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Topics - R00kie

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DFRPG / When a PC breaks a deal with a fairy queen..
« on: August 14, 2010, 04:11:37 PM »
One of my PC's made a deal with Aurora (its pretty early in the books - before the end of Summer Knights - so its still Aurora) and then broke the deal. Not in a minor way - the PC went out of their way to break the deal in a really big way, breaking every single clause of it. In fact one of the clauses involved protecting someone and they ended up throwing the person they had sworn to protect out of a third story window.

The question is how do I handle this? I've let it slide for a couple of sessions (working on the assumption that pretty much anything I did in response to it is going to remove the character as a usable character) but near the end of last session the players opened a portal to the summer court and stepped through. I think the period I had to decide how to deal with it has come to an end and I need to deal with the broken vow pretty early next session.

So, what happens when a PC breaks a deal with the Fae?

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DFRPG / Awesome First session and Kemmler pickled brain
« on: May 17, 2010, 01:49:28 PM »
I then lept back to poor Edward, who woke up naked just after dawn, next to a cerimonial circle with a clergy man's corpse in it, a dagger sticking out of his chest. He had no memory of how he got there. He heard sirens so. He briefly considered staying to talk to the police but instead chose to turn into a wolf and sneak away (nice chance to compel to aspects which conflicted). He watched the police investigate for a while before disappearing into the night.

I then lept back to early morning when it was still dark. Vincent, Halfdan and Hanna were hunting some ghouls who'd been killing students. I figured that the three PCs had a total of 20 points in Stunts so a couple of ghoulds (-6 each) should be an interesting introductory fight. Boy, was I wrong. A short while later Vincent is 'Bleeding Heavily' with a 'Slashed Gut', Hanna is nursing a "Minor Concussion" and a "Wrenched Shoulder" and Halfdan has blown his last fate chip to turn what could have been an Extreme consequence into a "Infected Wound". Meanwhile one of the ghouls has taken a single point of physical stress and a mild consequence which it just "Shrugged it Off". I quickly reminded the players of the concession rules and agreed that the ghouls where distracted by some bright headlights and the characters escaped, but insisted that if this was the case Vincent left one of his enchanted items at the scene (he'd dropped it earlier in the fight) and that the ghouls now knew the taste of their blood and could track them all. The players agreed, and I made a note to readjust difficulty !! This fight was my first big surprise of the session.

I then took some time to introduce major plot hooks. One of Jack's old cell mates arrived asking for help, unfortunately encountering Halfdan. Both the local Warden and a church investigator turned up asking similarly awkward questions. The players discovered that the police had found wolf hair at the sight of the crime scene and were investigating. Then the players started trying to trace back the history of the books and daggers. It was at this point that Jack made his declaration that in his expert opinion the dagger was probably some dark necromantic artifact - and suddenly Heinrich Kemmler knife became a very real part of my campaign (That hadn't been part of my prep notes!!). The book which had been stolen was 'The Heart of Kemmler' and finally to really screw up any ideas I had for where this game was going the jar became Kemmler's brain stored in formaldehyde. Now this is awesome, far better than what I had planned - but its a real curve ball for the GM!

There was a bit of investigating of the ghoul problem. Jack's old cell mate was pretty much forgotten but thats not an issue - I'm sure he'll become important soon enough. Then someone realised they didn't know what had happend to the knife, so they went back to the church. Outside the church they found a couple of police cars, and documents which suggested the evidence (including the knife) was in a police lock-up. They were about to head to the police station when someone asked why the police cars appeared to be abandoned. This lead to the final scene of the session where they sneaked into the church to confront red court vampires who were searching for something.

A fight broke out. Based on my previous experience with the ghouls I figured I needed to keep the fight easy, so there were only two RCVs. This time the fight lasted a rediculously short time in the players favour. Jack openned up with a (conviction+2) blast of pure force, shattering the vampires wing and piercing its belly and before the Vampire had hit the floor our Inhuman speed werewolf had cleared a zone, tagged both the consequences the first attack had caused and ripped its throat out. The other RCV attacked but Vincent blocked cleanly. The players forcing the vampire it into a corner and Edward tried to grapple it (big mistake). The RCV threw Edward forcefully across the room (he used a few fate points to mitigate this attack, reducing it to a mild consequence), and the other players took the poor vampire apart. This second battle was abolutely no challenge to the characters. The session ended with the players walking out the front of the church straight into the search lights of arriving police.

I clearly still haven't got the hang of balancing fights. The ghoul fight should have resulted in dead PCs - the Vampire fight was no challenge. My scenario ideas need to change - Kemmler pickled brain was never part of the original plot. I really love FATE. It produces some incredible games. I'm now really looking forward to session two.

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DFRPG / Campaign Conclusion set at City Creation?
« on: April 28, 2010, 09:00:39 AM »
I'm concerned that during City creation we may have already determined where our campaign has to go. I don't like railroading. I'm pretty sure its going to get there without any, but I think the end has been set.

Anton Chekhov said:
Quote
If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it's not going to be fired, it shouldn't be hanging there.

And its pretty good advice. If you advertise something in a game you really need to follow through. If you talk about an assassin who's unbeatable - no one has escaped his blade, then its pretty important the players at some point get to cleverly 'escape his blade', the impregnable fortress needs to be scaled, the dark forces gathering in the sewers need to be illuminated.

Unfortunately as part of city generation we've managed to come up with :
  • A threat with the aspect "Something hungers beyond the Outer Gates"
  • a city enclosed within city walls which act as a threshold to supernatural creatures (and wizards),
  • a single gate which is the only way supernatural creatures can enter/leave the area enclosed by the c12th city walls,
  • an ancient being (who appears to be an old woman but has immense power) who it is said hasn't left York since the C12th because if she did the walls would fall (and may actually be the Roman Godess Cybele !!).
  • an ancient prophecy who believe that when Yorkshire falls to the thing from Beyond the Outer gates, that within Yorks walls alone will stand and the defenders of Yorkshire will rally there.
  • and finally a cult lead by a Ectomancer who things she is hearing her dead husbands voice but is actually talking to something from beyond the Outer Gates bent upon bringing about that prophecy


Now we have loads of other plot lines involving the three Vampire courts, politics between the Church and the City Council, the police war on drug pushers and minor plots involving tourists and students - but it seems to me based on the bullet pointed items above the campaign can only go one way. If it doesn't its going to disappoint.

If you're interested the city sheets we come up with are here.

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DFRPG / Voodoo Houngans (and Mambos)
« on: April 27, 2010, 01:23:39 PM »
One of the players in my game wants to play a Haitian Houngan (male priest in the voodoo religion).  I was hoping people could have a look through the following and see if it looks unbalanced in any way.

We agreed that he would not be a bokor (Zombie maker) since there appear to be too many associations with Necromancy. The question was how do you represent a non-bokor Houngan in the Dresden Files RPG?

We came up with the following template:

[-2]     Ritual (Ectomancy)
[-2]     Supernatural Senses (Ghosts, Loa and Spirits) (Not sure if these three are too close)
[+2]     Human Form (Spirit Possession Ritual)
[-2]     * Inhuman Strength
[-2]     * Inhuman Recovery


The increased stats would be the result of take on the abilities of a possessing loa (spirit). We agreed that summoning the possessing loa would be the result of a relatively simple ritual and didnt require any game mechanics to support it. Persuading the load to enter your body would be another matter - and depending on events we might roleplay that or base it on a rapport roll vs Good or the spirits Presenec (whichever is higher).

We noted:
  • A long ceremony of summoning lasting at least 10 minutes would result in a positive modifier
  • Using lots of expensive stuff in the ritual would result in a positive modifier
  • Summoning with intents contrary to the spirit’s ideals or morals would act as a very big negative modifier
  • Previous acts contrary to the spirit’s ideals or morals would act as a negative modifier
  • Summoning a loa too frequently or when there is little need will act as a negative modifier


The possessing spirit provides increased strength and stamina, however it comes with a down side. Although the character remains in control the loa colours their perception. Each loa is different (and the Houngan must know the True name of the loa he is calling). Each particular loa will come with two aspects which during possession will superceed two of the Houngan's aspects. In addition each loa may come with particular skills which replace the Houngan's native skills. The Houngan's personality may change under the influence of the spirit and this may even be represented by changes in speach patterns, temprement or attitudes.

The spirit possession will last a short while (no longer than a scene) and be exhausting. This will be represented by mental stress suffered as the spirit leaves (haven't quite decided how much - maybe a point of stress per minute which will mean a 5 minute possession will require a mild consequence)

And finally - as far as I can tell allowing a Spirit to possess your body breaks none of the laws of magic.

All the rest of the Houngan's abilities seem to fall nicely into the category of Ectomancy or Potion making and even then they are supposed to be binding spirits into their potions so that seems to fit nicely. I'll let him create potions so long as he could get the same effect with Ectomancy.

Any thoughts? Does it look about right?

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DFRPG / Dresdenverse Aspects Compelathon
« on: April 23, 2010, 09:36:10 AM »
I thought since I'm playing with my nice new Dresden Files pdf and I've got a campaign starting in a couple of days it might be worth getting some practice in with Dresdenverse aspects. If the thread goes well it might even serve as a nice source of aspect suggestions people can use in their own games.

As such I thought it might be fun to start a compelathon. Just take the Aspect the person before you suggested and suggest how it could be Invoked and Compelled. For example if the Aspect was:

Suspected Warlock
you might suggest:

Invoke: To gain a bonus to intmidate those who know your reputation and understand the Laws of magic
Compel: To cause wizards to distrust and possibly avoid the character, and wardens to watch the character at inconvenient times.

And then having suggested an Invoke and Compel, provide a new aspect for the person after you

As a first aspect I'll provide:

Red Court Courtesan

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DFRPG / Con Games - What would you want?
« on: April 21, 2010, 12:12:21 PM »
There seems to be a lot of demand for Con games so people can try out the system. I'd like to make some of those people happy. The question is, if you knew next to nothing about the Dresden Files RPG but were a roleplaying fan of Jim's books what would you want to see in the game?

Some things are obvious. Any con game is going to need atleast one wizard pre-gen, so people can see that the game handles Harry well. However:

  • Would you want to play well known characters (like Harry, Billy and Michael) or would you want to test out new creations?
  • Would you want a game set in Chicago, Baltimore or somewhere else?
  • What sort of power level whould you like the game set at? Chest Deep? Submerged?
  • When would you like to see the game set? Around the same time as Storm Front (so its spoiler free), around the end of Small Favor (which seems to tally with the game) or after Changes (current)?
  • Would you be interested in a game all playing the same type of character? A pack of were-wolves? A group of Wardens etc?

Basically what do you think would make a great con game?

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DFRPG / The fourth wall
« on: April 13, 2010, 11:59:37 AM »
This is going to be one of the oddest lines of arguement in a while:

The Roleplaying game was written by Billy Borden for his pack to play and also to serve as the new Dracula, so does that make the game books an in game artifact (ie does the content of the game exist in game?)

Following on from that are Billy, Harry and Bob aware of their own stats? Do they play the game? I wonder if they play themselves or switch up roles. Do things get strange if we play characters playing the Dresden Files RPG themselves, or just horribly complex (I'm playing Harry, who roleplaying a Knight of the Sword at the moment). This could even encourage us to break the 4th wall when we're playing?

"Billy, If this game of yours is true then presumably we've got players, right? And they're probably snacking whilst we have to manage this stake out withou a single donut. I hate them already" etc.

Although after a couple of statements like that I'd doubt anyone would take the game seriously. Hell, whoever Harry's player is, he puts Harry through hell.

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DFRPG / Only 16 Dresden gamers worldwide?
« on: April 09, 2010, 10:58:31 AM »
Nearby Gamers, one of the best ways of finding gamers on the internet is currently suggesting there are only 16 people in the world interested in the Dresden Files RPG.

http://nearbygamers.com/tags/Dresden_Files

Surely we can do better than that?

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Now the game has actually been released, or at least the pdfs are in the hands of those who pre-ordered them and they have everything they need to play, I figure there really should be a thread matching players with games.

I had a quick look and I couldn't immediately spot one (The nearest I could spot was the "Learning to play RPGs / Where to Find Players" thread).

So, if you are looking for a game, or you are starting a game and are looking for players post below.

Considering the nature of the internet I'd strongly recommend against posting any personal information in this thread and I would suggest replying to any posts which interest you as a PM to the author of that post.

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DFRPG / Dresdenverse game at RPol
« on: May 12, 2009, 09:31:04 PM »
Hi,

I'm planning to run a Dresdenverse game using the RPol Portal. Since the Dresden Roleplaying Game isn't available I'm using the next best thing - a hacked version of FATE 3. If anyone is interested the game page is here.

And the Game description is:

Quote
Brown Cloak Orphans (an adventure in the Dresden-verse)
System: FATE 3 (Note: This is NOT the Dresden Files RPG, just a hacked version of FATE 3).

Since the Vampire attack on Archangel four years ago, when Simon Pietrovitch was killed, council losses have been painfully high. The council tries to protect its young untested apprentices, keeping them out of danger. Losses amongst full wizards has resulted in something the council has never had to deal with before, a large number of apprentices who've lost their master. They call them 'Orphans' and they are viewed with pity.

Players ideally should have read at least one of the Dresden Files Books, but that's not an actually requirement. Familiarity with FATE is entirely optional too since its easy enough to pick up, and available for free to download (as the SRD). However I recommend buying Spirit of the Century, not because you'll need it but because its excellent :)

Note: The game is set some time between Proven Guilty and White Night. The White Council and the Red Court are at war (and have been for close to five years), and Harry Dresden has taken on Molly as an apprentice. Any events detailed in White Night, It's My Birthday Too, Heorot, Small Favor, Backup, Day Off, The Warrior, Last Call, and Turn Coat haven't happened yet (and may not happen in this world if you change things).

I view character generation as a group activity, so I wont be starting anything until I have a full quota of players, but I am accepting applications to join now. Feel free to drop by.

Cheers,

Declan (a.k.a. R00kie)

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DFRPG / Ars Magica Troop style play in Dresden
« on: March 07, 2008, 10:11:01 PM »
I was wondering whether Ars Magica Troop style play would suit a Dresden campaign centred around the White Council.

By ensuring every player has atleast two characters, one of whom is a Wizard you all have characters to play at council meeting, but much of the campaign could center around the troubles that individual wizards manage to get into.

Occasionally stories might involve a couple of Wizards or more, but most of the time stories could revolve around individual wizards. Its not too hard to Imagine that Ebenezar McCoy and "Billy" Borden might both be characters belonging to the same player - after all they never meet. If the GM felt a particular adventure might suit a more than one Wizard he could even suggest it up front.

In fact if we were trying to get as close as possible to the Ars Magica model each player would generate a Wizard, a supernatural character and a mundain (non-supernatural) character, but I think two characters would probably work a lot better for Dresden.

Taking this one step further you could quite easily swap GMs regularly, take turns in as GM - but then run some council meetings entirely GMless using the zero-sum Fate Hack from Spirit of the Far Future to cover any fate point use. That way everyone gets to benefit from those Council meetings. Of course unless you have opposing motives within the group those meetings might get a little boring. I wouldn't suggest doing this for any council issues where all the characters saw eye to eye, but if there were opposing views, or character aspects which were likely to lead to opposing views it might work really well

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DFRPG / Spirit of the Season Mystic Magic
« on: March 06, 2008, 07:00:40 AM »
For those of us who would like to get our players used to the FATE rules, but aren't lucky enough to be in the Dresden Alpha, the new version of Spirit of the Season has magic rules which could viably be used for a Dresden type campaign, as a stop gap until we get the real Dresden rules.

On page 35 we get the new rules for Mystic Spellcraft. Mystic Rites covers thaumaturgy type magic rather well.  For a Wizard you would then probably have to add a few Rite of X powers. Perhaps Rite of Evocation to cover guns, and Rite of Protection (page 36).

Rite of the Ethereals would probably need to be renamed something like Rite of Veils. Other Rites could well be used to customise the Wizard and what they are good at, but I'd probably do that through an aspect or two.

You could point out that this makes evocation no better or no worse than a gun. Well thats the nature of SOTC. When you remember that a police marksman probably has a guns of average, fair or good, whilst the PC Wizard may well have a Mysteries of Great or Superb it actually makes a pretty good fit.

There are obviously no rules for blasting rods, foci etc. You could handle it with a bit of hand waving or just claim any Rite of X power requires a foci (Blasting Rod for Evocation, Shield Bracelet for Protection, etc.) and if they dont have it they have to use the Mystic Rites rules.

These rules aren't going to be a patch on proper dedicated Dresden rules, but as a stop gap measure for those would would like to play Dresden using a FATE based rules set...

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DFRPG / Alternate Locations for Dresden RPGs
« on: February 29, 2008, 07:10:15 AM »
Jim has done an incredible job of exploring creature of legend, and appears to have examined almost every creature or monster we've heard of since childhood. The stories cover the Faerie Courts, Vampires, Werewolves, Ogres, Trolls, Holy Knights, Demons, Dragons, Outsiders, Fallen Angels and Wizards. The question is if you want to make the world your own, what is left to explore?


One option discussed in the "Alternate Time Periods for Dresden RPGs" thread is move the campaign to anothere time, but how about simply moving it to another City? How about moving it to Tokyo, Hong Kong, Bejing or even Pyongyang. There's a full set of Eastern legends and so far Jim hasn't explored them (much). Why not take them and make them your own for your campaign.


You can use some of the ammunition Jim's given you. Maybe whichever city you've chosen is Ancient Mai's home ground. He's mentioned the Jade Court but we don't know very much about them. You can decide what they are like. As for the NeverNever - presumably this would have a very Oriental feel to it.


Hey presto, you have a Dresden Campaign in a city with a very different feel and a whole new set of legends.


If you don't like that you could try the Middle east. Again you get a whole new set of legends. Maybe now Djinn play a bigger role. There's no shortage of legends from Arabia, Persia, and India. You can fill your campaign with djinni and magic carpets. In this case your source is Islamic legends and of course 'the Thousand and One Nights'.


Or you could look to pretty much any other culture. Maybe South America and Mayan legends, although that might take a little research. Egypt might not be a good choice - you might end up with a campaign that felt like a Dresden / Stagate SG-1  crossover, but almost any Culture you pick will come with a set of creature, legends and myths.


Personally I'm more likely to try a Hong Kong themed version because I've been there, and a I have a huge collection of Jackie Chan and John Woo movies for inspiration. I might steal the ocational Japanese legend and hope my players dont notice, but I'll try to stick to Chinese mythology (and there is more than enough). I'll place Mai far enough away to make sure she's not a majort sticking point, but near enough that she can come when the players mess up (either to clean up their mess, or to act threatening on behalf of the council, depending on what the situation demands). Your mileage may vary. Perhaps you're a fan of the Arabian nights, or like Manga, in which case the Middle East or Japan might suit you better.


The other obvious location is your local town. Unless you live in Chicago you should be able to research what makes your town unique and emphasise this enough to make your setting unique. Unfortuantely for me one of my players is an academic at the local University and a historian. He has a better understanding of the local area than anyone else I know, and has worked virtually every legend about the area into atleast one of his campaigns. I'd feel like I was treading on well covered ground if I tried this technique. I'm going to leave all local stuff to him.


No the question that flows from that is with other cultures as the basis of the stories, should we still be using the Western image of the mage? Magic in other culture comes with its own set of baggage, and it may not be sensible to saddle your campaign with the Western mage image - but If we change that, are we still playing Dresden?

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