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Messages - Jabberwocky

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106
DFRPG / Re: Apects / FP system vs. roleplaying
« on: November 02, 2012, 03:38:22 PM »
I understand the time passing being in the hands of the GM but still there are catches. Sometimes you will want the PCs to wait for something and time could just jump forward a bit. That's why I am asking about GM experience with this potential problem. In general, slower flow of game-time is no biggie as it's always possible to say that a few days/weeks/months have passed. The opposite would make me worry more. Regarding the episodic vs. series approach I'm not quite sure now. Sometimes it's a combination of both and you can tell only after some portion of gaming.
I want the campaign to take place in Prague, Czechia which is also our hometown. We all know it here and I personally think that both Prague and the whole Central Europe are a very suitable background for a contemporary urban fantasy. But with your home location you also know most of the events and they should be reflected in the campaign somehow. That's why I'am thinking about the importance of pacing. The setting should be fantasy-modified but also as real-feeling as possible.

Edit: Too slow. I'll address Addicted2aa's answer in my next post.

107
DFRPG / Re: Apects / FP system vs. roleplaying
« on: November 02, 2012, 01:42:52 PM »
Well, I'm not much into D&D or D20 systems (I do like the Eberron setting, though) and I don't fancy pre-made adventures with every detail prepared and every room having its small map. Improvisation and rich storytelling are GM's best friends, not miniatures being moved on a hex-grid (although it could be fun sometimes). But I'm still a bit uneasy with the declaration and compelling others' aspects system. Up to this day I was used to having the storyline in my hands and as a player letting it in the hands of the GM. This proactive system is ... interesting and definitely worth trying. I'm just not 100 % sure it will suit me and my players. Which is of course a matter of habit and taste.

On a different note (I don't want to start a separate thread for every question I'll ask): What is your experience with the game-time and real-time ratio? I mean does the game-time in your games tend to flow slower or faster than real-time? For example, if I start my campaign in the autumn 2012 I don't want to have the year 2015 in my game after six months of gaming real-time. And vice versa. This is no problem with most settings but with a contemporary campaign it might be. Thanks.

108
DFRPG / Re: Need help statting my game's version of Blue Court
« on: November 02, 2012, 01:17:53 PM »
Some Shadowrun ideas: http://shadowrun.wikia.com/wiki/Human_Meta-Human_Vampiric_Virus
If you like "vampiric sasquatches", then wendigo is your friend. Why not make the Blue Courts dependent on consuming human flesh?

109
DFRPG / Re: Apects / FP system vs. roleplaying
« on: October 31, 2012, 04:14:54 PM »
You seem to be misunderstanding one of the core ideas of FATE. This is not a GM writes a story for the players to follow with some variation as to how they accomplish goals.  This is not a GM designs the world/sandbox the players wander.  Neither of these are bad things, but they aren't what Fate is.

Point made. And thanks to you, guys, I see this too, now. It's really a different approach, a story created more on the fly. I am used to doing things in a more old-fashioned way. Not that I would prepare the story word by word but still I have a prepared, loosely interconnected string of scenes and I modify them according to the PCs' actions. The FATE approach is different, I like the term "cooperative storytelling". The concept is so different, however, that I wasn't able to grasp it at the beginning. Well, I can't say I'm all excited about it - more curious how this actually works. I probably wouldn't pick FATE for me weren't it for the DFRPG. I like the setting ... the system is more of a surprise for me :-) But I'm ready to give it a try. If it doesn't suit me or the group the system can be always modified a bit towards the usual "skill vs. difficulty" and "I am the law" form. On the other hand, when I'm thinking about it, I've done something similar before - in the case of a said warehouse, it's impossible to mention everything, every detail. So the players keep asking during a scene, for example: "Is there something flammable there?" "Is is possible to cross the whole room behind the boxes?", etc. And I make momentary decisions. Sometimes based on common sense, sometimes based on chance (a quick die roll). The difference here is there is an explicit game mechanic that allows the players co-create these circumstances. With the GM always having the option of saying no.

110
DFRPG / Re: Apects / FP system vs. roleplaying
« on: October 31, 2012, 03:04:35 PM »
Thank you for sharing your points of view - they are very valuable for me so please, keep them coming :-)
Maybe it's just me being too conservative and not having enough experience with such a game mechanic. Not that I take D20 for an especially good game - it has its positives but generally speaking it's clumsy and very GM-consuming. I side with skill based systems, e.g. both Fuzion and Cortex are fast, lightweight and easy to steer systems. And predictable. Maybe it's one of the effects of the fate points that I don't like - it makes the game a bit unpredictable, even for the GM. I am not especially comfortable with that. I understand that as a GM I can refuse to accept a fate point but still - when I prepare a dark warehouse scene it's me who knows what's there in the first place. I don't want the PCs fiddle with the general setting of the scene (even if I improvise and change my mind often during gameplay). Either there is a portal to NeverNever or there is none. But I'm the one in the know.
Which are all concepts that I have brought from other systems and maybe it's time to change them. Or at least give it a try. And I'm very glad to read that you find the fate point / aspect mechanic useful. There's always hope :-)

111
DFRPG / Apects / FP system vs. roleplaying
« on: October 31, 2012, 11:58:10 AM »
Hello everyone. I am new to the Fate system and the DFRPG and I have some questions regarding the whole aspect / fate point system. The main question is: Doesn't it hamper the roleplaying experience? Don't get me wrong. I have been GMing for twenty years now and I have played many games. I started with AD&D and its Czech clones, we have played Shadowrun for ten years on (I ran a single Moscow campaign for ten years IRL :-) than D&D again (Greyhawk and Eberron), White Wolf's WoD, Fuzion with Alien/Predator plugin by Chris Tavares Dias, Battlestar Galactica based on the Cortex system ... there were many. We even played a campaign in Hell (Infernum, anyone?) And with passing years we moved from the hack&slash phase towards roleplaying and deep in-character experience. Some of my best gaming experiences come from sessions where not a single die was rolled.
I'm halfway through the books now but I'm a bit sceptical about the said Aspect / Fate Point system. Doesn't it get the player's attention from in-character experience and storytelling more towards game mechanics? I mean, why use it in the first place? It's probably an excellent cinematics means but does a good roleplayer need it? Example from the rulebook: Location aspects. A dark warehouse has the aspect SHADOWED CORNERS (YS 113) so the PC can use stealth. But we don't need aspects and fate points moving  across the table to utilize that. A good and attentive player comes up with the idea anyway and with the dim lighting the GM just modifies the difficulty accordingly without even needing to tell the player about that. Another example are compels. A good roleplayer doesn't need being compelled to do something which is part of the PC's background and/or description. In one of my games a street thug PC joined the army - and the PC was in problems every session due to insubordination and lack of "army spirit". No one needed to ever compell the player. In another game there was a bard suffering from the bipolar disorder. Both her manic and depression phases were played out very well, without compelling the player to do that at all.
Many games have some sort of point system and game mechanics that enable the PCs to modify events in their favour to some degree. In Shadowrun it's called Karma in other systems it has other names. It doesn't matter really as it's either used sparingly or at least not subject to constant trade. In Fate system and DFRPG it's different, Aspects are a core mechanic. And I'm not sure I like it.
So, please, could you relate your gaming experience with this mechanic? Thanks.

112
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: October 31, 2012, 03:42:18 AM »
Chrono: Heh, it's 3 AM here and as I'm lying down with a flu and can't sleep a rather entertaining idea crossed my mind. Let's modify a whole story arc :-)
(click to show/hide)

I think I'm going to use that for my campaign :-)

113
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: October 30, 2012, 04:24:17 PM »
No problem, pal :-) I remember one of my first epic NPC/villain failures some 15 years ago. It was Shadowrun and I meticulously prepared a powerful NPC whom I really liked. She wasn't plain evil, just very very egoistic. And rude. And crazy as hell. Know what? The PCs killed her off with ease in a scene best described as parodic. Man, was I angry :-D But a few years later (same campaign and PCs) I revived her as a vengeful ghost (technically free spirit in SR2) and the PCs stopped laughing. This time she was truly after them and wanted them dead.

114
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: October 30, 2012, 01:59:23 PM »
All the previous answers are good. I will add another one - make the PCs somehow indebted to the villain. Let even the villain show kindness (albeit for his own manipulative reasons). Some foes are there just for hate but others may be respected. And this brings moral conflict inside of the characters. One example. I'm new to the series but speaking of Red Court vamps, let's rebuild the story of Harry and Bianca a bit for your needs.

(click to show/hide)

These are memorable villains :-)

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