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Topics - Crion

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DFRPG / Powers vs Aspects: DFRPG & FATE Core
« on: April 02, 2013, 12:15:59 AM »
I've been reviewing a few and doing my own kitbashes recently, and I hit the same question every time: would it be easier to have powers cost Refresh like we see in DFRPG, or make them using the "Extras" chapter of FATE Core?

Has anyone else run into the same thing? If so, what sort of compromise have you reached?

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DFRPG / Most Interesting Reasons for Powers
« on: March 25, 2013, 11:22:02 PM »
This was a topic brought up in passing with a fellow GM (about a different game, though), so I was curious what people here have thought up:

What is your favourite, most interesting, or downright strangest idea you've used or run into that gives a purpose behind the powers taken?

Added note: if you had to tweak rules (like use a variant of a Hunger Track for a viral-type power), what did you tweak and how did it work out?

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DFRPG / Nightmare Fuel Into Game Ideas
« on: March 12, 2013, 02:12:12 AM »
I had a discussion with a fellow GM regarding the cold I caught and how the common cold is technically a plague due to it's qualities. This got us thinking about how bad it COULD get if the symptoms were worse, which became nightmare fuel for him.

For me, it's a brilliant idea for games, both campaigns and one-shots. The current one has the plague being a tool of an ancient civilization. It is a hive mind, acquiring memories and knowledge as it "infects" people. After a set period of time, the infection shifts and begins to transform people into members of that civilization (possession meets transformation), killing almost everyone else. The survivors are either immune (and fight back for the planet) or are only "resistant," still able to be infected and transformed at a moment's notice. Added bonus when you can't tell one from the other.

Now I think I have someone afraid of the common cold. . .



What other "nightmare fuel" discussions or events have you run into to inspire your games, or have even come up in a game you've played in? Have you had the chance to implement your ideas yet, or are they simply on the backburner waiting for a good game to drop them?

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DFRPG / Vehicular Combat
« on: March 05, 2013, 05:12:54 PM »
I know some time ago there was a discussion about how to stat a tank, but if I remember correctly, that was more for statting a single vehicle.

This thread is not only for ways to STAT the vehicle, but how to handle combat between pilots/crew. I ask due to the discussions on various kitbashing discussions as well as the period-specific discussion.

The only way I am aware of offhand is the version in Strands of Fate (not exactly 100% compatible with DFRPG), where you "stat" our a vehicle by doing the following:

1) Decide what the vehicle is.
2) Determine Size (impacts cost, equipment usable, cargo capacity, etc)
3) Give it 1-2 Aspects (think High Concept)
4) Assign "Abilities" (vehicles have 7 skills to select from/use. Roll this skill. Skills include Crew, Maneuverability, Structure, Sensors, Speed, Systems, and Weapons).
5) Specialty Aspects (more Aspects to flesh out what it can do)
6) Vehicular Advantages (make it more expensive, add special abilities; think Powers, but really nitpicky, like requiring a "mobility" power to be able to move at all)

When taking an action, you used the skill rating of the vehicle (Maneuverability for dodging, for example) and not the character's skill.

It has it's own stress boxes and consequences, and acts as a character in all regards.


The only other thing I can think of is making a sub-character, so to speak, by using the Extras chapter of Fate Core.

Does anyone have any experience with this, or any ideas to offer?

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DFRPG / Thaumaturgy Creating Evocation Effects
« on: March 05, 2013, 04:44:46 PM »
I think I'm having a lapse in logic here (could be the number crunching for work and new NPCs), but isn't there a note that some effects of Evocation can be implemented via Thaumaturgy, just with longer times?

For example, altering the weather, having a lightning bolt strike a spot, applying force to a sattelite to crash into the Earth, etc?

I ask since I had an NPC performing a "ritual" to strike at a ship the party was on (they noticed it and disrupted it before it went off entirely), and the after effects consisted of green fire exploding out, some on the ship, a bunch to consume the caster. I was doing it as Thaumaturgy because I thought I saw that somewhere, but figured I'd check before my players decide to ask about it at next game.

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DFRPG / Alternative Uses for Sponsored Magic Rules
« on: February 06, 2013, 10:04:39 PM »
I've been doing some preparation for some games for an anime convention (separate discussion to be posted later if needed/time permits), and I'm working on mapping out a few characters from popular/recent anime. Some of the more spellcaster-types aren't clearly cut in DFRPG rules due to the odd things they are capable of, and I began to wonder if the rules of Sponsored Magic fit better for some of these more "dramatic" styles of gameplay.

One of the examples that stands out the most was due to a discussion with another GM regarding the series Fate/Stay Night. The main character, Shirou, works with "projection magic," where he can "trace" an object, reinforce it, and can conjure things by creating them in his mind. He starts off slow (perhaps doing it with Thaumaturgy's multiple actions for a spell) but then can create powerful objects as an action. My thought was using the rule mechanics Sponsored Magic for such an effect (just without the benefits of the sponsor).

Another was a character from the relatively new Fate/Zero, as his magic involved using insects. His attack spells threw waves of bugs, the bugs would "provide mana" (i.e. take consequences and stress for spells), and he had access to some Thaumaturgy effects. While it can be argued that his magic is just insect themed (a simple variant of channeling and just a flavor of Thaumaturgy), I think the Sponsored approach fits in a bit better.

I don't have my notebook of anime characters with odd magic with me at the moment, so I can't offer more than that (although I can say I think I've already settled most of the medieval series and Full Metal Alchemist without relying on Sponsored Magic).

If anyone has any thoughts on this, or what other things they've done with Sponsored Magic to get the right feel of a specific effect for a setting or character, I would love to hear it!


--Crion

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DFRPG / Evocation Blocks: Too Weak?
« on: January 30, 2013, 07:16:04 PM »
One of my fellow GMs I'm working with on a convention game brought up the topic of Evocation Blocks and felt that they were a bit underpowered, and didn't agree with the idea of replacing blocks with Aspects in FateCore.

Spin rules don't really fit with it very well, and the extra Aspects for amazing rolls from FateCore are a 50/50 (I might have a way to win him over on that one).

One suggestion was to use Evocation Blocks like Evocation attacks, where you gain the Block Value equal to the shifts of power AND the margin of success over the baseline. For example, Harry brings 4 shifts of power into his shield and rolls +6, giving his Block a rating of 6 (baseline of 4, +2 for being over).

It makes it work closer to a standard block without having to take the boatload of extra stress to break out a decent Block.

Has anyone done anything like this before, or made any changes of their own to Blocks with Evocation?


--Crion


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DFRPG / Narration vs. Mechanics - Thoughts and Ideas
« on: January 29, 2013, 02:47:00 AM »
I'm up for discussing this idea in general, but for starters, I have this one that came up:

One of the players in one of my games asked about the concept of "combining" elements together to create things such as cold fire or flames of shadow.

Personally, I'm looking at just making it count as whatever element is should act like (in this case, fire) but just have the narrative flavor. The only thought against this involves two events from the books: when Harry burns and freezes Red Court Vampires near the end of Changes, and in Cold Days when he
(click to show/hide)
, which makes me wonder if there is a mechanical way/benefit to mixing two elements together in a spell.

Anyone have any thought to this idea, or have their own similar situation they need to soundboard?

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DFRPG / Coming to Terms With Summoning and Binding
« on: January 22, 2013, 10:29:08 PM »
Recently, my players saw an NPC have a demonic minion, and they have a basic in-game understanding about how it was done (objects used and whatnot). For the most part, this was done at the Speed-Of-Plot and had little mechanical impact; I basically just wanted a swarm of demons summoned to cause madness and mayhem for the story at hand. But now that one Big Bad has been slapped into serving, one of my players may want to do something similar.

I was just re-reading the rules for this not too long ago and I'm trying to make sure I have this correct.

In order to have a summoned entity under your control, you have to:

1) Summon it. Have enough shifts to beat its Conviction roll to bring it out.
2) Wheel and Deal (if it isn't trying to break free). This seems to go and speed of plot, perhaps some Social combat.
3) Control it. If it tries to break free, it's a Conviction vs Conviction roll to maintain it. This also allows it to be banished.
4) Bind it. This is a ritual in and of itself and must be able to Take Out the target. For that, you need enough shifts for each consequence (17) plus highest defense skill+1 (let's make it a 6 total) plus related Stress Track +1 (let's be nice and say 5 total), for a total Complexity of 28. Am I mistaken in this?
And to keep the entity bound and working for you, you need to continue to do this all over again every time it finishes recovery. Still correct so far?

Now, here's the thought that confuses me: wouldn't having a horribly weakened entity be nigh-useless for some things? For example, Kalshazaak in Storm Front seemed to be pretty beastly, so wouldn't he have been a LOT weaker if he had all of his consequences were already filled?

Or is there something I'm missing here?

As always, any input would be greatly appreciated!

--Crion

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DFRPG / "Blade Magic"
« on: January 22, 2013, 04:30:44 AM »
It's been a long while since I've been here, so sorry for starting a new random thread.

So, here's the situation: a player of mine wishes to have a character that blends sword and sorcery together for a more fantasy-oriented game that I am using the DFRPG (and FATECore) for.

He is looking for something that's closer to energizing the blade with an element/power and placing attacks. I mentioned using magic to place a maneuver and tag/invoke it, but that's the flavor he's going for. He's more for the "Coat the blade with energy and go to town."

I know most people here are against the idea of a persisting damage effect (use the defensive power rules and apply them to damage; i.e. 4 shifts of power becomes Weapon:2 for 2 rounds), but I'm hitting a wall for other options.

I was thinking of using the rules from FATECore's magic system (specifically the Callers: having it as a one-point power with one element, and do a flat Skill roll for the shifts of power he gets for an action or two), or simply making it a stunt with flavor text, but I'm not certain if either one fits without being unbalanced.


So, anyone run into something similar? If so, how did you hack the rules to make it work without going over the top?

Any input would be greatly appreciated.

--Crion

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DFRPG / From the Novels: How Would You. . .?
« on: June 03, 2011, 06:54:13 PM »
While doing my traditional "re-read the series before the next book comes out," I've been finding myself wondering how would various scenes be worked out mechanically in the game.

A few that came to mind were as follows:

1) On multiple occassions, Harry talks about angling his shield to redirect forces, whether it is to knock a bullet harmlessly to a side or reflecting the pellets of a landmine.

2) Specifically during Grave Peril, Harry redirects one of Bianca's spells into another Red Court vampire within the same zone.

3) In Proven Guilty, Harry noted having muscle and magical force behind a physical blow (specifically when taking out the Alien Phobophage).

4) In Changes,
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5) Little Chicago. I know many people bring it up, but it is still a fun topic to talk about.


With these in mind, how would you mechanically put any of these in the system? Is it all just simple flavour, or do you feel that some of this stuff can, and should, have a mechanic to support it? If you are going by mechanics, are you siding with various rules on spin, manuevers, etc?

I know I am missing a few more (about halfway through the re-read of Dead Beat as a break from the research paper), but I think this is a good start.

Just curious what the rest of the community here would do. Have at it, and have fun!

--Crion[/color]

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DFRPG / Sponsored Magic: Only one, or multiple?
« on: June 02, 2011, 03:33:34 PM »
As I've started to put together some of my villains, I have to wonder: is it possible to have multiple forms of Sponsored Magic?

To be specific, would it be possible to have Sponsored Magic from a solid sponsor (Hellfire, (Un)Seelie Magic, etc) and a more vague "sponsor" (Leyline, Kemmlerian Necromancy)?

The current villain of the story is a Necromancer (has the equivalent of Kemmlerian Necromancy) who is in possession of a box that, rules-wise, would work like a Leyline. Would he have Sponsored Magic on his sheet twice, or do you believe that it should be limited to ONLY one sponsor?

Also, if you agree that it would be a second Sponsor, if the task at hand matched both agendas, how would you rule gaining Sponsor Debt? Would you limit it to only one sponsor, or would you just decide on it based on the plot?

Thanks for the input!

--Crion

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DFRPG / Summoning: Guidelines and Suggestions Welcomed!
« on: June 02, 2011, 03:06:40 PM »
I know that there is almost always someone asking about this topic, but I am still trying to get a better feel for it so I can be better suited to work with my players during the upcoming games.

Currently, I have one PC that specializes in summoning and one PC who is an ectomancer. So far, they haven't done anything with those set powers beyond prep and cancel when a party member did something to change things, but it did make me wonder if I was making things too difficult.

Now, correct me if I'm wrong, but I am under the impression that, with both of these options, the players can use their set magical ability to gather information at a difficulty equal to what it would be to actively walk out to get the info, even if it would be impossible. An in-game example was the ectomancer summoning a spirit to learn of an NPCs lineage; I set it at a 6 Shift difficulty, as that would be the difficulty if a character had gone to the library to find the same thing. Does this seem correct?

Another question that came up was the limitations of summoning spirits and demons; what if they wanted to do a full blown seance or ritual to bring in the entity for multiple questions. Would that add to the difficulty, become a contested roll over time, or be scaled at the strength of plot?

One concern I had: summoning for purposes of possession. I know the ectomancer wouldn't force a spirit into another body, but I have to wonder if our Demonologist would summon a demon to be placed into a body. How would you scale that for the summoning and control? I would assume another, rather difficult spell would be needed to "take out" the victim, but as I haven't had the chance to really run into the situation, I thought I would present that here.

I remember that there were notes on summoning over at the Dresden Files RPG Website, with different ways to scale the difficulty and options for everything ranging from a scene's worth of help to permanent dominion, and while I found some of it to be interesting, I found the difficulties to be rather high to consider using, even for information purposes. Has anyone used that rules variant to any degree?

Finally, any notes or samples of summoning/binding that you've used in game would be greatly appreciated. Seriously. This is something that is rather different and, to me, feels more like a plot device for NPCs, but difficult for me to scale for PC use.

Thanks in advance for any input or help!

--Crion

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DFRPG / Rate of Milestones
« on: May 24, 2011, 04:49:03 PM »
Now that my game is running rather smoothly with the DFRPG rules, I'm curious as to how frequently other GMs implement the various milestones. Do any of you have a cut-and-dry view as to how frequently they occur, or do you have some details as to what you believe must occur before a milestone is given to the players?

--Crion

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DFRPG / Flavours of Sponsored Magic
« on: May 24, 2011, 01:11:01 AM »
As I mentioned in another thread, I have a character that will be coming in with a sponsor for magic that is a bit different from what is offered in the RAW. I also know that I've seen various threads and posts regarding the Spring and Autumn Courts, Erlking Sponsored Magic, Gard's Rune Magic, etc, and now I'm curious. . .

What sort of Sponsored Magic do you have in your game, and what sort of trappings have you used with it? Also, how was it used in game, not only from a mechanical perspective, but as an RP perspective?

--Crion

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