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Messages - jftravis

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16
DFRPG / Re: Sponsored Magic: Unlight
« on: June 03, 2015, 07:33:09 AM »
Pretty cool. I'll add it to the list, if you don't mind.

By all means. It's here for people to play with. :)

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I'm a bit unsure how it's meant to work mechanically, though. Normally, you need to decide a spell's power before you know all of the factors that affect the size of the power bonus from this. Like, if I throw up a wall of unlight to stop attacks, I don't know whether it's gonna be blocking fire and light or not. So can I call up the extra shifts of power or not?

Not 100% sure I'm grasping the question, but the power bonuses are always present, can only be used to increase the attack or block strength (not area or duration), and are only applied to negate part of a superior opposing roll. Quick and dirty: if a Unlight augmented attack of +8 hits a fire Block of +10, the +4 bonus serves to overcome the difference (the excess is ignored), allowing the Weapon: 8 attack to affect the target normally. The attack wouldn't get this bonus against a spell Block defined as, say, a wall of ice. In the reverse situation, the extra shifts can only be used to affect Block strength, and only come into play against an attack of the prescribed effect. I'm not sure why I'd need to know the opposing effect beforehand.

In retrospect, it does occur to me that quibbling over what type of "matter" is being affected (Nevernever or Corporeal) is probably needless over-complication.

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Also, is the Immunity-degrading thing meant to be in addition to the power bonus?

It is, but it ONLY serves to downgrade Immunity; other Toughness powers are unaffected, barring the attack satisfying a Catch.

Hope that makes more sense, and in any case, feel free to (no pun intended?) butcher it at will. :P

17
DFRPG / Re: Faerie Conversations & Lying
« on: June 02, 2015, 11:04:27 PM »
Pretty much what everyone else has put in, so far: know what the fae wants, then tell the players every true thing that gets them going that way, without giving them any of the drawbacks. Not being able to lie doesn't mean having to speak the truth, when saying nothing useful is an option. Enigmatic silence isn't a lie.

If you want to go even deeper into it, it's possible that the fae CAN'T tell them certain things, thanks to bargains THEY have made. This can render them physically incapable of answering, even if they wanted to. From there you may want to figure out who that is and what THEY want (because you can certainly deepen the plot, that way), but it's not necessary.

I'm amusedly reminded of two things. One was a quote from an NPC in my old L5R game: "There is nothing so devastating as an artfully told truth." The other is the nature of the standard Microsoft Error Message - technically accurate, utterly worthless.

;)

18
DFRPG / Re: Foolish Fae Bargain
« on: June 02, 2015, 10:50:21 PM »
You could get REALLY wicked and have the fae a) put the bargaining player in a 24 hour stasis, and b) have the fae shapechange/glamor themselves AS the player, and "adventure" with the rest of the group for "one day." Havoc ensues... particularly if you give the player the Fae's character sheet, and collaborate with them on what it's agenda is.

I've GMed for a long time. I have had many things thrown at me, in that capacity...  :D

19
DFRPG / Sponsored Magic: Unlight
« on: June 02, 2015, 10:32:48 PM »
Here's something I've been tinkering with for a bit, and thought I'd share it here. Hopefully, your players won't want to lynch me, later...  ;)

I'll probably (very sparingly, if ever) use this as-is, but I'm always interested in constructive feedback. Even if I don't use the input, someone else might find it handy. Also, while no major changes were necessary, I did wait til the release of The Paranet Papers to put this out here. It takes the discussion on Sponsored Magic there into account.

Have fun!  ;D

Sponsored Magic: The Unlight

In a real world, physics-grounded Universe, darkness is simply the absence of light. Bring a light into a darkened room and the darkness recedes - it has no power to resist. The power of the Unlight is another matter. It is one of the powers offered by one or more Old Ones, the forgotten gods in the Outside. Even seeking knowledge of this power is a violation of the Seventh Law, as is every use of it, regardless of how benign it might seem. This is a very quick road to self-destruction.

Cost: 5, reduced by 1 each for Evocation and Thaumaturgy.

Benefits: The Unlight is terribly destructive to anything not of the Outside.; it gains +1 to power against beings and matter of the Nevernever, and +2 against any corporeal matter, even downgrading Physical Immunity to "merely" Mythic Toughness, leaving a dead, gray ash behind. If blocked by powers involving light, fire or other "bright" energy, it gains +4 power as it seemingly devours the source. The same bonus applies if it is used to block or counterspell such things. Only magic bolstered by Soulfire ignores this effect. It can satisfy the Catch against creatures that are vulnerable to "unholy" or "darkness" powers. For Evocation and Channeling, it acts most like darkness and cold. For Thaumaturgy and Ritual, it operates like Disruption, Necromancy (inflicting terrible decay on a target) and Worldwalking (eroding holes in the very fabric of space-time), with Evocation's methods and speed when such uses are in line with the power's agenda. Obviously, the power's agenda is focused on annihilation, but it is most concerned with the collapse of the barrier keeping the Outside at bay. Using this power to travel to and from the Nevernever is... bad.

It's also significantly more dangerous than most other forms of sponsored magic when a spellcaster loses control of a working. Any excess is taken as both Backlash AND Fallout, at full strength. Even worse, the Sponsor will not, under ANY circumstances, help mitigate these effects. They are, after all, trying to obliterate the user and everything around him, in the hope of punching holes in reality that they can ooze through.

20
DFRPG / Re: DF in Australia - We're all screwed
« on: March 30, 2015, 10:09:42 PM »
I'm of two minds about this one. The Laws I'm putting together here I'm largely trying to keep as a "there will be some kind of direct backlash/side effect caused by Magic itself" rather than "This is an arsehole move, don't do it" (those largely come under mundane laws), and I can't recall something talking about a direct feedback to the caster from shapechanging magic, unlike killing and mind screwing, which we have some very direct results of.

I'll need to ponder that one some more.
If your game, and your as-yet-unnamed governing body, make the default White Council assumption about transformation, then the target is effectively destroyed. Their human body and mind are irrevocably gone, in many cases, especially if they remain in their transformed state too long. This period of time can be "instantly", if the transformee is weak-minded.

Also, said governing body would be the ONLY ones capable of policing such activity, unless there's actual "real world" precedent there for people telling a court "She turned him into a newt!" and being believed.

In short, if your "magic police" have extensive back-history (and it sounds like they do), they'd have to have created policy to cover such things.

/2¢

21
DFRPG / Re: Cassandra's Tears idea
« on: June 03, 2014, 10:57:02 PM »
Bah, it's not a mistake if it doesn't kill you; it's just a learning experience.  :P

In any case, it sounds like you've got a handle on how to proceed. Let us know how it works out!

22
DFRPG / Re: Cassandra's Tears idea
« on: June 03, 2014, 07:44:55 PM »
I'm not entirely sure why the power was taken, really. The character is a "psychic biker", and for a long time was played as though she didn't believe in the supernatural, at least beyond psychic visions and psychometry. It did strain credulity after a while, and the character has finally been convinced that monsters and magic are real.
Then it might be time for an update to the character at the next viable milestone. Granted, it's a big no-no to change a character's high concept or trouble aspects, but this seems to be more a case of an overdue retcon of an ability for which the group as the whole didn't fully understand the ramifications. It might even be worthwhile to speak to the player beforehand and discuss the idea of taking on an Extreme consequence (or a very nasty concession) to make losing the ability part of the story. A lot of epic story potential, there.

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I'm starting to think Cassandra's Tears is one of those powers that players just shouldn't be allowed to take.
I tend to agree with this just on general principal. At the very least, something like this shouldn't be taken unless all the players in the group agree that they can accept the full nature of the ability and run with it.

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Another suggestion has been to have a vision start off incredibly cryptic, but as the story goes on it recurs and becomes more and more clear. I'm not sure how to pull that off, again given that we play for 2-3 hours a week.
Having run games with this type of power, you're correct: that's not always possible. My own method frequently means making the vision cryptic enough that there's no obvious way for a group to avoid it, because it contains too little specific information to know what it's even about. It's also extremely important to design the vision in such a way that the efforts taken to avoid the apparent outcome actually cause it to occur. In short, make the vision look like a disaster, and then make player group victory look like the vision. Granted, it's also a good idea to make player group failure look like the vision, but hopefully you won't have to cross that bridge often.

My tl;dr way of saying I agree with Taran.  :P

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The funny thing is, that none of the visions so far have actually come true, because the group has always acted to prevent them. We only have about one vision per story arc, but I'm still not sure how to handle it. Anything I could do, aside from insisting that the players RP it, seems either over-powering or disruptive.
Then yes, I'd guess the visions are much too specific. They shouldn't have any idea how to prevent it, even down to the wire. The trick, as mentioned above, it to make the outcome look like success AND failure, as dictated by the actual outcome. It shouldn't be showing them the actual outcome, it should be showing them the setting that the events occur in. I hope that makes sense; it's not an easy thing to describe, and I've done it a lot in some games. The last year (of three) of my weekly Legends of the Five Rings campaign was rife with this kind of thing. Keeping six players headed toward the same event, while all being guided by six radically different visions was a tremendous amout of extremely rewarding work.

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In most circumstances, I'd go with a compel, too. But I've had players, one in particular (the husband of the person playing the psychic), explicitly state they're not comfortable trying to RP not believing the visions.
That's going to be a very touchy point, and probably the biggest justification for retconning the power out of the group. I don't know any of the people involved, but my hindbrain is warning me that he's having difficulty in 1) separating "truth" from "fact", in context of the game, and more importantly 2) having difficulty separating the RP of a) disbelief in what his wife tells him, b) disbelief in what his wife's character tells his character and c) disbelief in the information given by the visions.

It's just not worth the potential strife it can cause.

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DFRPG / Re: Cassandra's Tears idea
« on: June 03, 2014, 07:19:19 AM »
Then they might be missing the whole point of the ability in the first place: the reason the power is a -0 refresh ability is that it's also a curse. That's the way it's supposed to work. If it were meant to work as an infallible predictive talent, it'd cost more... perhaps a lot more.

They may want to believe. They may not understand why they don't. They don't even have to disbelieve, they're simply pressured by that curse into justifying why they won't act on the information. They may instead not believe it's important enough, compared to everything else they're dealing with. You're saying that they have a hard time RPing disbelief in something when they patently do, as open-minded and at least clued-in PCs. That's logical. As a fellow GM, I'm just saying that this is an RP challenge, for everyone involved, to try and roll with something like this. It also somewhat "cheapens" the choice of the character with the ability, if part of what they wanted to RP was having to struggle with that disbelief.

You can even leave the compel out of it. They can choose to act, or not, regardless of what they do or don't believe. Make it a simple RP situation, and leave it at that. Just challenge them (as above) to RP from the standpoint of disbelief.

It should go without saying (but I'll say it anyway :P ) that this is just my take on the situation. Ultimately, the entire group should be on the same page and reasonably happy with the final decision.

Afterthought: it also occurs to me that, when Harry encounters Lydia, he doesn't believe what she's telling him at face value... and he's a full wizard who knows about Cassandra's Tears. My take on that entire exchange is that, in the end, he doesn't necessarily believe what she's telling him, but he does believe that she's terrified out of her mind and in need of help, and decides to act on that basis. He RPed doing something to help, even while not fully accepting the nature of the problem.

24
DFRPG / Re: Cassandra's Tears idea
« on: June 03, 2014, 03:29:07 AM »
Looking at Cassandra's Tears (YS172) and the section on Predictions and Prayers (YS324), the power itself does two things. It a) places an Aspect on the campaign, and b) it gives the player a -2 to convince anyone that the aspect is present (that the vision is true). My own take would be that the -2 really only affects NPCs. It seems a bit odd to make such rolls between players, unless they're prone to internal Social conflicts. However, is also creates an Aspect that gets placed on the entire campaign world, and lasts until the events in the vision come to pass. I'd simply present a Compel to any fellow Player she wants to tell about it. If they accept the Fate point, they don't believe it. Player ownership of this allows them to describe how they react; derisive laughter, polite dismissal... whatever. Since I'd always tend to use the power to signify that Something Really Bad™ is about to happen, they're all likely to want the Fate point later, anyway. And keep in mind, nothing prevents the player with the visions from pursuing her own agenda, investigating the vision, and potentially dragging one or more other players along, particularly if they have bonds (Aspects) of group loyalty, or somesuch.

25
DFRPG / Re: Magically Burned-Out Character
« on: June 02, 2014, 08:11:33 PM »
Honestly, the biggest part of this character concept could likely be simulated with a single aspect like "Oathbreaker: Power". It implies what it needs to regarding the character's background (he's broken one or more oaths sworn against his magical power), and can be easily compelled whenever he tries to do things that are otherwise potent expressions of that power. On the other side of the coin, the player might be able to invoke this aspect as a means of intimidating or deceiving some opponents ("Sure, I'll swear an oath not to kill you..."). Obviously, a middling (2-3) Conviction might help with this, but it need not be if the character still has a decent Conviction regarding anything BUT his magical ability.

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