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Messages - houndrogerson

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DFRPG / Re: Magic and Technology
« on: August 19, 2006, 01:25:24 AM »
Quote
It's not like anyone is gonna beat you to death with the game books for going off the beaten path.

.... Clearly you have never played witha  true rules lawyer DM.

heh, I used to be one man.  It took me 6 years to not be so stifling, that I sucked all the fun out of the game.

Anyway, I agree with you.  I just finished reading book 4 again, and I'd have to say that animating dead, building ectoplasmic constructs, or even getting the whole of Graceland Cemetery to start dancing, and playing a mambo looks like it could happen by just getting some spell components wrong.

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DFRPG / Re: Magic and Technology
« on: August 18, 2006, 04:15:52 AM »
Hi all, first poster here, and what a fun topic to start with.

My two cents is simply this:  I am an avid gamer of many tabletop games (Vampire, Mage, Werewolf, D&D, Trinity, and others), and I've found that it's easier to settle all disputes like this one in the role of the Gamemaster.

When this RPG is published, it will be the standard rule set to work with, or from.  If, in the end, the rules state that Magic and Technology are mutually exclusive, then you have at least two equal, and opposite outcomes:

1)  Rules-lawyers will stick to it tooth-and-nail, with no hesitation.  That is the Law laid down by Jim, and the Evil Hat dev team, so mote it be.

2)  Non-rules-lawyers will look at it, determine that it puts too much of a limit on the game (if he, or she has other ideas), and choose not to abide by it.


For example (getting a bit off-topic here), I run a Star Wars game and one of my players decides to try to detonate a Black Hole.  For me, this is an idea to play with....  and frankly, I'd allow this to happen, saying 'no, that doesn't work' isn't fun to me.

Does it go against all Laws of Physics as we know them?  Yeah (so far as I know, at least).

Does it matter that it does?  Not in the least.

As long as the game is fun, and everybody is having a good time, do anything you want.  If one of your players comes up with an ingenious idea to skirt around the whole Magic/Technology issue in the Dresden novels, I say run with it...  But thats just me.

The point of all this dribble is this:  Let the books be written, take them for what they are worth.  If you use them as an iron fist, then thats your choice to make as GM.  If you like to twist some stuff around to tell your story within the world of Harry Dresden, go ahead. It's not like anyone is gonna beat you to death with the game books for going off the beaten path.


Sorry for not really contributing much to the whole issue, but I felt a different look at things was needed.

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