity of the invention. Now that's not necessarily wrong, but I think it's more likely that it's based on the time the invention was introduced to the general public. We discussed this earlier in the thread, coming to the conclusion that it's probably the wizards disbelief in something he's not really familiar with that causes it to malfunction. This can be corroborated by the fact that older wizards hex more stuff that younger ones. (Also, Butters has a theory about electromagnetism or something that may or may not overlap.)
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 05, 2012, 02:22:01 AM
Yeah, that's a valid perspective on hexing. But I think of it somewhat differently. To me, hexing is the result of random drift in physics resulting from the vagaries of a mortal mind commanding magic.

The difference shouldn't matter too too much, but if it bugs you feel free to make whatever changes you want to what I wrote. I doubt I'll be able to help you much with that, though, because my historical knowledge is pretty weak.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 05, 2012, 04:05:03 AM
Okay, this was all a gigantic waste of time then. Because even if I'm completely right and can prove it perfectly, you don't care.
I'm sorry you feel that way. I said a few times before that I wasn't judging the rules or mechanics--just discussing them and getting a better understanding of them.

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Anyway...I don't share your excessive humility. I know of many ways that I could make the game better.
Perhaps you should. I don't mean any disrespect, and I'm sure you're good at this, but remember the game was made by professionals at making games, while you are a young hobbyist. Believe me (and I can't believe I'm playing the wise-old-man card, but here we are...), I was a lot like you--sure that I was totally right, and totally unmoving. Humility is a good thing. Just consider that maybe the people who put it together had reasons for putting it together the way they did, and consider that you might not be right about how you can make the game better.

As to the hexing, I think it's a mix of the complexity vs. the age of the wizard as compared to the age of the tech. I think the book mentions that, for example, a wizard from the 1700s is going to hex a lot more stuff than one born today.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 05, 2012, 05:30:51 AM
I'm sorry you feel that way. I said a few times before that I wasn't judging the rules or mechanics--just discussing them and getting a better understanding of them.

I maintain that it is impossible to participate in this sort of discussion without passing judgement.

Perhaps you should. I don't mean any disrespect, and I'm sure you're good at this, but remember the game was made by professionals at making games, while you are a young hobbyist. Believe me (and I can't believe I'm playing the wise-old-man card, but here we are...), I was a lot like you--sure that I was totally right, and totally unmoving. Humility is a good thing. Just consider that maybe the people who put it together had reasons for putting it together the way they did, and consider that you might not be right about how you can make the game better.

Funny thing is, I used to think the way you do. But with experience, I realized that being a professional isn't worth much.

In every RPG fandom I've seen, there have been at least a few fans who knew better than the writers.

And paid professionals write garbage all the time. Not so much in this game, though there are some headscratchers. But games like D&D, Pathfinder, Shadowrun, and Exalted have some truly cringe-inducing writing. Like, unbelievably bad. Go to boards dedicated to those games, they'd be glad to tell you.

I recall you saying that this is your first RPG with actual rules, so:

I hate to play the old man card back at you, but...trusting in someone because they are a professional just isn't a good idea in this business. Play more games and it will become impossible to deny that fact.

Often, the reason something is written the way it is written is: "the writer doesn't have the foggiest clue how this game works".

Oh, and there's one other thing. My certainty in my own ideas in not limitless. I can be convinced. People on this board have done it. Your arguments just weren't very good.
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 05, 2012, 04:18:41 PM
Yeah, that's a valid perspective on hexing. But I think of it somewhat differently. To me, hexing is the result of random drift in physics resulting from the vagaries of a mortal mind commanding magic.
Hm, maybe. Perhaps there is some overlap between the two, like Mr. Death suggested.

The difference shouldn't matter too too much, but if it bugs you feel free to make whatever changes you want to what I wrote. I doubt I'll be able to help you much with that, though, because my historical knowledge is pretty weak.

I think I'll make my own actually. I should really have done that in the first place, but I didn't really have the time to do the research it deserves at the momement. (I still don't, so don't expect it untill maybe June.) Thank you for the effort though.
Title: Re: DFRPG In Other Time Periods?
Post by: Richard_Chilton on May 05, 2012, 05:41:20 PM
And paid professionals write garbage all the time. Not so much in this game, though there are some headscratchers. But games like D&D, Pathfinder, Shadowrun, and Exalted have some truly cringe-inducing writing. Like, unbelievably bad. Go to boards dedicated to those games, they'd be glad to tell you.

I recall you saying that this is your first RPG with actual rules, so:

I hate to play the old man card back at you, but...trusting in someone because they are a professional just isn't a good idea in this business. Play more games and it will become impossible to deny that fact.

Often, the reason something is written the way it is written is: "the writer doesn't have the foggiest clue how this game works".

There are game designers and then there are the freelancer that the company hires.  There are companies that go for quality control, then there are ones where that sometimes leave in the notes between the freelancer and the line designer (seriously, I've seen them).

Evil Hat play tested the DFRPG game extensively and it was written by the "core people" as opposed to freelancers.  Even after the preview rules were released they were open to comments (hence the changes between the two editions).  The DFRPG isn't perfect, but it has had more thought put into it and more playtesting than most games ever get.

Richard
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 05, 2012, 06:53:24 PM
@eri: Alright, sounds good.

@Richard: Yeah, we're comparatively lucky. The issues with DFRPG are not game-breaking and few of them are terribly difficult to fix.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 05, 2012, 10:40:41 PM
Funny thing is, I used to think the way you do. But with experience, I realized that being a professional isn't worth much.
Fair enough--but I would venture to say that the professionals who put together this game generally had their heads on straight.

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In every RPG fandom I've seen, there have been at least a few fans who knew better than the writers.
And in every fandom I've seen, there are at least a few fans who think they know better than the writers, but are manifestly wrong. And they never realize it until there are hammer-marks in the tops of their skulls.

I should know, I've been one :P

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I hate to play the old man card back at you, but...trusting in someone because they are a professional just isn't a good idea in this business. Play more games and it will become impossible to deny that fact.

Often, the reason something is written the way it is written is: "the writer doesn't have the foggiest clue how this game works".
As I said before, I have a hard time believing that is the case with this game. What I see is a game that's intended toward the "emulate the setting of the books" side of the spectrum more than the "make everything balanced mechanically" side. Not because they didn't know how the game works, but because they made a decision that fluff was as important as crunch, and occasionally moreso. You may consider this a detriment, but others don't.

Quote
Oh, and there's one other thing. My certainty in my own ideas in not limitless. I can be convinced. People on this board have done it. Your arguments just weren't very good.
Fair enough. But it wouldn't hurt you to exercise a little less certainty, at least where it comes to declaring people absolutely right or wrong.

What you see as "issues," those of us who are more into the setting than into RPGs in general (like me; I doubt at the moment that I'll ever play a different system, since I'm only playing this game because I already love the setting. But then if you'd asked me a couple years ago, I'd have told you I'd probably never play any dice games, this one included, so eh, who knows) are going to see as features.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 06, 2012, 06:53:47 AM
Fair enough--but I would venture to say that the professionals who put together this game generally had their heads on straight.

Generally. If I start complaining, it's probably one of the exceptions. I wouldn't be complaining otherwise, obviously.

As I said before, I have a hard time believing that is the case with this game. What I see is a game that's intended toward the "emulate the setting of the books" side of the spectrum more than the "make everything balanced mechanically" side. Not because they didn't know how the game works, but because they made a decision that fluff was as important as crunch, and occasionally moreso. You may consider this a detriment, but others don't.

There really doesn't have to be a conflict between setting emulation and mechanical balance. Slapping some reasonable restrictions on ACaEBG would actually have made the setting emulation better, now that I think about it. Having the "even ground between mortal and monster" power work really well with supernatural strength is just weird.

And making retractable Claws just as cheap as non-retractable ones wouldn't have damaged the setting at all. Nor would have writing the powers in OW properly. Nor would have making Orbius non-stupid.

All of those things are good for mechanical balance, though the Claws one is only important because of its narrative effects. And none of them is bad for the setting emulation.

Fair enough. But it wouldn't hurt you to exercise a little less certainty, at least where it comes to declaring people absolutely right or wrong.

With respect, I'm pretty sure I know what would hurt me better than you do. And that would hurt me.

What you see as "issues," those of us who are more into the setting than into RPGs in general (like me; I doubt at the moment that I'll ever play a different system, since I'm only playing this game because I already love the setting. But then if you'd asked me a couple years ago, I'd have told you I'd probably never play any dice games, this one included, so eh, who knows) are going to see as features.

Nope. The fact that Harry is mechanically speaking an idiot for not tossing out Orbius instead of his shield spell is a problem for everyone. The fact that Mouse is due to sloppy writing a social powerhouse is a problem for everyone. And the fact that it's impossible to tell which numbers to use with Incite Emotion is a problem for everyone.

I can't think of a single balance problem in this game that could reasonably be construed as a feature.

Wait, actually, there are a couple of purported problems with spellcasting that could be seen that way. But I'm not totally convinced that said problems are in fact problems.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 07, 2012, 05:24:07 PM
There really doesn't have to be a conflict between setting emulation and mechanical balance.
There doesn't have to be, but they're not always going to match up. Harry's a guy who could level a building in seconds if he was in a bad mood, and is capable of offensive, defensive, investigative, and other -ive feats that his mortal partners couldn't dream of. You can nerf all that to make it balance with a pure mortal, but eventually that takes away from the feel of the setting.

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Slapping some reasonable restrictions on ACaEBG would actually have made the setting emulation better, now that I think about it. Having the "even ground between mortal and monster" power work really well with supernatural strength is just weird.
So you're saying instead of making it implicit, via the established use of the power in the setting and what we have of its write-up in the book, they should have made it explicit? Okay, that I can agree with, with the caveat that I think it's reasonable to assume what the intention was regardless.

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And making retractable Claws just as cheap as non-retractable ones wouldn't have damaged the setting at all. Nor would have writing the powers in OW properly. Nor would have making Orbius non-stupid.
Maybe not damaged, but it wouldn't necessarily reflect the setting either, and I think that was the intention. They were answering the question, "Okay, vampires and ghouls have big scary claws, how does that affect their attacks?" more than, "How much refresh is adding Weapons:2 to fists attacks worth?"

As for Orbius, honestly, I think the problem there might be a misinterpretation. I don't recall seeing anything in its write-up precluding someone from rolling an action just to yank the stupid thing off.

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With respect, I'm pretty sure I know what would hurt me better than you do. And that would hurt me.
With respect, few people really know what's good for them. I speak from experience here, because I think you're a lot like I used to be, and I didn't really change until reality hit me repeatedly over the head.

What I'm talking about is how it's been mentioned on a couple occasions how it's irritating and comes off as really arrogant when you act like an authority and declare one side of a discussion absolutely correct or incorrect. One such post, as I recall, got you a warning from the moderators. Or at least, the tone of the post did, which I think was borne out of your certainty.

That's what I'm talking about when I say that it wouldn't hurt you to be less certain, though perhaps I phrased it badly--not to be less certain, but not to act so certain. When you act as if you're the authority on things and start passing judgment (without having actual authority), it can make you come off as very abrasive, puts people on the defensive, and in general leads to more argument and complication than is necessary.

I know that's not what you intend, and you seem a decent fellow, but you rub people wrong a lot less if you allow that you may be wrong--even when you're sure you're right.

Quote
Nope. The fact that Harry is mechanically speaking an idiot for not tossing out Orbius instead of his shield spell is a problem for everyone. The fact that Mouse is due to sloppy writing a social powerhouse is a problem for everyone. And the fact that it's impossible to tell which numbers to use with Incite Emotion is a problem for everyone.
I'm not sure how Harry's an idiot for not using a spell that's practically an instant first-law violation. I mean, it's a straight-up murder spell. Mouse stops being a social powerhouse when you remember he's a dog and compel that--then again, dogs tend to be popular and not concerned about social stigma anyway. I could totally believe an intelligent dog running circles, so to speak, around a human when it comes to getting people on its side. I'm not sure what you mean about Incite Emotion, I thought the power was pretty clearly written.

At any rate, we probably should drop this and get back to the topic of the thread.
Title: Re: DFRPG In Other Time Periods?
Post by: ways and means on May 07, 2012, 05:32:33 PM
If Susan can use a sword of the cross (while being infested by a unholy red court blood no less) I see no reason why another supernatural with faith cannot use one as long as their motives are pure so there is nothing in the setting saying the swords of a cross can't be wielded by a supernatural with strength.

As for retracting claws being non-canon well the never never is infinitely big and so the chances of a wolverine demon are incredibly high.
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 08, 2012, 02:43:20 AM
There doesn't have to be, but they're not always going to match up. Harry's a guy who could level a building in seconds if he was in a bad mood, and is capable of offensive, defensive, investigative, and other -ive feats that his mortal partners couldn't dream of. You can nerf all that to make it balance with a pure mortal, but eventually that takes away from the feel of the setting.

Harry, in Storm Front, is inferior in combat to a properly built Feet In The Water mortal. (Said mortal might also be able to beat him in investigation, but that's pushing it a bit.) You don't need to nerf him, he's already balanced with a pure mortal.

He's actually a very weak character, what with having spent 1 Refresh on a stunt he hardly ever uses and 1 Refresh on a Power that he actively avoids using. Plus he has casting stats below Great, which is not optimal. And Great Endurance is a mistake, optimization-wise. And he's invested in multiple elements, which is punished by the system.

He's still much more badass than 99% of Chicago, though. Because he's Submerged, and therefore super awesome.

So you're saying instead of making it implicit, via the established use of the power in the setting and what we have of its write-up in the book, they should have made it explicit? Okay, that I can agree with, with the caveat that I think it's reasonable to assume what the intention was regardless.

Um, no. Strength + Sword is straight from the novels. Sword - Knight template is explicitly allowed in the rules. Assuming such intentions would not be reasonable.

Maybe not damaged, but it wouldn't necessarily reflect the setting either, and I think that was the intention. They were answering the question, "Okay, vampires and ghouls have big scary claws, how does that affect their attacks?" more than, "How much refresh is adding Weapons:2 to fists attacks worth?"

You can reflect big scary claws just as well, if not better, with Claws that just make your Fists attacks weapon 2.

As for Orbius, honestly, I think the problem there might be a misinterpretation. I don't recall seeing anything in its write-up precluding someone from rolling an action just to yank the stupid thing off.

Oh, you can roll an action to take the thing off. The problem is that if cast with enough power, nobody can manage to remove it. You know how we were discussing shields in the other thread? Orbius takes every weakness of a shield and turns it inside out. If you can cast a shield that reliably stops someone's attacks, you can almost certainly make them utterly helpless with Orbius.

Assuming, of course, that it does what it seems to do. Thanks to bad writing, it is not clear what it applies to.

With respect, few people really know what's good for them. I speak from experience here, because I think you're a lot like I used to be, and I didn't really change until reality hit me repeatedly over the head.

What I'm talking about is how it's been mentioned on a couple occasions how it's irritating and comes off as really arrogant when you act like an authority and declare one side of a discussion absolutely correct or incorrect. One such post, as I recall, got you a warning from the moderators. Or at least, the tone of the post did, which I think was borne out of your certainty.

That's what I'm talking about when I say that it wouldn't hurt you to be less certain, though perhaps I phrased it badly--not to be less certain, but not to act so certain. When you act as if you're the authority on things and start passing judgment (without having actual authority), it can make you come off as very abrasive, puts people on the defensive, and in general leads to more argument and complication than is necessary.

I know that's not what you intend, and you seem a decent fellow, but you rub people wrong a lot less if you allow that you may be wrong--even when you're sure you're right.

Glad you think I'm a decent fellow, but I'm not willing to fake uncertainty. If the answer to a question is clear and objective, I'll treat it that way.

I don't really have the stomach for a campaign of deception, even a well-intentioned one.

I'm not sure how Harry's an idiot for not using a spell that's practically an instant first-law violation. I mean, it's a straight-up murder spell. Mouse stops being a social powerhouse when you remember he's a dog and compel that--then again, dogs tend to be popular and not concerned about social stigma anyway. I could totally believe an intelligent dog running circles, so to speak, around a human when it comes to getting people on its side. I'm not sure what you mean about Incite Emotion, I thought the power was pretty clearly written.

Some people think that Incite Emotion lets you attack with Deceit +2, others think it lets you attack with Deceit. I subscribe to the latter view, because it's fairer. But I've got to admit that the other side has a decent RAW argument.

Say what you want about Mouse, applying Sacred Guardian to social attacks is obviously daft. But it's how the power works.

Choking someone out is probably the safest way to force them into unconciousness. Blunt force trauma frequently kills, controlled suffocation rarely does. Orbius would be less lethal than any combat spell in Harry's arsenal if used right.

Plus, that whole First Law thing is a compel. If that's your stance on why he shouldn't do it, you're basically giving him free FP all the time.

At any rate, we probably should drop this and get back to the topic of the thread.

Nah. If anyone wanted us to stop, they'd tell us to, right?
Title: Re: DFRPG In Other Time Periods?
Post by: eri on May 08, 2012, 09:55:46 AM
Nah. If anyone wanted us to stop, they'd tell us to, right?
Uhm, did you miss this?
If you're all bored of the argument and/or actually in agreement, do you think it would be possible to get back to discussing the original subject? *hopeful* Because I always get a bit disappointed when I see a subject with a title that really interests me not be about that subject at all... :-\

Say for instance: When would you say the "technology and magic don't mix" thing started?
and what changes do you think would be necessary to the system to set the campaign in 1875 and what would you change (if any) to set the campaign in 1960s?

Though I have really given up at this point.
Title: Re: DFRPG In Other Time Periods?
Post by: Mr. Death on May 08, 2012, 12:46:53 PM
You can reflect big scary claws just as well, if not better, with Claws that just make your Fists attacks weapon 2.
For whatever reason, they decided to make the "big, scary" part in the power's write-up. Probably means they thought it was important to spell out.

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Glad you think I'm a decent fellow, but I'm not willing to fake uncertainty. If the answer to a question is clear and objective, I'll treat it that way.

I don't really have the stomach for a campaign of deception, even a well-intentioned one.
It's not so much faking uncertainty as allowing the possibility that you might be wrong. Because no matter how sure you are, it's always a possibility. It's why I hedge my statements with "generally speaking," or "unless I'm mistaken," or something like that. It's a habit picked up from my profession, but it's a good one to get into anyway. It's been my experience that people don't take absolute certainty well--it makes them try to undermine it, find fault in it, and generally give you a harder time than if you'd said, "I'm reasonably sure," instead of "I'm absolutely sure you're wrong."

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Some people think that Incite Emotion lets you attack with Deceit +2, others think it lets you attack with Deceit. I subscribe to the latter view, because it's fairer. But I've got to admit that the other side has a decent RAW argument.
Again, I'm not sure what the confusion is. The Lasting Emotion trapping says you get to add Weapon:2 stress to the Emotion-Touch trapping, and the Emotion Touch trapping says you roll from +2. Why would an upgrade make your rolls less effective? (i.e., easier to resist?)

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Choking someone out is probably the safest way to force them into unconciousness. Blunt force trauma frequently kills, controlled suffocation rarely does. Orbius would be less lethal than any combat spell in Harry's arsenal if used right.
Correction: Choking someone out is the safest way to force someone into unconsciousness if you know what you're doing. Depriving someone of air for even 10-30 seconds more than necessary is very dangerous. Knocking someone unconscious in any way is very dangerous in real life.

Back to the topic, one thing to consider is how communications would be different--it might effect contacts rolls, for instance. Nobody's got any kind of reliable way to talk to someone right now--talking to someone outside of the immediate area is going to take hours at least, if not days or weeks.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Silverblaze on May 08, 2012, 03:53:26 PM
I'm impressed.

Someone changed the name of the thread due to derailment.  That should send a message. 

I'm also impressed how right people "know" they are.  Historically there have been a lot of saints and sinners all of which who had such hubris.  Mythology is full of such examples also.

Psychologically speaking: people are less likely to believe or value the statements of someone who is so absolutely sure they are correct. In time their opinions (my bad: facts) become less valued.

I've already played an old man card to trump both cards played so far.  (Who cares? Right?)

Fact of life:  There is just no convincing some people.  Regardless of facts; right or wrong, people are stubborn.   


hexing table:  one idea is pretty simple.  Find the table in the book.  Slide the technology vs conviction table either higher or lower for the time frame/setting.  It should take little time at all.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: DFJunkie on May 08, 2012, 03:58:24 PM
From the WoJ thread:
Quote
Magic wasn’t always screwing up post WW2 tech.  Before WW2 magic had other effects.  It sorta changes slowly over time, and about every 3 centuries it rolls over into something else.  At one time, instead of magic making machines flip out it made cream go bad.  Before that magic made weird molls on your skin and fire would burn slightly different colors when you were around it. 

Depending on how far back you set your story Hexing might not even be an option.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 08, 2012, 04:02:01 PM
I'm also impressed how right people "know" they are.  Historically there have been a lot of saints and sinners all of which who had such hubris.  Mythology is full of such examples also.

Psychologically speaking: people are less likely to believe or value the statements of someone who is so absolutely sure they are correct. In time their opinions (my bad: facts) become less valued.
To quote the famous Dr. Thomas Lee Jones, "Imagine what you'll 'know,' tomorrow."

Quote
hexing table:  one idea is pretty simple.  Find the table in the book.  Slide the technology vs conviction table either higher or lower for the time frame/setting.  It should take little time at all.
Yeah, I believe that's kind of how they put it when adjusting for really really old wizards (like the one who's still put out about the civil war not going his way).

One thing to adjust for is just how much slower everything is. Nowadays, traveling 60 miles is an hour's trip (40 minutes, if you're a little nuts). Back before the 1900s, it was a day's trip. This is going to affect the scope of whole campaigns all the way down to what would be relatively simple actions nowadays.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Pbartender on May 08, 2012, 04:09:00 PM
I'm impressed.

Someone changed the name of the thread due to derailment.  That should send a message.

 ::)  ;D  (Not that I didn't make my own contribution to the derailment...)

Actually, I'd be terribly interested in opinions and suggestions for using DFRPG supernatural powers in a Science-Fiction setting...  It seems that many of the powers would be suitable for use as "psionic" powers, and most of the "monster" powers could be used for creating alien races and creatures.

One thing to adjust for is just how much slower everything is. Nowadays, traveling 60 miles is an hour's trip (40 minutes, if you're a little nuts). Back before the 1900s, it was a day's trip. This is going to affect the scope of whole campaigns all the way down to what would be relatively simple actions nowadays.

Of course, that'll make traveling through the Nevernever that much more useful.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Silverblaze on May 08, 2012, 04:29:30 PM
It could model Star Wars fairly well.  Plenty of room to create force powers and alien aces.  It could also handle a generic Sci/Fi setting.  However, since it can handle specific stuff it could likely work for other stuff. 

(click to show/hide)

I think magic (evocation, thaumaturgy, and stuff like it) would need some modifications for Science Fiction.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 08, 2012, 04:34:09 PM
Actually, I'd be terribly interested in opinions and suggestions for using DFRPG supernatural powers in a Science-Fiction setting...  It seems that many of the powers would be suitable for use as "psionic" powers, and most of the "monster" powers could be used for creating alien races and creatures.
Actually, I've done just that, for a Mega Man X-based game. Mostly, though, I suppose the powers outside of the Strength/Toughness/Speed/Recovery powers ended up being homebrewed stuff mostly based on things like Breath Weapon. The busters' charging mechanics were kind of like channeling, though.

Quote
Of course, that'll make traveling through the Nevernever that much more useful.
Indeed. One gets the sense that having supernatural power was a much bigger advantage back in the day than it is now, considering among the running themes in Dresden is that modern technology is either bridging or surpassing advantages the supernatural community has had for all time up to now.

Put it this way: It's only within the last 150 or so years that the average mortal has had the ability to quickly attack from a distance with reliable lethal force in the form of repeating weapons (starting with revolvers). Wizards have been able to do so since the first fireball was tossed thousands of years ago.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Pbartender on May 08, 2012, 05:50:10 PM
People already know I'd just play another system if that is what I wanted.

We're playing Starblazer Adventures, but also toying with DFRPG powers.  One player has a character that's a "Moreau" -- genetically engineered half-animal/half-humans, an idea shamelessly stolen from D20 Modern.  He's using Claws and Supernatural Strength from DFRPG to emulate the benefits of being a bear-man.  Another player toyed with using DFRPG powers for a Cyborg, but in the end decided against it.

One problem I have SBA at the moment is that the stats for bad guys listed in the book are either full-fledged super-powerful archvillians, or knock 'em down by the handful minions.  There's not a lot of middle management threats.  I might see if I can use some of the supernatural creatures from DFRPG as aliens.  A lot of the mundane NPCs would probably work without too many changes as well.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: DFJunkie on May 08, 2012, 06:33:52 PM
I’ve adapted the game for a modern day game with an X-Files-esque setting and psychic powers.  Instead of the elements you have psychic disciplines, like Telekinesis, ESP, etc.  It’s worked pretty well so far, though I’ve had to include a few extra stunts that apply mental armor or improve mental defenses. 
Title: Re: DFRPG In Other Time Periods?
Post by: Sanctaphrax on May 08, 2012, 07:32:38 PM
Uhm, did you miss this?
Though I have really given up at this point.

Didn't miss it, just didn't follow. Figured that you were fine with discussing both topics in the same thread.

And with that, my part in the derail is over. Sorry if anyone was looking forward to what I had to say.

PS: The new thread name is hilarious.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 09, 2012, 08:34:54 PM
Found this while browsing, should be interesting to anyone setting a Dresden game in the past. (http://www.jimbutcheronline.com/bb/index.php/topic,15416.msg728651.html#msg728651)
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Sanctaphrax on May 10, 2012, 05:24:06 AM
Yeah, that's a good summary. The order of the world is that supernaturals are in charge. But mortals can in fact challenge supernaturals and win.

Fortunately, you don't actually need to change any rules to make that so.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 10, 2012, 03:51:03 PM
Rules, no, but some actions would have their difficulties ratcheted way up for normals--Contacts and Scholarship rolls jump to mind to account for the lack of quick communication and travel (no phones or cars) and widespread learning and the availability of information (fewer libraries, no Wikipedia).

So instead of a contacts roll having a difficulty of 3 or 4 to find out what's going on in the big city, it might have a difficulty of 6-8; putting it beyond the reach of your average mortal, but well within the bounds of a solid ritual (or bribing the local pixies).
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Pbartender on May 10, 2012, 03:57:34 PM
Rules, no, but some actions would have their difficulties ratcheted way up for normals--Contacts and Scholarship rolls jump to mind to account for the lack of quick communication and travel (no phones or cars) and widespread learning and the availability of information (fewer libraries, no Wikipedia).

So instead of a contacts roll having a difficulty of 3 or 4 to find out what's going on in the big city, it might have a difficulty of 6-8; putting it beyond the reach of your average mortal, but well within the bounds of a solid ritual (or bribing the local pixies).

You don't need to increase the difficulty...  Just bump the action up the time ladder a few steps.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 10, 2012, 04:22:11 PM
Well, tomato-tomahto. The book suggests that unmet shifts go into the time units to make up the difference rather than a straight fail in some cases.

If the difficulty of a Contacts roll to find a piece of information is, say, 8, a mortal rolling a 5 might mean "I know just the guy, but he's a couple towns over. I can talk to him in a couple days." On the other hand, a wizard can put together a ritual for those 8 shifts and get that information by the end of the day from some willing spirit (or a trip through the Nevernever).
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Pbartender on May 10, 2012, 05:18:55 PM
Well, tomato-tomahto. The book suggests that unmet shifts go into the time units to make up the difference rather than a straight fail in some cases.

If the difficulty of a Contacts roll to find a piece of information is, say, 8, a mortal rolling a 5 might mean "I know just the guy, but he's a couple towns over. I can talk to him in a couple days." On the other hand, a wizard can put together a ritual for those 8 shifts and get that information by the end of the day from some willing spirit (or a trip through the Nevernever).

Fair enough.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Sanctaphrax on May 10, 2012, 07:42:20 PM
I don't follow.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 10, 2012, 07:53:15 PM
Well, let's say you were looking for a piece of information in a modern day campaign, and the GM sets the difficulty for the Contacts roll at 4. Since it's a modern campaign, things like being in a different town aren't going to add to the difficulty of the roll--distance isn't much of a factor with cars and cell phones and the like.

But turn the clock back 150 years or so, and reaching that same piece of information has more factors affecting the difficulty. You can't look up his contact information in the phone book, and even if you do know where he is, it's going to take time to get there.

So those added difficulty factors would ratchet up the target of the roll to 8--meaning that your average gadfly is going to have a tough time ferreting out someone nearby who knows the info. So a roll of 5 might be interpreted as him spending a day talking to his acquaintances about who might know the answer, and two more days actually going to find and talk to this person.

But a wizard, who can make maneuvers from magic, just straight up call a demon to ask, or just take a stroll through the Nevernever to turn a two-day trip into a 20 minute one, would have an easier time meeting that difficulty directly, and therefore get the answer more quickly.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Sanctaphrax on May 10, 2012, 07:55:33 PM
I was with you until the last paragraph.

Why would increasing Contacts difficulties be better for Wizards than for others? An 8-shift ritual is harder than a 4-shift one, just as a difficulty 8 roll is harder than a difficulty 4 one.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 10, 2012, 08:07:16 PM
I was with you until the last paragraph.

Why would increasing Contacts difficulties be better for Wizards than for others? An 8-shift ritual is harder than a 4-shift one, just as a difficulty 8 roll is harder than a difficulty 4 one.
A difficulty 8 roll is largely up to the whims of the dice, while an 8-shift ritual is not.

Even if you make a pair of declarations, maneuvers, or invokes to boost the Contacts roll, you could still blow it and roll really badly. But if the wizard is starting from a Lore of 4, that's two declarations to get up to 8. Even if you're really taking your time with the actual casting, that's still, tops, a couple hours for him to arrive at the answer that the mortal is still canvassing the neighborhood over.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Sanctaphrax on May 10, 2012, 08:24:40 PM
An 8-shift ritual is up to the whims of the dice too. You can fail Declarations. And if you screw up a casting roll, you can actually kill yourself. (One of the biggest problems with Thaumaturgy is that it's rather dangerous until you have 5 control and perfectly safe afterwards.)
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 10, 2012, 08:37:26 PM
Yes, you can fail declarations, but from what I've noticed, it tends to be the exception rather than a rule.

Even if you're forced to spend fate points for the ritual, each fate point is going toward a definite +2 on top of a definite 4, whereas a Mortal's invoke on a Contacts roll is a +2 to anything from a 0 to an 8, unless you're using it for a re-roll. If you want to be certain that a Contacts roll is going to make 8 from a start at 4, you're probably going to end up blowing at least three fate points to account for rolling a -1 or -2 on the dice--and that's if you have that many applicable aspects to invoke.

There is, yes, the chance of failing a casting roll, but that risk comes against the certainty that once you have those 8 shifts ready, you're going to end up with an 8-shift result. Plus, you get to set the difficulty of each roll. Unless you're in a dire hurry, there's nothing stopping the wizard from making 8 1-shift rolls to meet the difficulty.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Sanctaphrax on May 12, 2012, 12:18:22 AM
Yes, it's the exception. But then, so is flubbing an ordinary skill roll.

Which makes sense, because Declarations are ordinary skill rolls.

But you know what? You can make Declarations to boost your ordinary skill rolls too. They aren't Thaumaturgy-exclusive. Course, they do depend somewhat on your GM, but then so does everything about Thaumaturgy.

Anyway...what does this have to do with the comparative advantage that raising skill difficulties provides to Wizards? Your argument seems to be that Thaumaturgy is just better than skills.
Title: Re: DFRPG In Other Time P... *AHEM!* Yadda-Yadda, Something About Claws and Stuff.
Post by: Mr. Death on May 12, 2012, 01:22:16 AM
My argument is that a wizard has more avenues to reach a given goal than a mundane person, and I feel that can be well represented by upping the difficulty of the action as a whole and letting the wizards use those other avenues than by just making them more difficult for mundanes in particular.