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Messages - jtaylor

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46
DFRPG / Re: Dresden Files D20 Homebrew
« on: September 22, 2009, 04:27:56 PM »
My friends and i have been using Gurps to play a dresdenverse style rpg. It's not perfect but it works well enough.
I think a combination of the Ritual Magic rules in Vodoo or spirits For Thamaturgery combined with Classic Magery/Spells for evocation would be very close for a Hombrew Gurps campaign. Do you play 3rd or 4th edition?

47
DFRPG / Re: what playable stuff are you hoping for?
« on: September 14, 2009, 05:00:52 PM »
Besides a lot of the things a canonical changeling can do (Kincaid, Meryl, etc) are similar to physical adepts. It would be very easy to modify a changeling to an adept that channels magic through their body. They should have less potential than a changeling, but they would never have to face the choice.

48
DFRPG / Re: The Dresden Files RPG -- Information Thread
« on: September 08, 2009, 04:17:43 PM »
I though 99% of the internet was for was pr0n.  ;D

Setting can be adapted to any system - some better than others. If you use the system included in the game, you are saving yourself a lot of work and headaches as a GM, but it's your game, do what you want.

I once ran a Cuthulupunk-voodoo-fantasy-supers-blackops-vampire-wuxia-mecha-star wars crossover in GRUPS. It was like a cross between shadowrun and rifts, and was a huge headache to run. We had fun though :)


49
It also depends on your genre. To use examples from film, there really isn't that much difference between Short Round in Indiana Jones and the Temple of Doom and Jar-Jar in Star Wars Ep. 1.  They are both somewhat bumbling characters with accents who exist for comic relief. Arguably, Jar-Jar is a better defined character, as he has clear flaws, goals, and a back story that is revealed throughout the film, but he is hated while Short Round is loved.

I think the reasons are that Short Round was at least competent in some areas. He was a good kid, and was able to play off the hero. Secondly, he was able to fade into the background when it was Indy's time to shine, but come right back when the Hero needed saving.

50
3 stars is for board-specific moderators, I *think*, but honestly it's a very cosmetic, mostly irrelevant thing. Don't overthink it. :)
Well, SharonBrown and rdonoghue are both apprentices, and they are the only board-specific moderators that I am aware of.

I know it's mostly cosmetic, but I think it would be nice to have a higher-level for regular posters who have either been here a long time of have thousands of posts. It's a mite easy to get to wizard, and it would be a little thank you to the people who are regulars in the community.

51
Author Craft / Re: Some Fantasy Standards
« on: August 26, 2009, 07:00:55 PM »
There are actually many Native American cultures; please to be doing the research with a reasonable degree of respect and specificity as to which one you mean.
Sorry, that was implied, I should have been more specific. I was just being broad because I think that is the most common general grouping of Shamanic traditions. I didn't mean any disrespect, I was just being brief.


I am most familiar with the practices of the Navajo people, as I did some reasearh after reading Tony Hillerman and then again later when I was looking for a spirtual path after I found Christianity didn't work for me.

The wikipedia article is pretty good.
http://en.wikipedia.org/wiki/Navajo_people#Healing_and_spiritual_practices

52
Author Craft / Re: Some Fantasy Standards
« on: August 26, 2009, 06:33:16 PM »
Shamanism and shamans are almost too generic to be used as a single identifier, as there are several different practices and traditions in the real world that fall under that description, and there are also several different treatments of it in fiction already.

When you say "Shaman", the most common meaning is from Native Americans, but there are several Shamans from Mongolian descent, and witchcraft or Wicca can be described as European shamanism.

Some article on Mongol Shamans:
http://www.iras.ucalgary.ca/~volk/sylvia/Magic.htm
http://homelands.org/worlds/shaman.html


53
Author Craft / Re: weapon advice--writers or not...
« on: August 12, 2009, 11:48:50 AM »
But I fear you lost me on the "pivot point of the blade's swing"  - wouldn't the pivot point be the person's wrist or elbow?  Or do I need to go more 3d here rather than the simple thrust.  The pivot point would shift to a section of the blade if the wrist or elbow is thrusting forward, but also spinning it somewhat? Can't seem to picture that.  I admit my fighting skills are based from fencing classes in college----years ago. 
The pivot point I'm talking about is anywhere from the wrist of the hand holding the sword to the first 1/4 of the the blade from the hilt. It's much easier to stop a blade there, because there is less force needed to stop it in that area. A long cutting blade is a lever, and the most force is going to be at the end of the blade. All fencing except schlager and saber to a lesser extent has very little to do with an actual swordfight, since epee and smallsword are thrusting weapons with low mass and no blades. I guess modern fencing weapons are similar to some of the dueling swords used in the late Renaissance, but using them to model a fight between someone using a scimitar or other heavy blade is not a good idea. Most longswords (and scimitars) are slashing weapons with a heavy blade and no sharpened tip. They are very different fighting styles.

54
Author Craft / Re: weapon advice--writers or not...
« on: August 11, 2009, 11:27:11 PM »

Another thing that comes up... Can you parry with a basket hilt?  I guess I think of the basket as protection of the fingers beneath--not as a parry device.

It depends on what the basket is made of, but yes, you can parry with a basket hilt. I know because I have.

This is the kind of basket hilt I use on my SCA swords:

It's a hilt designed specifically for SCA heavy combat, made of a high-density, high-durometer, injection-molded Sanoprene material. The form loosely matches a Scottish basket hilt shown here:


These hilts are designed to save your hand from being cut by a sword, and you can use that to stop the blade from hitting you. The technique that works best for me is to make a punching motion with the hilt aiming at the pivot point of the blade's swing. The entire movement takes maybe a quarter of a second.

55
Author Craft / Re: weapon advice--writers or not...
« on: August 11, 2009, 07:53:23 PM »
If its cutting through Time, you can do all sorts of fun things to block a blow that neatly sidesteps physics entirely.  It could slash a short term rift in space-time that (due to the necessity of normal cause/effect in the universe) cannot be passed through edgewise.  The effect would be a floating line of Do-Not-Pass.  The possibilities are endless when space/time manipulation is involved.
True, but using those early in the narrative would be like watching the matrix with Neo being able to fly and stop the bullets in mid-flight from the beginning. You would lose out on the skyscraper window not-escape and the training, and the kung fu.

It looks like meg was looking for a beliveable way to have the hero fight of the ghoul using the weapon as a simple tool before unlocking the artifact level goodies, which would likely work better for her scene.

56
Author Craft / Re: weapon advice--writers or not...
« on: August 11, 2009, 07:16:35 PM »
One question on the knife: Since you are specifying that the knife is designed for defense, does it have a basket hilt or an oversize guard? If so that changes things.  A basket hilt is almost a small shield, and you can punch block another hand weapon with one rather easily without using the blade at all.

57
Author Craft / Re: weapon advice--writers or not...
« on: August 11, 2009, 11:58:30 AM »
When you have a smaller weapon like a knife fighting a long weapon like a scimitar, footwork is far more important than bladework. If you are using the knife, and are staying out at a range of 2-4 feet where the scimitar wielder can make a solid strike you would be a fool to try to parry it on the swing. The key is to rapidly close into in-fighting range where you can trip up your opponent, and keep them from effectively using their weapon while you have room to use your smaller one. You can do this by circling your opponent so they have to turn before they can strike, or by staying far back so they have to rush to strike, and then close quickly to get inside of their range when they make their move.
You need to be constantly aware of where the opponent's blade is and not be there when it is about to hit you.

You CAN redirect a large blade with a smaller one, but it is very difficult, and you have to be strong, fast, and precise to do it. On the other hand, nothing gives you motivation like a 2 and half feet of sharp steel coming at you very fast.  :P

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Easy solution: Use Firefox  ;D

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Site Suggestions & Support / Re: Threads that need to be joined?
« on: February 20, 2009, 05:26:23 PM »
Three threads over in the Codex Alera spoilers need to be joined.
They all start off as my disappointment and need to be joined into one thread.

60
Darkest Hours / Re: Objection
« on: February 17, 2009, 01:37:19 PM »
Quoted from the main page at http://www.jim-butcher.com/books/spiderman/:

Quote
Jim was asked to write a new Spider-Man novel! We will see "Darkest Hours" in July 2006. In the meantime, the Amazon Page contains an excerpt of the first chapter! If you can't see it, click their "Read More" link.

Darkest Hours
Due July 2006
Quoted from the forum description at the forum top page:
Quote
Darkest Hours
Darkest Hours is Jim's Spider-Man novel. Discuss it here!
It says it's its a novel at both places.

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