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Messages - devonapple

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31
DFRPG / Re: Template Balance
« on: May 08, 2012, 06:30:50 PM »
I'd limit construction applications to gross, bulk, unskilled rearrangement: making huge holes in the ground (Maneuver), or hills (block: zone border), perhaps chaotic piles of nearby detritus (block: zone border).

I would also, perhaps, allow a few rounds of "setup" Maneuvers to accomplish more organized effects: an Earth Maneuver to displace some earth, and Air Maneuver to squeeze it together into a wall, and a Fire Maneuver to reinforce it, then tag them all to give more duration to whatever is being cast.

32
DFRPG / Re: Powers = Tools ?
« on: May 08, 2012, 04:22:06 AM »
Setting elements are not rules, and nobody except you is talking about them here.

Untrue. I was also treating the fiction as rules until Viatos made a very good point.

I still prefer to treat the setting and background elements as laid out in "Your Story" as part of the RAW, and I use the descriptions and plot elements as context to inform the mechanics and the more rule-like rules.

33
DFRPG / Re: Powers = Tools ?
« on: May 08, 2012, 03:57:33 AM »
What's wrong with fluff? Fluff is comfy!

I know, but other gamers have ruined it for all of us.

34
DFRPG / Re: Template Balance
« on: May 08, 2012, 03:46:56 AM »
Anecdotal offering:

My players rip out 12- to 17-shift rituals almost every game, but they have THREE Wizards so that's not a huge challenge.

In the game I play in, I can generally get a handful of 3-6 Declarations out of the other players to support one of my character's rituals, which means he can reliably run rituals in the high teens. Casting the ritual is, of course, a blast.

35
DFRPG / Re: Powers = Tools ?
« on: May 08, 2012, 03:42:00 AM »
I really like that term. Is there something wrong with it?

Yeah, it promotes the idea that such information is easily dismissed, or unimportant to the game. It casts a divisive shadow on any discussion in which there is some conflict along setting/mechanics lines, and it feeds into the misconception that there are two kinds of role-players in the gaming community.

36
DFRPG / Re: Powers = Tools ?
« on: May 08, 2012, 01:33:48 AM »
But you can make that argument by citing the rulebook.  Specifically, some of the places where it says that the game is set in the DV.

Name of the Game: Dresden Files RPG
Cover:Whether you’re a champion of God, changeling, vampire, werewolf, wizard, or plain “vanilla” mortal human being, this volume of The Dresden Files RPG gives you all the rules you need to build characters and tell your own stories in the Dresdenverse. Inside, you’ll uncover the secrets of spellcasting, the extents of mortal and supernatural power, and the hidden occult reality of the unfamiliar city you call home.
Together with Volume Two: Our World, The Dresden Files RPG: Your Story gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!
Pg 8: I Want to Learn…
…about the Dresdenverse: see Chapter 1 and maybe Chapter 12 in Your Story and, well, all of Our World.
Pg 10: the heading of Harry's World, then the Maxims of the Dresdenverse, and basically the entire chapter.

I could go on, but if can you look at those references and "We aren't playing in the DV" then what's the point of me pasting more and more lines of text?

When it is put this way, then I have to disagree: as I mentioned in the other thread, it would be a bad precedent to establish that playing DFRPG requires reading the entire series. Reading the series is a great source of inspiration, but also creative constraint, and it wouldn't really be fair to expect everyone to tack it into the price of admission for this game.

I'm happy to base game advice on my knowledge of the fictional setting, and I'm going to cleave to the canon for any decisions I make for my own game, and firmly so, but when put upon this footing, I just can't co-sign a stance that obligates players to know the entire book series in order to have fun.

37
A person who has never read so much as the introduction to Storm Front can own and play DFRPG.  They have all the RAW there is to have. There is no more RAW beyond that.

That's a fair cop: it would be a bad precedent to establish that playing DFRPG requires reading the entire series. Reading the series is a great source of inspiration, but also creative constraint, and it wouldn't really be fair to expect everyone to tack it into the price of admission for this game. Fair enough.

If a question comes up which has an answer in canon, but not in the rules, I think it is fair to differentiate between RAW feedback and canon feedback. And, of course, every group reserves the right to do what they want at their own table.

I feel that it is also a good point to distinguish between what the DFRPG rules allow, what the rules forbid, and what the rules are silent on. And, as previously, every group reserves the right to do what they want at their own table.

I would like to add a fourth designation: what the rules recommend. And I would like it to be given some weight, because even when it isn't outright forbidding or allowing a particular thing, it is still in the book and intended to inform how the game is played.

38
DFRPG / Re: Urban Fantasy FATE 2.5
« on: May 07, 2012, 08:51:09 PM »
I presume that what we're doing is:
1. converting Refresh into Build Points at a rate of 1:10
2. converting Power costs into Build Points and adjusting some of the costs
3. adding additional Power modifiers
4. spending Build Points on all these things
5. take the leftover Build Points and convert them back at a rate of 10:1, rounding up

39
DFRPG / Re: Urban Fantasy FATE 2.5
« on: May 07, 2012, 08:40:52 PM »
There are a couple of options out there:
Strands of Fate could have been better edited, but it is jockeying to be the GURPS of FATE. The way that system handles Powers is very granular in comparison to DFRPG. I found the two systems almost impossible to reconcile, as they have such different economies: many of the Powers require spending a FATE Point (though the characters HAVE more FP to spend since Powers come out of a different character point budget).

The Kerberos Club is a Victorian/Steampunk FATE game which, I am told, is also a decent run at a generic FATE setting., but I haven't reviewed it yet.

40
DFRPG / Re: Question about aspect creation
« on: May 07, 2012, 04:56:40 PM »
I had a couple of new folks join after campaign creation. We went through their guest star phases, creating three new stories that involved different members of the existing group, taking place as short stories between the other cases they had worked. We did not retroactively insert the new guys into the original gangs' stories. So the new stories focused more on the new guys, but that was alright.

41
DFRPG / Re: Something that came up in a game session
« on: May 07, 2012, 04:54:30 PM »
So, if a fire wizard accepts a Compel on his Fiery Temper aspect, do you feel he could opt to simply stop using magic at all in that encounter, for fear of losing control, just as easily as he could play out giving in to a rage-filled fit of pyromania?

42
Darn, I just went to the end of the section and stopped.  Sorry, you're right.

Not as bad as me missing an entire OGL page ::blush::

43
Here is the line I quoted - with the stuff underneath it.  Please point out the weredragon line:

The Dresdenverse is rife with shapeshifters of all stripes (many nonhuman). Some humans have learned (or were simply born with the capability) to take on the form of a beast; when that beast is a wolf, we call them werewolves, but there are many other were-forms out there. The animal in question isn’t supercharged or innately magical (other than the fact that it has a human intellect kicking around in its noggin), but with some practice, the shapeshifter can use it as easily as his human form, within the limits of what that animal can do. Unlike lycanthropes, loupgaroux, and some other types of shapechangers, most were-form shifters are entirely in control of their change. There’s no full moon business going on with us.

Ummm, RIGHT below that (on YS 82, for those following at home), there is a note from Bob explaining "William, just as a note, there are some wereforms that are supercharged or innately magical." It's in red.

That said, some folks here dismiss the parenthetical commentary and sidebars as optional rules, and not to be taken seriously as what happens to be in a paragraph with black serif font type. If commentary and sidebars are indeed optional, then that means weredragons are not RAW.

44
Take the flying lightning shooting item of power, if your gm's ok with it then it is fine by the rules.

THAT is an actually viable solution, but it sidesteps the whole point of that debate.

Amusingly, there are no actual rules for acquiring templates. (IIRC.) So by the RAW, Harry arguably can't become the Winter Knight.

YS 72: "It may be possible to combine some of these templates, if you can afford each template’s musts. However, it will be rare that those costs work out. We haven’t seen a Wizard-Lycanthrope-Red-Court-Infected-Changelingpotamus in Harry’s casefiles, and you certainly won’t see one as a playable character in this game. For good reason—bring that much mashed-up mojo to bear in one character and you’re on a fast train to negative refreshville."

On White Court Virgins:
YS 85 indicates that Emotional Vampire and Incite Emotion are Musts for a White Court Virgin.

Also, "Unblooded White Court virgins do not have the weaknesses of full White Court vampires, making them difficult to detect. Some vestiges of ability—enough to excite emotion and feed on it—exist prior to that point, and a White Court virgin fully aware of his condition might be able to finesse making use of it in a mostly “safe” way."

So a White Court Virgin must have these powers to be a White Court Virgin in the game. The rules don't indicate how old the character has to be to have manifested this, but it is clear that these powers are Musts.

45
DFRPG / Re: Powers = Tools ?
« on: May 04, 2012, 07:48:42 PM »
Looking at the front of the DFRPG:
There is an open game license - but:

Yeah, I'm not sure why my text search failed before. Mea culpa.

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