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Messages - Lawgiver

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16
DFRPG / Re: Vampiric Mental Attacks
« on: November 09, 2016, 09:47:46 PM »
Hey everyone,

It has been a little while since I posted a question, but recently I got to think a little more about mental attacks, the variety of mental attacks, and the targets of these types of attacks.

Question #1: Are White Court Vampires immune to attempts by other White Court Vampire uses of their Invoke Emotion ability? This may have been covered in the books, but I can't seem to recall if this was ever stated explicitly.

Question #2. Would a zombie (undead creation) be immune to the mental attacks of a White Court Vampire? This to me makes sense if they are immune, since they are just animated and are performing actions as directed by the creator thus having no real motivations or mind.

Question #3: Would constructs be immune to the mental attacks of a White Court Vampire? This seems like the would be immune much to the same as my thoughts on question #2.

What does everyone else think? Do I have it right?

Thanks in advance!  8)
I would think it would depend on whether or not the entity the WCV was directing its abilities at were capable of experiencing the emotions being projected.

1. A WCV would be susceptible to other WCVs. This is proven in BR, when Lara whammies Papa Raith > WCV to WCV directly.  That might be looked at as "same type" meaning Lust vs. Lust = no immunity, whereas Raith Lust vs. Malvora Fear maybe not?  Very hard to tell.  I'll stand on, if they can experience the emotion they're not immune.

2. Can it feel emotion? And, even if so, can it feel the emotion being projected.  For example, while a zombie might feel an emotion we might call hunger, can it feel something like the Lust projected by a Raith, or the Malvora's fear?

3. Like #2, can the construct feel experience the emotion?  Can a Raith "seduce" a truck or a Malvora scare an elevator?  Constructs are primarily machines and don't have emotions, so aren't susceptible to emotional manipulation any more than a camera or a garbage disposal.

I agree with the precept that the target would have to have an appropriate stress track... I'm not sure which one would be most appropriate.  I'm fairly sure the Social one has some applicability, because that's the one where a character can be made to feel shame - an emotion.  Mental is far more for concentration and memory recall so I'm ambivalent whether it would apply.

17
DFRPG / Re: Circle limitations and a dying game
« on: November 09, 2016, 07:38:45 PM »
I think there's some confusion here.  The Wizard in the group wasn't setting up any kind of specific Block circle, per se.  She was merely throwing up basic circle like Harry does with for his tracking spell, or the kind that Harry taught Butters how to do in DB.  It was meant as an "Oops!" reaction to seeing another spellcaster of unknown capability drawing a bead on her > toss up a generic circle to keep his spells out for an exchange or two and figure out what to do while "hiding" inside.  It was put up as a generic circle so it reacted like a generic circle, including all the faults and frailties that go along with it.  The problem came when I pointed out just exactly how faulty/fragile that circle was by eliminating it so easily.

It was their misconception of how the things worked.  Even showing them their error didn't make them less unhappy.

The reaction is not typical of our group.  In fact it's almost unique, which is why I came here for advice.  They're all long term gamers (all between the ages of 35 and 60 and all of them gamers for 20+years each - with me a the top with 40 years).  They're seasoned and stable. 

I'm going to show them the above and see if they're ready to simmer down and pay attention.  The mechanics explanations of optional ways to deal with similar situations in the future will be invaluable.  Hopefully they'll take it as "lessons learned" both personally and in character and move on with the game.

Thanks again.

18
DFRPG / Re: Circle limitations and a dying game
« on: November 08, 2016, 10:46:10 PM »
That may be the answer that sways them... None of us considered the compel angle.

Thanks, you may have saved my game.

19
DFRPG / Re: Circle limitations and a dying game
« on: November 08, 2016, 09:39:06 PM »
I had the ghoul break the circle because he went before the sorcerer... let's face it ghouls are predators and aren't really all that stupid.  Their native cunning on top of long lives added to a great deal of experience with other supernatural entities would... I felt... give them enough knowledge of circle basics to know how to break one... and yes, I put my ghouls into the "mortal" category.  They can die like any other mortal creature; guns, knives, etc. can do the trick... they're just tougher than most.   They're "creatures of the NN", and they have a "Catch" ability - but that catch isn't a limitation on what can kill them... they have their own physical bodies and don't require an ectoplasmic construct to walk around in like demons, and such.  They also have decision making capacities (however low their willpower might be).  So... free will and therefore mortal.

If the ghouls hadn't been present, or if another creature that couldn't disturb a circle had been present, I would have waited for the sorcerer to act and had him lob an object at high speed at the circle not only breaking it, but using the objects speed/mass potential to do damage anyway.  It was six of one half-dozen of the other from my view.

It wasn't who broke the circle that was the issue, or necessarily even how ... it was that the circle was broken at all.  Yes, they seem to think of it like Harry's shield bracelet and no amount of cajoling on my part could get them to accept otherwise.  I cited multiple examples from the books...hell, I even read them the passage from TC with Binder to underscore their error... and was talking to a brick wall.

I'm still working on them.  I just find it horribly frustrating.
Thanks for the input, though.  Maybe if I show them this, they'll finally lighten up.
/sigh

20
DFRPG / Re: Circle limitations and a dying game
« on: November 08, 2016, 08:02:35 PM »
I was under the impression that free will is required to break a circle, even with a physical object.  Bob didn't seem to break Harry's circle in StF when he threw the escape potion to him.  Do ghouls have free will enough to break a circle? 


TC also has a lot about the basics of a circle.
Also, beings on the level of the Erlking and Titania seemed to be able to break circles with force of will in a pinch.  Somewhere in SmF, Harry talks about the Archive being able to break free if there was a small flaw in the greater circle on DR.



As a general rule, I would say that circles aren't great catch all defense strategies.  They're only effective in limited circumstances.
That's pretty much what I told them and they were still livid.  I didn't know we had that much of a difference in interpretation of the story info...
But I'm basically right?  If an "accidental" (Harry and Susan in the basement circle vs. Toad Demon, or Harry and Murphy in the storage facility circle in TC) crossing can bring one down, then a free will act can do so... much the way Binder threatened to do in TC, yes?

That being said, it would probably be a good idea to make sure everybody is on the same page about those limits beforehand if possible.  Differences in expectations and understanding can be harder to handle after the fact.
Isn't that God's own truth...? ???

21
*hands raised* goodness I was just trying to say it's not unheard-of  that people go missing. I guess I'm just as wrong as Harry.....

Dead beat harry to Butters.....

"All right" I said " Last year in the U.S. alone more than nine hundred thousand people were reported missing and not found"

"Are you serious?"

"Yeah" I said "you can check with the FBI.....that breaks down to one person in three hundred and twenty five. Vanishing. Every year....."

I'm not trying to argue your real world statistics i was just pointing out people go missing and in the FICTIONAL  world of Dresden some  of them could be changelings. it was my take on this topic of fae reproduction and how it can go unseen....just my opinion. I'm leaving this topic as my two cents worth is unwanted....bye
I get what you're saying, but... yeah, there's always a 'but'... as I recall Harry follows that statement up with saying that that number - expressed as % of the population at large, is almost exactly the same ratio of losses herd animals in the wild experience from predators.  The implication being that all those "missing" people are probably dead because of supernatural creatures (Vampires, Ghouls, whatever) - that whatever small margin of error leftovers there are aren't really worth considering.

We have to remember here that to make anything in the DV make sense we have to presume that the world of Harry Dresden is an exact copy of our world taken whole... and that the only differences between the two are those the author tells us about.  One of those differences would be that magic works there.  Another might be how those missing statistics work. Your idea works if, and only if, those changelings are going unreported as missing and therefore not part of that statistical group.

This would be a bit difficult to pull off as - at least in the U.S. - census numbers are pretty accurate and taken regularly.  The mismatch between the number of people the census says should be around and the number practical experience says actually exist should balance fairly closely, not leaving a whole lot of room for large #'s of changelings to just disappear, unless... they're somehow managing to elude the census as well. Might they fake the data there?  Sure.  But that's getting into a rather extreme level of plotting and planning to pull off a charade that can be accomplished in other, easier ways.

22
DFRPG / Re: ritual to remove a denarian shadow
« on: November 08, 2016, 05:46:51 PM »
It is :)

I know. I'm talking specifically about how to use major thaumaturgy to get rid of a shadow, in order to avoid options 1 and 3.
It would seem to me the easiest solution is to not introduce the problem.  Don't have any loose Coins laying around for the PC's to get hold of.  Those this are Powerful with a capital UBER.  They're essentially Plot Device level Powerful and I personally avoid having anything even near that level of tough even remotely available to the PC's.

23
DFRPG / Circle limitations and a dying game
« on: November 08, 2016, 05:11:38 PM »
During our latest game session my players got very angry… and I need some help.  I’m hoping I’ve misinterpreted something and I can give them good data after y’all clear up the mistake… but…

Situation:  The group (six characters) are in combat with four ghouls and a sorcerer.  One of the characters is a newbie Wizard and puts up a magic circle to protect herself from incoming spells.

The Problem:  Circles only protect against magic and ectoplasmic constructs (like the body a demon will build for itself when coming to the mortal world).  It has no inherent capability to stop physical objects from crossing the barrier… particularly objects deliberately thrown across the barrier by a free-willed mortal.  One of the ghouls tossed a chunk of wood over our lady Wizard’s circle and broke it… and she took a really heavy hit from the sorcerer’s next spell.  The group cried foul, big time.

What purpose, they asked, to put up a circle for protection if it can’t protect?  Their envisioning of circles, despite everything JB’s said about them in the DF books, was that such a circle was all but a bullet proof chamber to lay low in until ready to exit and kick some butt.  No so, says I, and I described what I’ve said above about magic and constructs.  They were livid and the game session crashed and burned on the spot.  To be truthful, they’re about to call off playing the DFRPG altogether because of that – to them – gigantic flaw in the game mechanics.

There’s not a ton of data on circles; how they work and their limitations, but I’m fairly sure I’ve got at least the basic interpretation correct.  Have I misread/misinterpreted something?

I’m at a total loss here.

HELP!

24
DFRPG / Re: Crazy Character Concepts?
« on: October 19, 2016, 07:10:41 PM »
Try this one on for size
Developed and used this guy as the antagonist for a scenario I ran.  My players were not happy with me.

Focused Practitioner
High Concept:  Bipolar Orpheomancer
Trouble: Juke Box Hero Wannabe
Aspects:
1.  Pampered Childhood
2.  Phantom of the Opera Syndrome
3.  Music of the Spheres at My Fingertips
4.  The Crowd Follows My Beat

Skills
+5 – Conviction, Performance
+4 – Presence, Scholarship
+3 – Deceit, Discipline
+2 – Athletics, Endurance, Lore
+1 – Alertness, Contacts, Intimidation

Stress: Physical=3, Mental=4, Social=4
(2 extra mild Mental consequences, 1 extra mild Social consequence}

Powers
-2 Channeling (Air)
-2 Incite Emotion (At Range)
-2 Lawbreaker - #1 (3 or more times) - +2 to any spellcasting roll when using magic that would break this same law again.

Stunts
-1 Spellsinger (Performance) – Use Performance instead of Discipline for spell control.
-1 Occultist (Lore) – Music+1, Ancient Music +2
-1 Art Historian (Performance) – Art+1, Music History+2, Rock Music+3
-1 Poet (Performance)- Composition+2
-1 Scholar (Scholarship) – Music+1, Ancient Music+2

Focus Item(s)
1957 Fender Stratocaster (authentic) – Air, Offensive Power+2
Guitar Pick – Air, Offensive Control+2

2 Rote Spells
1.  Riff#1, Wall of Air, Block - Movement border
2.  Riff#2, Feedback, Auditory Attack

Calculate out his Feedback and see how strong it can get.  It doesn’t take many to put someone down…  Heaven help you if he decides to do it zone-wide.  He can’t do this stuff a lot, but when it does… it hurts.


Biography
Musical prodigy who attended Julliard.  His power manifested in his second year and things went heavily sideways.  He was ejected from Julliard before he turned 16. The specifics of his ouster got him blacklisted with both "respectable" musical institutions of higher learning (who refused to enroll him) and much of the entertainment industry (who refused to risk using him).

He only "sort of" understands that he's doing magic.  He's looked into the occult and has enough knowledge to get Lore-2.  He's wandered around the country earning his living first as an independent music teacher, and later as manager/promoter for garage rock bands trying to hit the big time.  So far none of them has made him rich.

He has a vast repertoire of music he can play, from pre-Renaissance to current Top-40.  The man truly is a musical library on legs and a certifiable prodigy with the guitar.

He's heavily bi-polar and long ago stopped taking his meds... because they messed with his concentration too much.

He still dreams of making it big and takes every opportunity to "show off" just how good he is... even if it always goes bad and tarnishes his reputation even more.  Poor dude never learns.

He's well into middle-age and very bitter.  He has grudges and every year that goes by, less compunction about pursuing them.

He is ... not... a nice guy.

25
DFRPG / Re: How canon are the RPG books to the Dresdenverse
« on: August 03, 2016, 03:21:50 PM »
How close the RPG info comes to the DV storybooks is, to me, relevant only in how closely one want to run one's game to those stories.

The sections on Central/South America as well as the one on Russia seem pretty solid to me - based on what I've gleaned from the books.  I'd say they're roughly 70%(ish) on the mark, the rest is filler that can be reasonably construed from that, or filler that doesn't really make any difference.

The Everglades is beyond me mostly because I have little to no knowledge of the area so can't judge it.

The Las Vegas portion is where I concentrate.  My wife and I love going to LV.  In our 50's, we've both been many times and know the place pretty well - not just the Strip from Downtown to the south end, but many other "regular Joe" portions of the city too.  So do several of our friends who have gone to LV with us at one time or another and who also game with us on a regular basis.  I can say that what's been written there caught my attention in a big way and all the players really appreciate both the large scale and subtle nuance bits in the write-up.  We have an absolute blast because we don't need a lot of maps (road or building) to visualize what's going on.  Gunfire in a Strip casino nightclub?  We know where the doors, windows and bar are, how the tables are laid out and just exactly where not to aim so bullets don't go careening out into the casino floor.  A car chase?  Hoo, boy!  Imagine the hilarity when one of our guys is trying to outrun police on a busy LV Blvd (the infamous Strip) and the "action" is relegated to low speeds that make one think of the low-speed chase scene in Steve Martin's The Jerk - and we know exactly why it would be like that!

The supernatural elements introduced into LV via the books are plausible and - short of the dangerous "thing" that's resting underneath - fit almost perfectly into an orthodox DV world.  If the others are as tight a fit, then I wouldn't worry about any small stuff.  Just chalk it up to customized verisimilitude and have at.

26
The Bar / Re: Edumacation And Enlearnment
« on: July 21, 2016, 07:52:18 PM »
Formal education = High School diploma.  But, I'm about to turn 59 and have tons of practical, real world experience in a number of things.

Did one of those "life credit" things at a local college about a decade ago.  Thankfully it was one of those where you test first and then they tell you what it will cost to get all those credits applied to a degree.  I scored in a variety of areas including 4 Bach, 2 Mast and a PhD in subjects I can't even remember any more.  It would have cost me over $50k to get diplomas so I let it drop.

"I don't need no stinkin' diploma" to prove I'm educated.

:)

27
DFRPG / Re: How hard is it to dm
« on: July 21, 2016, 07:23:30 PM »
Years ago I was part of a playtest group that had fun with a derail.

Yaquinto Games was doing beta runs around the country for two new RPG they were getting ready to produce: "Man, Myth & Magic" and "Pirates & Plunder".  They were pretty much done and getting ready to head home when, somehow, they got wind of our gaming group and decided to stop by our town on the way for one final playtest. 

They had two DM's, one for each game.  Our players (we had over 20 in town at that time) broke into two groups, one for each game.

Day one (a Saturday) was supposed to be for familiarization of the system and rolling characters.  Day two (Sunday) was slotted with a 3-hour play session followed by an hour of feedback/critique. /smirk... these guys had no idea they were walking into a blender.  Our group was chock full of very intelligent and very creative people.   Neither group took more than a couple of hours "learning" the system.  The character creation process was supposed to take 2-3 hours... we did it in 30 minutes.  So... we talked them into starting both games that day....

And we took less than 30 minutes to derail their trains by going outside their tightly scripted boundaries.  We played through their limited scenarios and demanded more, forcing the to improve their backsides off.  What should have taken two days we wrapped up in eight hours (not counting the feedback portion).  We showed them a number of system flaws both in concept and mechanics.

In short, we tore them new ones - and made them thank us for it.  In the end, they took down all our names and when the games were finally published (almost a year later than scheduled because of revamps initiated by our critiques) the hobby shop where we played received copies of the games for every one of us, complimentary of Yaquinto Games, with a thank you note that included brining our attention to the cover art -- which had our particular parties on them!  They immortalized our groups - the specific composition of race/class, et al we used, which apparently was unique in all their playtest sessions.

To this day I can't look at those covers without feeling both a little embarrassed at how we treated those guys, and a bit proud for it too.

And I always take it as a lesson to be very, very careful about not boxing players in... if they get a chance to escape, they will and will cause havoc.  Give them elbow room.  You'll all be better off for it.

28
All the above is good but I have to say the way the OP title is written leads me to think there's a bit of a misunderstanding of part of the game premise.

"Survival" presupposes the possibility of death.  That's not really supposed to happen unless it's stated up front before conflict begins that actual character death is on the table.  Otherwise it's merely a matter of which side get to the Concession stage first.  And "death on the table" should be a mutually agreed condition.  As DM one shouldn't just start a combat sequence with "This guy is out for blood, someone could die today!"  Make sure the players are aware of the possibility and give them an option to avoid that action if they wish.  Consider it a group concession of a sort and give the Big Bad a fate point or two for scaring them off if you have to.  Just don't force the party into it.  If they're on board from the get go then find and dandy. Otherwise there can be some hard feelings and that's never good.

Also make sure the players understand that that condition is a 2-way street.  If you have one or more antagonists that are going to be recurring you don't want them getting bumped off by over-zealous players looking to count some coup on you. They too should be looking to push the antagonist(s) towards concession not the grave.

As the system sits (as said) when the balloon goes up things normally don't last long.  JB's even had Harry tell us that in the stories - how subjective time seems to pass so slowly but objective time is actually very short.  In my experience (with a # of RPGs over nearly 40 years of playing) the longer a fight scene lasts the more likely it is the player's characters will lose.  So getting a fight over with quickly (as the system is designed) actually tends to work in their favor.

Try it as it's supposed to be done.  Dont' take just one session either.  Take several to get used to it and see if you don't prefer it.  If you don't... well you guys played it your way for (how long?) a while and it was working for you.  You can always 'homebrew' it back to that method and just keep on playing.

Either way, good luck and enjoy.

29
DFRPG / Re: How hard is it to dm
« on: July 21, 2016, 06:12:48 PM »
There are also 2 spins on this that I really enjoy:

1) The players picking up on "clues" you never intended to be more than a bit of color on the scene and running with it.

2) Just putting in a lot of stuff and see where that leads the players and what they pick up. Sometimes I don't even know what exactly is going on myself, I just find out alongside the players. I like to call this the Tylenol method.
Learning to improvise is a key survival trait for any DM who want to be worth his/her salt.  I've long held with the old military axiom "No battle plan ever survives first contact with the enemy," which can also be read as "The best laid plans of mice and men oft times go astray."  Meaning that you don't nail anything down so tightly that there's no wiggle room for changes based on circumstance.  Never leave only one path or one "out".  Flexibility is necessary and as long as everyone's having fun the specifics of how/why are less relevant.

Knowing your players is a good idea so you can tailor both your initial design and any on-the-fly alterations with their preferences and abilities (even limitations) in mind.  It can be a challenge but also very rewarding when you see the looks on their faces when something gets really entertaining.

30
Oh yah!  I'd actually already concluded that it was likely that Thomas was there when LC was fixed.  I'm more inclined to say they had a few conversations, but I'm reluctant to think they interacted more than that
I have a little trouble with Thomas being a knowing accomplice to TTH during PG.  The main reason is his reaction to Harry's "death".  If he knew that TTH was coming from the future, why was he so badly bummed all the way through GS... and still had a beef with Harry on his boat during CD?  His knowledge that Harry had come from the past should have precluded such an emotional response; he'd have known Harry wasn't really dead.

I find it more likely that TTH got into the basement with LC through the same Way that took him out to Lea's Garden once before.  Lea subs for Mab when Mab is busy elsewhere.  But Mab would be busy right at AT for the attack so Lea would be free to take Harry to that Garden and let Harry through to fiddle around in the lab.  Thomas hears stuff going on down there - when no one else is supposed to be home - and finds he can't get the trap door open (possibly Lea keeping it shut or she puts him to sleep as she did with Susan/Martin in Changes).  That would be enough to rattle him and put him on the defensive - armed and dangerous when Harry comes back.

/sigh

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