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Messages - Sitrein

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1
DFRPG / Should I allow a player to use these stunts?
« on: May 17, 2013, 04:00:22 AM »
Running a game and a player has two stunts that I question. Wanted to get some other opinions.

First stunt:
Use endurance to defend against physical attacks.

Second stunt:
Use presence instead of conviction for determining mental stress boxes.

My issues:
With the first, how do you justify that? That you just eat the damage to be awesome? That's reflected in stress boxes, not defending against it. I can't see the justification on it.
With the second, again there's the issue of justification but also an issue of balance. I like that stunts can move trappings around but I can't really see those specific trappings moving, especially moving the stress box trapping from one skill to another stress box skill.

My question:
What do you guys think? How would you handle running these or would you simply say, "No?"

Edit: He's altered the "presence for mental stress" to "Discipline for mental stress." Still not sure how I feel about it. I can see the justification a bit better but still want outside opinions.

2
DFRPG / Re: Wonderland tasks
« on: October 02, 2011, 08:10:25 PM »
@Richard_Chilton : I had heard of Tin Man (it's in my instant queue but I haven't seen it yet) but I hadn't heard anything about Alice. I'll probably watch both of those sometime next week if I can. Thank you very much for the information.

As for your IoP, That's amazing. I love the detail. It's really not very powerful but, at the same time, I can see very easily where a clever player could get a LOT of fun out of it. I think I may use that in the next campaign I run (Just 1 shots from now until halloween then I can finally start my campaign). Also, I love the cute characters thread. That's amazing. Thank you very much =D

3
DFRPG / Re: Wonderland tasks
« on: October 02, 2011, 08:04:25 PM »
Perhaps a game of living checkers or chess? Where the Trickster either makes them use themselves as pieces or he uses some sort of human thralls. Make the game dangerous and have them either want the human thralls to live or just save their own skins if they are the pieces. You'd have to work out the specifics, but the idea seems to fit your theme.

Ooo I like that! It's better than what I was thinking of with just stealing a bit from Sucker Punch:

(click to show/hide)
Either way, killing a baby
(click to show/hide)
and being in that much danger, they may well think their chances better with the Tickster.

Still, that seems a little... I don't know? Forced? Great for an action movie or D&D but not so great for this. Still, I think I may well use that idea. Thank you very much. Any other ideas are always appreciated even if I don't use them. Just for future reference (I love sending my players to play in the nevernever.

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DFRPG / Re: Wonderland tasks
« on: October 02, 2011, 06:52:21 PM »
Thank you both for the ideas! I've decided that I really like the Sidhe Trickster as the guide or "Cheshire Cat," if you will. I'll have him offer the party two choices as consequence for trespassing in his demesne. Either A) they submit to him (he can eat them, enslave them, do whatever really) or B) they can complete 3 tasks for "his amusement" at which point he'll send them home. With the intimidation and all, they're pretty much assuredly going to go for the B option.

For the first test I'm going to drop them in the water world given as an idea for the islands campaign thread. Basically they'll have to find out the hard way that they can breath under water, and then complete the task. Note that they can breath and see but not speak. The players will have to complete this task without use of words. The task will be to grab a pearl from an underwater ruin. This should play out like a puzzle but they might find some baddies (think Ursula's eels from The Little Mermaid). The baddies will be there primarily as a cause of urgency for the players. Depending on how dire things become I'll either have them ported to the next place when the whole party touches the pearl or immediately upon any of the PCs picking up the pearl.

Next I'll have them standing on a cloud for a moment with the jester explaining that now they must get him a map from a sky captain. This should cause some confusion and probably any explanation I give them will only cause a heightened confusion (entirely intentional). Regardless of whether or not they're ready, the party will suddenly find the clouds not so solid and they will fall from the sky onto the deck of an "airship." Sure, the hull is really just built on the back of some strange winged life form allowing for flight but still. Totally an airship. Anyway, the crew are NOT pirates (Thought about it and decided against it). Anyway, there will be any number of ways for them to get this map. Either they can try to steal it (their presence on the ship will not go unnoticed seeing as they'll drop loudly out of the sky onto the deck of the ship, in broad daylight, in front of people), try and bargain for it, or even offer up a gamble or game with the map as the prize should the party win.

Upon obtaining the map they'll be given the third challenge which I haven't figured out yet. I'm thinking it should be something that they might not want to complete and as such could be compelled to try and try their luck fighting the Trickster instead.

If they fight the trickster then, should they put forth a "valiant effort," seeing as a group of 6 refresh characters with no formal training could never really hope of defeating him, he'll play dead and let them go (world disappears around them and they all wake up in the "haunted house as if it was a dream). They'll then find him not so very dead as they're leaving the haunted house and someone sees him grinning in the window, or something like that, during the aftermath (that was a great idea! Thank you again HobbitWarrior).

However, if they do take up the challenge, I don't know what the third and final challenge should be. Anyone have any ideas? I know this is kind of pathetic of me as a gm but I'm cutting this game deadline really close >.<

~Sitrein

5
DFRPG / Wonderland tasks
« on: October 02, 2011, 01:52:24 PM »
So I'm running a 1 shot tonight where the players get trapped in the Nevernever and have to find their way out. I'm thinking of doing this with 3 or 4 basic tests or tasks to complete. I want them to be light-hearted, if perhaps oddly sinister, in an Alice in Wonderland fashion. Death should be a very real possibility but, seeing as a lot of my players are new to the game, the difficulty curve shouldn't be too high. They're all 6 refresh teenagers more or less modeled after the pregen characters in Night Fears.

Now for my question, does anyone have any ideas for things that might happen here? Tasks they may need to complete or anything like that? So far I'm thinking that I'll start it out like Night Fears with a haunted house and quickly skip ahead to characters falling asleep. From there, they wake in the Nevernever. Obviously this is the "Down the Rabbit Hole" act. From there the characters will meet someone they can't understand very well, who will probably speak either cryptically or, alternatively, only in riddles (though, depending on what the characters say, riddles can be hard to come up with on the fly). This character will, through the riddles, lead them to the three tasks which, upon completion, allow the characters back home. I'll have 7 players, none of them really "in the know" so there should be the "this isn't real. I'm clearly dreaming" feeling. When they escape from the Nevernever, it should be done by going to sleep in the Nevernever and waking up back in the haunted house making them wonder if it was all just a dream... except that they all dreamed the exact same thing...

Anyway, I'll be sure to post notes after the game but any ideas will be greatly appreciated. Right now my imagination is running a bit dry (at least on quick ideas for a 1 shot. Everything I can come up with would be better spaced over a campaign).

~Sitrein

6
DFRPG / Re: True Hope
« on: February 05, 2011, 08:47:43 PM »
personally the "True Hope" thing just doesn't make sense to me and I think it's kind of stupid. In my games, I run it as True Faith making true believers slightly more powerful if only for a single enemy (or potential friend) but still. True Faith just works better for it, imo.

7
DFRPG / Re: Focused Practitioner vs Wizard
« on: January 21, 2011, 01:33:33 AM »
Hey, check out the new Case File, Neutral Grounds.  Maria Emana has a refinement that boosts her power and control.

Yes but Fred also commented that that may have been a mistake. At least he did the other night in a thread, I don't know if he's said anything more in regards to that yet.

8
DFRPG / Re: Guidelines: Water Thresholds
« on: January 19, 2011, 04:24:22 PM »
I've been wondering this myself!

I know right? All the players in my group just say it goes up indefinitely but I just can't bring myself to believe that. It would also make the circle terribly vulnerable to birds/bats/etc flying through them without ever being near them or even really in sight of them.

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DFRPG / Re: Alternate idea about hexing
« on: January 19, 2011, 04:18:18 PM »
Then why is that when it was used as the only explanation for how she can have computers as a hobby? And why can't someone have theoretical applications of something as a hobby? I have a friend who's pretty knowledgeable on modern weaponry. He's never going to use them.

I fail to understand your point. We're not talking about using theory in game. We're talking about legitimately hexing the ever-loving hell out of things in game. Which I do suppose is a fair bit odd; hypotheticals within hypotheticals vs supposed reality within hyoptheticals.

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DFRPG / Re: Alternate idea about hexing
« on: January 19, 2011, 04:15:20 PM »
But taking her stating that she reads about computers as only reading about them would be just as, if not more, illogical.

How does one go to medical school nowadays to keep up with the latest medical developements without coming into contact with state of the art (comparatively with respect to the age of the wizard) technological medical equipment? I would start by looking into this with regards to hexing first.

It would be illogical given the context. Out of context? Sure. Illogical to make any conclusions either way, but the book, where this passage was given, was not devoid of context. With how she said it she was implying that she only reads or if not only than primarily because it would be too hard to do much else. Past that, she is not scholarly with computers. From what was given she was implying reading things like Maximum PC magazine or an electronics magazine.

11
DFRPG / Re: Guidelines: Water Thresholds
« on: January 19, 2011, 09:54:42 AM »
(I'm wondering about the thresholds in the Shed Aquarium earlier in that book; there must have been alot of running water in there, yet he
didn't really have too many problems)

I've been wondering about this too. My conclusion is that because the water was around him (not directly but within a few meters) but not under him or anything, it does't apply. It's like casting near a river but not being in the river.

However, as for casting over running water, this also begs a few questions such as "how close does it have to be?" or "do you need to be aware of the water in the first place, since magic is largely based on belief and all that?" The Main reason for my concern in this is things like natural underground waterways. In Turn Coat Dresden senses one and even interacts with it a little but there's not indication at all that it interferes with his magic in any way.

It's kind of like the question of whether or not a magic circle has a top. Can a being go high enough, skirting around the outside of a circle until the magic (or anti-magic, if you will) weakens and eventually dissipates, and then cross? Or what about below one? Different matter, true, but magic circles and water thresholds are very, very similar.

12
DFRPG / Re: Alternate idea about hexing
« on: January 19, 2011, 03:11:12 AM »
I'll start with the Luccio thing. She states clearly that she reads about computers when questioned about her hobby. To take her not specifying that she only reads as proof that she does more, would be entirely illogical. There's no sensible reason to assume that because she didn't specifically say otherwise when implying otherwise, that she uses computers. She's not a fey dancing around words. She's a human with no reason to hide her ability from Dresden, especially in the context given by the book.

As for the wizard ability to use computers through the water room. To properly fully drown out all magical ability with water, every case given in the book has the wizard IN the RUNNING water. Still water doesn't really do much of anything if anything and just being around the running water only hampers magical ability - it doesn't stop it.

So, to fully protect the computer you'd have to have the wizard in running water while using it (comfortable, no?). The peripherals would need to be waterproof for that reason and then all of these costly and annoying measures should allow the wizard to check his or her facebook for a while until the pumps that keep the water flowing over the wizard eventually give out. At that point you hope the wizard has implemented many redundancies.

As for magical Faraday Cages,
(click to show/hide)
Then again, we have Mac's which uses many random occurances of the number 13 to put up a magical umbrella. That would probably be enough to throw off SOME of the magical energies but hell, if I recall correctly, Mac won't even use light bulbs because of the massive expense. This leads me to believe that nothing short of massive amounts of complex anti-magical redundancies paired with a lot of expensive technological redundancies for those occasions when things just fail (because that happens even without magical need. Come on, it's computers) would be pretty much the only way to allow a wizard to use a computer reliably.

Just for the record, this would all leave the wizard more or less magically naked. Weak. Defenseless. Sure, you might be able to put together a work-around but bare in mind that all these work-arounds and redundancies take up time and money as well as, in all likelihood, some enchanted item slots and the like. At what price Technology?

13
I would allow it under one condition: Justify it to me. If you can justify something to me with a logical, well put-together defense, I'll allow just about anything you want. On the other hand, I will never allow justifications like, "It would be really cool!" or "Because it's magic!" but maybe that's just because I like players to have to think a tiny bit.

Past that, I personally like the idea. Currently as the game scales, power-wise, pure mortals tend to trail behind magical folk due to stunts just not having the same bang that powers do. Creatively stacking stunts like this is a pretty good counter that I've been toying with.

14
DFRPG / Re: Wizard Baiting For Fun And Profit
« on: January 14, 2011, 03:22:04 PM »
On a much simpler end of things, I just like setting up electronic locks that my party's wizard always tries to hex. Seriously, the guy never learns that if he just shoots off the hex button like that, I'm going to say he broke the lock and now it won't open at all.

15
DFRPG / Re: Wizard Baiting For Fun And Profit
« on: January 14, 2011, 03:19:14 PM »
Sure thing.  I'm a pretty good spellcaster, and I think I can pull together a levitation spell

 8)
On the fly.

YEAAAAAH.

/facepalm lol

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