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Topics - amberpup

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DFRPG / Haunted House Help
« on: November 29, 2012, 04:00:15 AM »
Normally for Halloween, I do something special game-wise. Last year it was a zombie attack masquerading as some guys doing the Thriller Dance. This year it was going to be a Fae Haunted House, but due to campaign events, it got pushed back to this weekend. And while I have some ideas, I won't mind some help with some more ideas to varies rooms. As to the lay-out, I'm going to use the Andrew Carnegie House (in New York City) as my floor plans.

As to the foreshadowing, recent events saw five Summer Maidens kidnapped and brought to the Mortal World (i.e like in Richelle Mead's Thorn Queen). The group connected a Laderer of the named Wade from the Summer Court for some info, which he give;

“But dark whispers have been heard, and the Queen is concerned. She did command the Summer Home be unbound so the loses be recovered.”

“Once in your realm, the Summer Home be calling. The Lost, the Seekers, of the Innocent, and the Aroused. All be finding the Yew Doors, finding their way in. Caught till Never comes a-calling. Maze of greens be a-grabbing, till nothing is left but bones.”

Ok, not the greatest foreshadowing but I work better under pressure. Since the haunted house does have a presents in NeverNever even when in the mortal realm, the rooms could pretty much be anything from a grassy field to... well, almost anything.

Here was something I wrote earlier, but yet to give to the group.
"Summer House: can only replace a building that has both trees in front and is in some state of disrepair. It appears on sunrise and leaves at sunset, taking all within back to NeverNever to whatever fate awaits. In the front room, is a elder tree large and ample, it's black berries taste like wine. For the elder tree is one of beginning, or ending, and used in many rituals demand the same. Yet upon stairs of pine, where your guilts will become real, to rooms above of Oak and Birch. Rooms to test, force and faith. Fir and Elm, do next come. To where one's feet come, and where do they go. In the cellar you will find Holly, the room that does await all mortal kind. And off the first, is Maple and Willow, for the riches and world. And in each room there is a mirror, framed in yew, that does question and does answer, does riddle and taunt till the sun falls for another day."

Any ideas, suggestions?

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DFRPG / Is there a fix?
« on: April 27, 2012, 06:55:06 PM »
Hi, my name is Amberpup... and I'm a GM for a group that isn't very proactive.

But I can't really blame them, most of the steady game-masters in our club tend to discourage it even when they betray their players for not having it. <shrug> One of the universe's mysteries I guess.

In my DF game, I mostly throw out alot of stuff and then see what gets the players interest. Kinda your story buffet so to speak, with some real newspaper stuff thrown in for good measure. Yet they still wait on me, even if its just some favor to the story line like when I found this article about a fire at a local strip club. Since our neutral ground is a strip club, I decided have the same event take place in the game. The group of course, didn't buy the actually reason for the fire since I stuck in it the game. Didn't believe the police that one of the strippers set another stripper's undies on fire due to a argument. It had to be something more, the game was afoot!  ;D

I will admit, it was a bit of fun but it also got me concerned that I had to be careful from that point on. Any favor, any color I dropped in the game could seen as something more. Now I'm thinking of novel between time for the characters, and how I might encourage them to take over the driver's seat. So the idea of a 'group aspect' came up, since it lets the group decide what cases they be interested in instead of just me asking over and over... and over, and not getting much back. Sure, I support 'lazy' but I do hope they at least spend some time thinking about the game and their characters.

So I guess my question is, have you tried a "group aspect" for DFRPG?
And what other trick do you use for players who only think about the game when at the table?


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DFRPG / The Monkey's Paw...
« on: April 20, 2012, 11:04:53 PM »
Ok, for my first post... How would you model a 'monkey's paw' in DFRPG? Yes, the one from the author W.W. Jacobs story that grants three wishes that always go bad. I got some wannabes vamps npc college students (and their little vamp-wannabe club too) I was thinking it would be interesting for them to end up with one.

Ok, not that interesting I guess for the players but I should have fun!



And my second question for the win, is how would you handle the game mechanics with a group of player characters in a collapsing tunnel?

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