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Messages - DFJunkie

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76
DFRPG / Good Sources for Magical Gibberish
« on: May 07, 2012, 02:40:00 PM »
Do you have any to share?  I have used http://www.wordreference.com/ but it’s really only good for languages that use the Latin alphabet, I’ve had trouble finding sources for phonetic Russian (it sounds appropriately rough without being as cognate heavy as German) on the net. 

My other source, for my nerdy apprentice, is pop culture, mostly video games.  It may be too silly for some tables, but there is a generational group that has very definite ideas about what “Hadouken!” means. 

77
DFRPG / Re: Enchanted Items and the Riposte Stunt?
« on: May 07, 2012, 12:24:02 PM »
I don't see why not, but you'll probably get pushback from people who don't like seeing magicy types stepping on areas where pure mortals are usually superior. 

78
Because (to quote Lady Gaga) scions are born that way.  If you're born that way then you are that way.  If you aren't born that way you can't become a scion.

Richard

The character could be many generations removed from his or her supernatural progenitor but some mystical whatsit awakens the blood within.  Or something.  The books doesn't go in for "never" much, but nor does it go in for "always."  If the table is comfortable with a character "becoming" a scion later in life and finds the narrative justification reasonable, why not?  If the group isn't okay with it then don't do it.  Pretty simple.

79
DFRPG / Re: Magitech???
« on: May 04, 2012, 03:24:07 PM »
Hmmm… Maybe a specially shaped shield attuned solely to heat in the preferred shape of the blade?  That way you won’t set yourself on fire unless you botch your attack roll.   It’d probably be a lot of work, but the nerd in me is trying to figure out exactly how much effort would be too much to have a lightsaber and “lots of months” seems a small price to pay. 

To get back to the topic at hand, are you (OP) worried about the actual game mechanics of your devices or just brainstorming for backstory?

If you’re looking for mechanics I’d suggest a Lore stunt that allows the character to steal the Equipment trapping of Wealth for mundane arcane gadgets, provided the magical version apes the mundane version precisely (ie. if you want to drive with Discipline you’d need to buy it with refinements.) 

80
DFRPG / Re: Magitech???
« on: May 04, 2012, 01:35:14 PM »
Heh, I always wondered why Harry never made himself an enchanted item that uses fire (or intense light conjured with spirit, depending ) to attack at melee range using discipline, basically a the force rings but specced for RCV killing.

Or, if you look at it another way, a lightsaber.  Not so practical, but cool enough to take some of the sting out of not getting a Warden sword.

81
DFRPG / Re: FEEEEEEEEEED ME SEYMOUR!
« on: April 30, 2012, 07:31:23 PM »
I concur.  If you’re thinking “but that means it’s practically impossible for the WCV to actually lose their shit” I also agree.  My group has been playing for over a year now and I’ve yet to see my WCV player actually be inconvenienced by it. 

82
DFRPG / Re: Keeping Players in the Dark
« on: April 30, 2012, 06:11:32 PM »
Well, if that character has a wily aspect you could always compel it to make them be less trusting.  So long as you compel them to distrust the trustworthy as well as the truly crooked it’s complicating their life.  Alternately you could establish the campaign aspect Everyone’s Got an Angle and compel all the PCs to be more guarded with NPCs and even each other.  The angle might not be nefarious; Michael wants Harry to go to church, Charity wants to score points in conversation, etc., but it does muddy communication and enhance drama.

83
DFRPG / Re: Keeping Players in the Dark
« on: April 30, 2012, 04:25:21 PM »
Bear in mind that just because it says "traitor" in your notes doesn't mean he has to be.  It's not cheating if the GM is doing it.

84
DFRPG / Re: Keeping Players in the Dark
« on: April 30, 2012, 03:55:53 PM »
Maybe I’m an odd GM, but I’ve never told my players to roll Empathy, they always ask to do so. 

If there’s still time between now and the time you want to introduce the mole you could always increase the incidence of social conflict in your game so it wouldn’t be odd to run one against a newcomer who isn’t necessarily distrusted.  One of the hallmarks of the DF books is that most of the people Harry interacts with have their own motivations for helping him, which run roughly parallel to Harry’s but are also somewhat divergent.  They try to help Harry while also maneuvering him to their benefit.  Introduce other NPCs who deal with the players on this level and your mole won’t stick out so much.

85
DFRPG / Re: How often do you split up the group?
« on: April 24, 2012, 06:40:05 PM »
Whenever it makes sense.  When we started playing I had to occasionally force them to splitting up to do anything of substance, especially meeting contacts.  They had a more traditional gaming background, and it took a while for them to believe me when I said I wouldn’t use the fact that they were alone to hose them.  For all that their backgrounds are usually those of a sociopathic loner with a dark past PCs sure do hate doing anything without their three closest friends in tow.

That said I try to limit alone time so no one gets bored at the table.  Fortunately my players are mature and don’t get bored and restive the instant it isn’t about them, but one can only spend so long watching other people have fun (especially when it’s fun you have to act like you didn’t see) before the smart phone beckons.

86
DFRPG / Re: Balancing Evocation Accuracy
« on: February 23, 2012, 07:32:07 PM »
Quote
The extra control allows more power without taking backlash or fallout, but doesn't improve accuracy.

Bingo.  Works like a charm in my experience.  Not only does it balance combat effectiveness it also encourages the wizardy types to do things like maneuver, assess, and declare rather than relying on their Legendary+2 attack rolls. 

87
DFRPG / Re: Balancing Evocation Accuracy
« on: February 23, 2012, 02:04:42 PM »
I've found that removing the control bonus to attack rolls was all that was needed to balance Wizards.  Evocation's potential damage is balanced by the stress and refresh costs. 

88
DFRPG / Re: Do you STAT your Big bad or do you just kinda play it by ear?
« on: February 03, 2012, 05:43:04 PM »
Quote
I was tempted to make a few Declarations and spend from the GM reserve of Fate Points to put that defeat off for another round or two, yes.

I know it isn't technically by the rules, but I've found that shameless fate point bribery is also very effective. 

89
DFRPG / Re: Do you STAT your Big bad or do you just kinda play it by ear?
« on: February 03, 2012, 04:52:57 PM »
There are really two questions that people seem to be answering, 1) do BBEGs have cemented stats at all, and do you as GM stat your BBEGs ahead of time.  To answer question two, I don't stat out all my NPCs ahead of time, but once I do stat them they stay statted absent some legitimate reason for the stats to change (accept a pact for more power or suchlike.) 

As for the first question, I understand that other GMs may have different opinions on the matter, but I think that anyone, or anything, the PCs come into conflict with should either have stats or be so insanely better than them that the stats become meaningless.  Stories include setbacks as well as victories, and I don't think it's the GM's place to determine which the players will experience ahead of time, and fudging NPC stats to determine which side comes out on top of a given conflict does weaken the game. 

One of the most challenging aspects of running Fate for me has been creating victory conditions for my NPCs other than "I kill all the PCs," so if a conflict goes south on my players I don't have to choose between handing them a hollow victory they didn't earn or allowing the players to be wiped out.  Fortunately concessions make that a lot easier.

90
DFRPG / Re: CLINT EASTWOOD
« on: November 10, 2011, 08:34:50 PM »
Maybe Squint allows him to use Intimidation as Social Defense?

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