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Messages - eri

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16
DFRPG / Re: DFRPG In Other Time Periods?
« 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.)

17
DF Comic Books / Re: Style of Comics You Read
« on: May 05, 2012, 12:36:15 AM »
Am I the only one here who reads Donald Duck? I can recomend anything written by Don Rosa. He's brilliant.

Also I recomend Narbonic. It's hilarious.

18
Nice character concept, but it's not what we are talking about.  An assertion was made that a PC could go from "I have the were form Template" to "I now fly and shoot lightning from my butt" using the RAW.

A custom template could do it.  Maybe a Changeling or Scion could develop a were form.  That's fine.  But I still can't see how a PC can go from "I have the were form Template" to "I now fly and shoot lightning from my butt" using the RAW.
You'd just have to become an Emissary of the right Power. I don't know what Power that would be, specifically, but I'm sure a sufficiently creative player could think of a story.
Someone's even metioned it before. Let me see. Here:
You could say you were always such a being but simply didn't know about it until your powers manifested recently. Or just start the game with the template, possibly claiming you can shapeshift becuse of your lineage. Failing that, there's still Emissary of Power, for taking whatever powers you feel like.
My emphasis

And you can certainly take that after character creation and have it on top of other templates
Quote from: YS76
"Billy, wouldn't Vittorio Malvora qualify as an Emissary of Power in the WHITE NIGHT casefile?" "Probably but he would already have the White Court Vampire template, so I thought that might be confusing as an example." "Real life doesn't always fit into neat little boxes."

19
DFRPG / Re: DFRPG In Other Time Periods?
« 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?

20
DFRPG / Re: Gardening?
« on: May 02, 2012, 07:03:03 PM »
Whoa, lots and lots of options. Thank you so much  :)

21
DFRPG / Gardening?
« on: May 02, 2012, 04:17:27 PM »
Quick question. What skill should gardening be in? Scholarship? Craftsmanship? Survival?

(Not putter-in-the-garden gardening or I'm-a-farmer gardening, but Head-Gardener-at-the-Lord's-estate gardening (with a side of Herbalism)

22
DFRPG / Re: DFRPG In Other Time Periods?
« 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.

23
DFRPG / Re: Posters: The how's and why's of our gaming.
« on: May 02, 2012, 12:13:42 AM »
1. How did you start gaming?
I found the D&D basic rulebook in the bargain bin at a local bookstore. I was still in elementary school and couldn’t really find anyone who wanted to play with me in any major way until years later, but I got to play a bit when I could badger my little sister and my 3rd cousin to play. My little sister didn’t take to it, but my cousin did. Unfortunately, she lives in another country, so I didn’t get to play much.

2. What system did you start with?
D&D.

3. What systems have you played?
D&D in all its permutations, except the latest, WoD (Vampire, Changeling, Werewolf and Exalted), Star Wars (d20 version), Mutants & Mastermind, Legend of the Five Rings, Pathfinder and DFRPG, obviously. Also a few others I’ve only played once, like Blue Rose, BESM, GURPS Discworld and Legend of the Five Rings. I have more than I’ve played. I also LARP a bit. Mostly one-shots, mostly vaguely historical, mostly indoors.

4. What system/s are your favourite?
For GMing: DFRPG, hands down, for playing it’s a toss-up between Exalted, DFRPG and Mutants & Masterminds. I think I’d love GURPS, but I’ve never really gotten a chance to play it. It depends a lot on the group I'm playing with.

5. Is this your first system?
Not by a long shot.

6. What caused you to try DFRPG?
Love the series, love RPG, easy choice.

7. What is your preference in gaming group size?
3-6? Depends a lot on the GM, and the game. I had ten players once, that was a bit too much for me. But I’ve played with a GM who could handle that, no problem.

8. How open are you to gaming with people you don't know or hardly know?
Very.

9. What is your best quality as a player?
I’m reasonably inventive, a decent RPer and never get angry or riled up.

10. What is your worst quality as a player?
Impatience, also I keep forgetting rules to games I haven’t GM’d in, and even there I’m sometimes iffy.

11. What is your best quality as a GM?
I do the Sandbox thing pretty well, and I hope I do interesting characters.

12. What is your worst quality as a GM?
I’m seldom as prepared as I could be.

13. Importance of game balance 1 - 10 (1 being lowest 10 being highest)
2? There’s something to be said for it I suppose, but mostly I couldn’t care less. People are unequal, that’s how it is. Two different players, playing the same character, could be vastly different. edit to clarify: I have nothing against playing the least powerful in the group. I even prefer and enjoy playing (actual working) servant in LARPs.

14. Importance of setting/canon of universe 1 - 10 (1 being lowest 10 being highest)
Depends on the table (and also the setting/game)

15. Custom setting or established setting?
Both please?

16. During character creation are freedom of powers more important or the character concept and the powers and skills fitting that concept? EDIT: FIXED!?
Sorry to say this, but the question could still be clearer. How about you ask if they adapt the powers/skills to the concept or the concept to the Powers/skills? If that’s what you’re trying to say obviously. I mostly adapt the powers/skills to the concept, but sometimes I get inspired by particular powers so then it’s the other way round obviously.

17. Roll play or role play?  Something in-between? ( Role playing skills vs dice for resolving things in game)
Roleplay, unless the character is good at something the player is bad at. If it’s the other way round I trust the player to downplay his/her skill.

18. Other:
I’m in my late twenties, Norwegian, and not the best at reading people/jokes, but since I’m also rather mellow I usually take everything the best possible way, so it usually ends up okay anyway.

24
DFRPG / Re: Help me out: Video game characters DFRPG style
« on: May 01, 2012, 11:15:23 PM »
You might consider adding April Ryan from The Longest Journey. She'd have a lot of social skills, perform (art), and Worldwalker or something.

Oh, and about Link, I absolutely loved those controllable bombs of his, Mousechus or something? Looks like those wind-able cat toys. I forget if they're in Ocarina of Time or not. Anyway he might not have gotten them yet, at the time he's drawn out of the game. You have to consider that when you make him.

25
DFRPG / Re: DFRPG In Other Time Periods?
« 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?



26
DFRPG / Re: DFRPG In Other Time Periods?
« 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.

27
DFRPG / Re: DFRPG In Other Time Periods?
« 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?

28
DFRPG / Re: DFRPG In Other Time Periods?
« 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?

29
DFRPG / Re: DFRPG In Other Time Periods?
« 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?

30
DFRPG / Re: Keeping Players in the Dark
« on: April 30, 2012, 04:14:46 PM »
That's a pretty great idea:  Roll it ahead of time.  They still got the roll, they can even decide if spending FP to prevent someone from misleading them is worthwhile, but the players aren't tipped off as to who!  You can tell them honestly someone is going to try and mislead them this session and still maintain the mystery.
I like it!  It just takes enough planning and foresight to do it at the beginning of the session. 
I agree. Brilliant workaround.

[Edit] On second thought, though, it makes it impossible for the players to meaningfully spend FPs.  They can't determine how their aspects apply to a given situation. 
But you can, can't you? As the GM? Just tell them "Up to three of your aspects could be used for this throw in my opinion", and let them decide if they think if it's important enough by the small clues given them. The fact that you can tell them how many (and possibly which) aspects they could use would also give them some clues, but won't neccessary give the game away.

Maybe I’m an odd GM, but I’ve never told my players to roll Empathy, they always ask to do so.
I don't think that depends as much on the GM as it does on the players. The general paranoia level is something you have a hand in of course, but it's the players who act on it.

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