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Topics - MyNinjaH8sU

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DFRPG / Managing Challenge via a metaphor.
« on: August 15, 2014, 03:30:27 PM »
Hey, it's been a long while since I last posted, and I'm hopefully gearing up to run another campaign for my local group soon. However, upon taking a look back at the forums, and talking to my players (new and old) I've noticed an old familiar concern cropping up:

"Wizards are so powerful! How are we supposed to manage that sort of thing in comparison to other characters? What do we do when one person wants to play a Wizard blasting things all over the place, and the other wants to play a White Court Virgin, full of angst and terrible possibilities?"

I feel like this is a very valid concern for people to have. It's come up so often though, that I have an answer ready, that I would like to share here. Hopefully, some of you will find a use for it, or have some interesting commentary:

"Superman, Batman, and Lois Lane are fighting Darkseid. Superman flies towards him, and Darkseid punches him away through several skyscrapers, causing chaos and scattering debris to the crowd below, and stunning Superman. Meanwhile, Batman is trying to distract Darkseid, mostly with flashbangs, smoke bombs, and other such things to throw him off his game, all while concocting a plan to take him out, relaying his ideas to Superman, dodging like crazy. All this time, Lois, who is being held hostage, is bantering back and forth with Darkseid, who is monologuing in return. Lois is pointing out how Superman and the Justice League have beaten him every time, while Darkseid is responding in kind, attempting to cow this human woman into silence with his intimidating presence."

Now, we all know that Darkseid would have no issue if he decided to punch a hole through Lois, or drop a whole building on Batman's head. However, he doesn't ever do this. Why?

Because it would make for a bad story.

Louis obviously isn't able to take the hit, so it would be boring if she just died randomly, with no chance to affect the story. Likewise Batman can engage the enemy, but not the same way that Superman can. They are both helping defeat him, by distracting him, throwing him off his game, and coordinating their efforts. Superman meanwhile, can take the hits, so Darkseid doesn't hold back with him.

When a player makes a character able to deal out massive punishment in my games, I always make sure they know that they are sending up a signal that they are ok having that kind of conflict directed back at them. I tell my players a very similar thing about picking Trouble Aspects: "Pick something that you think would be interesting for you, but complicating or difficult for your character. Don't pick something that will annoy you as a player."

Last, here's a quick example from a game I ran a little while ago.

One of my players asked if he could make a very "Crow-ish" character. Someone effectively undead, more or less un-killable, and hell-bent on vengeance. I said sure, because even though the rest of the group was made up of nothing more crazy than a Focused Practitioner and a Champion of God, I knew that all it meant was that every really, really nasty hit could be directed at our nearly invulnerable party member. I mean, what better way to show how scary something is than have it maul that dude?

In one game session he: Got blasted with a wave of force that threw him a football field, Got scorched and full of shrapnel by an exploding fan boat in a swamp (a fan blade had to be pulled from his sternum before he could be stitched back up), got eaten by a zombie gator (had to cut his way out, then it tried to eat him again), and almost got pinned under a huge falling tree.

And you know what? He loved it, and so did everyone else (all of whom had other things to worry about, as well).

I don't know if I've explained my point perfectly, and I apologize if I'm repeating something present elsewhere, but I'm of the opinion that more points of view are never a bad thing, anyway. I hope some of you find this interesting, and feel free to ask for clarification, if I was unclear. :D

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DFRPG / Soulfire Spell Effects?
« on: November 17, 2010, 03:21:36 PM »
I have a player in a new game I am running wanting to pick up Sponsored Magic: Soulfire, but not full Evocation or Thaumaturgy. He loves the idea, but hasn't ever read the books, so I was seeing if anyone was interested in starting a thread with Spell Effects for Soulfire?

The ones I can think of from the books:

- Giant solid hand to grab/attack.
- General boosting of spells

I'm sure I'm forgetting something, but it seems like between the description in YS, and the overall notion in the books, it might be easier to list things that Soulfire cannot do.

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DFRPG / Can A Spell Deal Mental Stress?
« on: November 08, 2010, 07:38:09 PM »
I'm pretty sure it can, but I wanted to make sure I didn't miss something before I made a Rote of it. Can an attack spell deal straight mental stress? If so, would it still effectively have a Weapon rating?

Let me also give the example I was thinking about: My character is the Winter Knight, and kind of known for not fighting remotely fair.

Hopeless Grip of Winter
This spell causes the victim to feel the dread hopelessness of Deep Winter, driving the will to fight from them, leaving them with nothing but cold Apathy and dispair.

Type: Winter Evocation, Offensive Attack
Power: 5 Shifts
Control: As this is a Rote, the Control is set at 5 Shifts, with the aid of a Focus Item, granting +1 to Control.
Target: One Target in Line of Sight, inflicting Mental Stress.
Duration: One Action
Opposed By: Target's Discipline or Conviction. Some Magical Spirit Blocks may be appropriate as well.

How about it, does that make sense?

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DFRPG / Sponsored Thaumaturgy as Evocation Question
« on: November 01, 2010, 12:42:26 AM »
Simple question, and I think I know the answer, but I would like some confirmation: when using sponsored magic such as Seelie or Unseelie magic, and casting Thaumaturgy as Evocation, do you incur mental stress as when casting an Evocation?

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DFRPG / Benefit to Overshooting a Control Roll?
« on: October 27, 2010, 03:39:23 PM »
I was reading in prep for playing my first Wizard, and I very much like the idea of someone who doesn't necessarily have a ridiculous amount of power at their disposal, but has an absolutely absurd amount of control over it.

What I am wondering, and can't seem to find anything in the book, is if there is a benefit to rolling extra high on a Discipline Roll to control your power. If I understand Evocation correctly, having a crazy high discipline means you can channel more power safely, but it doesn't do so much when channeling that much power is going to deal a boatload of stress to you anyway...

Am I missing something?

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DFRPG / Can A Player Up The Ante With An NPC?
« on: October 18, 2010, 06:57:13 PM »
So here's the question:

I, as a GM, can offer a player a Fate point for a compel, and occasionally up the ante by offering them multiple in order to tempt them to accept.

Is there any precedence for the situation to be reversed? Say the players know an aspect of an NPC, and offer a Fate point to compel. Can I pay them a Fate point to buy them off, and can they offer me multiples in order to ensure the compel happens?

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