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Messages - R00kie

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1
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 / Re: Awesome First session and Kemmler pickled brain
« on: May 19, 2010, 05:41:51 PM »
How did the knife, book, and Jar become those things if you didn't have them planned?
Simple. More  traditional games use  knowledge skills for players to discover facts which the GM tells them. The FATE games call this assessment, but they also allow the skills to be used for what they call declaration, where by using these skills successfully allows the player to introduce entirely new facts into play. The GM of course can veto things but as a GM I try not to. I like to see my players adding to the game.

Our wizard said something like "I've heard of this knife. It belonged to the most evil Necromancer the White Council has ever faced." which was obviously a Declaration on his Lore skill. More importantly it was an Awesome addition to the game so we went with it. I could have done it by the book and had him roll, but it was interesting, suggested all sorts of interesting courses of action, and complicated the players lives so I just went with it (and he had a superb lore skill anyway).

As for the book, the same player made that declaration moments later and I figured it made sense so again no roll. The brain wasn't really a declaration. It was something the players joked about between themselves, but considering the two facts which had gone before I decided to pick it up and run with it too.

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DFRPG / Re: Awesome First session and Kemmler pickled brain
« on: May 17, 2010, 01:53:42 PM »
Hanna - A Changling Malk Cat Burglar
Jack - White Council Wizard
Halfdan - A Lycanthrope Bounty Hunter
Eve - A focussed Practitioner (Crafting and Water Evocation) who owns the Magic Shop (which mainly caters to tourists)
Edward - A Wolfwere (used Wereform template) who hangs out with Halfdan
Vincent - A voodoo Houngan and owner of the Voodoo Lounge - the Accorded Neutral Territory

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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.

5
DFRPG / Re: Dresdenverse Aspects Compelathon
« on: April 29, 2010, 11:29:59 AM »
Russian Ballet Veteran.
You're an expert at surviving exhausting transatlantic flights, tight shoes and long hours doing strenuous things on your feet

invoke: To endure forms of torture involving sleep deprivation or foot pain. It also helps with those high kicks.
Compel: You look down on those who advocate either French or Italian ballet, and tend to be incredibly uncivil to them.

A wizard did it, honest.

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DFRPG / Re: Optional dice rolling system for those without Fudge Dice
« on: April 29, 2010, 06:03:23 AM »
Probably simplier to just do d6 - d6 in that case, it'll give you a bit different distribution but it's fast.
Treating results of +5 or -5 as 0 gets it closer to the Fudge dice probability curve, but having +5 and -5 results doesn't break anything.

The important thing is that everyone uses the same method.

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DFRPG / Re: Optional dice rolling system for those without Fudge Dice
« on: April 29, 2010, 06:01:52 AM »
Roll 4d6, add up the total, compare to either of these tables for result.

Rolling dice needs to be exciting. There's something magic about that moment when the dice hit the table, and you immediately know if things have gone in your favour or not. Using this method you've got to actually calculate your result. If I roll d6s (six sided dice) and see a table full of sixes I want to instantly know either that it was a great result or (depending on the system) a terrible result.

I think, for those without Fudge dice I would recommend any of the following methods:

1) Buy some. You've just spent $90 on a roleplaying game. By comparison buying a set of dice for $6 is cheap. You could even spend $20, buy one of the Fudge GMs packs and have dice for the whole table.
2) Buy d6s with pips and use a permanent marker to turn them into Fudge dice (http://www.fudgefactor.org/2001/12/01/babys_first_fudge_dice.html)
3) Make your own fudge dice out of cardstock or light cardboard (http://www222.pair.com/sjohn/sprkdice.htm)

But if you really are averse to fudge dice
4) Use d6s - treat 5 or 6 as +, 3 or 4 as blank and 1 or 2 as -

There are also a variety of d6 based methods which produce a different curve, but it doesn't really matter so long as everyone on the table uses the same method.
5) Use two different coloured d6s. Define one as positive and one as negative. Roll d6-d6 and treat results of +5 or -5 as 0
6) Use two different coloured d6s. Define one as positive and one as negative. Roll them both. Treat a matched pair or set of a 5 and a 6 as 0. For any other roll take the value of the lowest number showing. If its on the negative dice its a negative result.
7) Add 7 to all difficulties in the game and roll 2d6. Treat Double 1 or Double 6 as a roll of 7

The advantage to all these methods - as soon as my dice hit the table I know if its a good result or not.

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DFRPG / Re: Campaign Conclusion set at City Creation?
« on: April 28, 2010, 09:58:42 AM »
That sounds pretty good. We know where we are going, but the journey is a mystery and we're not sure what we'll meet on the way.

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DFRPG / Re: Campaign Conclusion set at City Creation?
« on: April 28, 2010, 09:48:31 AM »
My concern isn't so much to do with finding a way to provide a non-linear campaign, since I'm open to anything players want to do. Its more about meeting player expectations - in City creation they've pretty much stated where they want it to go. I have the choice of failing to meet those expectations - or providing a plot which is so obvious everyone can see if coming a mile off.

Of course its entirely possible during play the players will push in a completely different direction in which case there isn't an issue.


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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 / Re: divination
« on: April 27, 2010, 09:03:30 PM »
When harry uses little chicago, is that divination?, i think it is because divination is seeing things and travking them down right? man, that has got to be a complex spell....
Well I'd guess little Chicago was a Divination Focus restricted to a single spell

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DFRPG / Re: Voodoo Houngans (and Mambos)
« on: April 27, 2010, 05:37:25 PM »
Personally I'd go with Sponsored magic and Ghost Speaker (enhanced version to talk to Ghosts and Loa).  Everything else would fall under rituals to get the Loa to do what you want. 
Doesnt that run counter to the guidelines in the "Some Guidelines for Thaumaturgical Shapeshifting?" thread?

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DFRPG / Re: Voodoo Houngans (and Mambos)
« on: April 27, 2010, 02:26:59 PM »
Brilliant.

  • I wont go with modular abilities (too complex and unnecessary )
  • I'll will go with Inhuman Toughness
  • I'll mention the sponsored magic option but I don't think this is really what he wants so I suspect we'll drop it.
  • Finally I'll put two options to the player - one with feeding dependency and one without. I'll drop the additional tiredness mechanic.


Thanks for all your help. I think we have what we need now to make the character the playe wants :)


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DFRPG / Re: Voodoo Houngans (and Mambos)
« on: April 27, 2010, 02:11:03 PM »
Additionally, it should be noted that you need a Catch. Probably a +0 'depends on possessing Loa' Catch, but you do still need one.
Well spotted. For some reason I completely forgot the catch. Nothing springs to mind so I'll probably go with the +0 'depends on possessing Loa' Catch as suggested.

Any thoughts on the possession mechanics? Free ritual (no roll) followed by negotiation/rapport roll sound right? How tiring would you make the possession? Does the +2 human form sound right?

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DFRPG / Re: Voodoo Houngans (and Mambos)
« on: April 27, 2010, 01:57:38 PM »
most cases of possession really are stated to just give enhanced strength and immunity to pain (though, thinking about it, the latter might be better represented through Inhuman Toughness than Recovery).
We thought hard about this. The armour in Inhuman toughness felt wrong. I've never hear of the possessed bouncing bullets, however the ability to 'Shrug it Off' in Inhuman Recovery felt closer to the accounts. The ideal choice would include the 'Hard to Kill' of Toughness and the 'Shrug it off' ability of Recovery

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