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Topics - WadeL

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So my players went through a portal into the Nevernever from Bell Rock in Sedona.

For those not in the know, Sedona's got this whole energy vortexes thing going on - trees grow weirdly, people talk about weird feelings, etc. Of course we decided in chronicle creation that these energy vortexes had some real power that was being harnessed by culty new age types. But we never really decided much about that power - we just figured "ley lines" or whatever.

Anyone have an ideas on what part of the Nevernever they might end up in going through to the other side? Want to help me make up some stuff? Double points if you can incorporate local Native American (Yavapai and Apache) mythology.

I've never been super firm on the feel of the stuff in the Nevernever outside of the various faerie lands. I know Faerie is where you typically end up if you just randomly open up a portal, but it seems a place with powerful ley lines is more likely than most places to not end up in Faerie.

For the curious, here's a link to some info on the Sedona energy vortes: http://www.lovesedona.com/01.htm
Here's what they have to say about the Bell Mountain vortex specifically:
"Bell Rock Vortex.
Bell Rock is located on Hwy 179, just north of the Village of Oak Creek (5 miles south of the junction of Hwy 89A and 179). Its distinct shape makes it easy to spot, and parking and trails are clearly visible. You will notice that the energy is strong as soon as you get out of your car. You don't have to do any climbing to feel the energy at this vortex. Notice the twisted Juniper trees all over Bell Rock. The energy at this vortex is very powerful and strengthens all three parts: the masculine side, the feminine side, and the balance."

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I'm sure this has been talked about before... But what kind of support does the system give for trying to accomplish two mechanical effects at once? Like, let's say you want to light someone on fire - everyone goes "Yeah, that's easy, that's a manuever to add an 'On Fire' Aspect to someone!"  But shouldn't that also inflict damage?

There's tons of examples like this, many for magic, but plenty for mundane actions too - I've had players want to throw someone off of something of slam them hard to the ground, and it is like "Well, do you want to add an 'On the Floor' Aspect to him, or do you want to do damage?" and there is confusion when it becomes difficult to accomplish both in one action. I'm sure there are plenty of other types of examples, but "do damage and something else" tend to be the most common.

How do other folks handle it?

For myself, I'm mostly tempted to basically let someone use spin/leftover shift off a Manuever to do damage. The conservative in me says this isn't normally allowed by the system, so I'll treat that spin as a totally separate attack (which basically lets the target defend against it twice, generally making these relatively ineffective attacks but at least allows the possibility of doing damage along with placing an Aspect, especially if you got big shifts).

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DFRPG / Changeling Powers (especially veils) and iron
« on: March 18, 2015, 05:28:31 PM »
Do we know from the books how sensitive Changeling powers are to cold iron? Obviously, it cuts through fae protections like a hot knife through butter. But can a Changeling with supernatural strength use their strength to lift an iron bar? Will wearing chainmail stop a changeling from using Incite Emotion on you?

What I'm most concerned about is - can you use Glamours on iron or someone carrying it? Can I use it to disguise my trust six-shooter? Can I use it on myself if I'm carrying said trust six-shooter? What about if I'm just carrying a small amount of steel like the button on my pants?

I know mechanically most of these are just covered by Compels, but I'm hoping you guys can remind me on the limitations of such so far as we know from the books? I've got a Changeling who makes heavy, heavy use of her Lesser Glamours, veiling the group pretty much all the time (and why not? it is a -2 refresh power, that says "use it all the time" to me!). And I'm wondering how heavily she should be limited by the whole cold iron thing.

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So, I've been noticing a bit of a contrast in the general "how to run the game" stuff in DFRPG.

City Creation seems aimed towards setting up this big sandbox with all these pieces that bump off each other. Players get their biggest rewards (Major Milestones) for changing Threats and Themes. It all seems to aim towards a player-proactive sandbox campaign where players set goals, initiate change, and the NPCs add to the story by reacting to player action and snowballing things sort of like a classic Vampire: the Masquerade sandbox chronicle.

But the adventures seem exactly the opposite. The advice seems to presume that the people taking action and shaking things up are going to be the NPCs, that the players will generally be going along enjoying the status quo until they run across the evil plans of an NPC and start blowing things up to stop them. The advice on creating adventures seems to be aimed at creating a fairly reactive campaign.

To  be fair - the adventure creation feels very much in the spirit of the novels. The books almost never start off with Dresden trying to accomplish a goal and then facing opposition. Usually it is just Dresden trying to put his life back together and reach some sense of equilibrium, and then he stumbles across some antagonist who he just can't let go unopposed (or someone comes to him and says "hey, buttface, you owe me/have this obligation, go do a thing!"). Dresden is generally an incredibly reactive protagonist.

Anyway, anyone else notice this? It is almost as if the game sort of bundles together two very distinct playstyles, and doesn't realize how different they can be. I'm seeing the potential for confusion in my players - when I finish an adventure up, half of my players assume they go back into "Reactive waiting for adventure mode" and presume things are unremarkable until their lives get messed up again, whereas another half go into "Okay, what's the next goal we're accomplishing/antagonist we're going after?" sandbox mode where they aren't expecting there to be much of a time jump between adventures.


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DFRPG / Should magic circles somehow be more sturdy by default?
« on: January 20, 2015, 03:41:36 PM »
I've been re-reading the books, and it seems that blocks are kind of a poor way to represent magic circles in some ways. Harry never really seems to worry that a monster might breach his circle through sheer might - his concern is always things like staying away or inside the circle or the like. And when he concludes something has been hidden away by a practitioner, he seems to be like "Oh, I guess magic won't find it, not even the Senior Council" - I'm guessing because it is probably inside a circle or the like.

Anyway, circles seem pretty much invincible in the fiction and are relatively fast to put up. It is more of a magical law than anything. But in DFRPG you'd handle it with a block...and, well, Thaumaturgy really is a matter of "Who wants to spend more time on it?" You can muster 10 shifts into your circle? Surely someone else can muster 11 with a tracking spell, etc. And even when going against mundane monsters, some of them aren't hard-pressed to breach 10 or so on a Might check to break something, whereas 10 feels like it should be a fairly solid circle...

Any thoughts?

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DFRPG / Self-compels vs "just roleplaying"
« on: January 16, 2015, 03:35:49 PM »
I was wondering if folks had good guidelines for where the line between a self-compel and "just roleplaying" is. I have a hard time adjudicating such and knowing when to hand out Fate points or not.

Like, let's say you've got a character with a stereotypical "Smartass" Aspect.

I think clearly if she mouths off at a potential ally and turns them into an enemy because of it, definitely self-compel and she gets a Fate point.

If she mouths off to an enemy who was already going to try and kill her and all that really changes is the enemy focuses fire a bit more on her...that just seems fairly clearly roleplaying, it doesn't really introduce a new problem or consequence. No Fate Point.

But how do you sort of draw the line on the places between? What's a big enough disadvantage to warrant it actually being a compel?

What I'm really having a hard time is articulating what counts as a compel or not to my players in a way that helps them feel confident about when is a good self-compel so they can get more Fate points, and what is just kind of weak("My Hot Temper caused me to take a slightly less than optimal action in combat!").

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DFRPG / Running combined fights/chases?
« on: December 17, 2014, 03:34:44 PM »
Here's another one for you folks...

Is there any good way, in this version of the DFRPG, to do combined fights/chases?

Like, it seems a ridiculously common scenario where someone will either flee midfight, or try and make a fighting retreat out of an ambush, and when a bunch of characters will all have actions like "I want to chase after him and hit him" or "I want to run to the car and fire a few shots at my pursuers". And DFRPG doesn't have a good system for multiple non-Supplemental actions.

So you end up with either
a) Everyone takes a Supplemental move each round. So everyone moves one zone. No one ever gains distance on the others.
b) Someone takes a Sprint action. They get no attack. Now anyone who wants to try and use a same-zone attack against him has to also take a Sprint action. Repeat every round, unless somehow the guy failing doesn't make at least a Fair on his Athletics.

Am I missing something? Should I just be moving things into a Cat & Mouse Chase as soon as one guy takes off running? (Presumably with a win by the cat in a Cat & Mouse meaning you've got the guy cornered and he can't easily flee again)

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So, the players decided they wanted to take a road trip to Las Vegas to get away from some heat in their hometown. The group consists of a Wizard in a Midlife Crisis (he came to magic late in life and is sort of having a second youth), a Rabble Rousing Sorcerer, a "Good ole Boy" ex-cop Alchemist, a Nixie-Blooded Changeling, and a Ghost Speaker Musician.

This happened just after I read the Las Vegas preview chapter from Paranet Papers, so I was like "Sweet, I'll just use this stuff". We're set back before the Red Court War, so not only are Red Court vamps still around, they're not even at war with the White Council. So The Dragon is definitely still large and in charge in Las Vegas.

Anyway, they mess around in the casinos and such, and then one of them ran into a human trafficking situation. The group managed to, through some subterfuge, arrange a meet with the human traffickers to try and rescue a girl... Turns out the guys they met with were Red Court Vampires, and the group opened up on them. The Alchemist killed one RCV, and the second managed to flee the scene.

These guys are chest-deep, so two RCVs was a hard fight, so they all evac'd pretty quickly - calling the cops (who, incidentally, showed up to react with shock at the corpse of the one RCV in the middle of the street), getting medical attention, etc, and then crashing back at their hotel for the day.

So, the subterfuge they used to meet up with the human traffickers did involve the wizard giving his real name (or, like, a portion of it, not the whole thing) to the traffickers. And he'd also, upon first coming to the strip, antagonize Big Cory...and told Cory his name in a "You'd better remember me" kind of way. And he used the same name to check into the hotel. So presuming there is any flow of communication amongst the various vampires underneath the Dragon, it seems by the time evening comes again, there's a good chance the Dragon will know:
a) There's a Wizard in town named Don Black.
b) This people baited two RCVs into meeting him, and one of his associates killed a RCV.
c) They called the cops before doing anything to get rid of the RCV corpse.
d) They are staying at Circus Circus.

Now, from how the Dragon is described in the Paranet Papers, it seems he isn't going to care too much about someone just mucking stuff around...but you go killing a member of the Red Court, you freak out the cops... I dunno, it seems some action has to be taken.

It would seem the logical thing would be to have the PCs woken up by a knock at their door, and have some goons from the Dragon want to escort them into a meeting with either the Dragon or one of his subordinates. And then have the Dragon demand weregild or payment of some type... Presuming the PCs don't turn it into an "Escape from Las Vegas" scenario, which is fine, too.

But I have no clue what types of demands the Dragon might make, etc.

Anyway, so if you've got any ideas - on what the Dragon might demand or some other way the scenario could play out - I'd love to hear them. Brainstorm with me! :)

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DFRPG / Are there any advantages to Power over Control?
« on: October 23, 2014, 08:16:31 PM »
I've heard folks talk several times about how Power is weaker than Control, but I was wondering if there are any advantages to going Power-heavy?

(Not talking about Conviction-heavy - which has its own advantages - but Power heavy).

If you've got 5 Power, 5 Control, on an even die roll you can generate 10 shifts of damage while only taking one stress.

If you've got 3 Power, 7 Control, on an even die roll you can also generate 10 shifts of damage for one stress.

But if you've got 7 Power, 3 Control, on an even die roll you can only generate 6 shifts of damage for one stress. You can get up to 10 by also taking a 4 stress hit for backlash, but that only brings you up to parity, it doesn't actually give you any advantages.

Are there any advantages to going Power heavy?

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DFRPG / Using thaumaturgy to cure possession
« on: October 07, 2014, 07:39:26 PM »
Can you just whip up some Thaumaturgy to cure possession? Either by Demons or by Ghosts?  Just summon the entity out of the body it is in?

I'd also love some clarification on the "ghosts need to acknowledge you to affect them" thing. Does it make them immune to everything, or just to you affecting their manifested forms? Again, mostly curious about how that affects possessed people.

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DFRPG / DFRPG events at Gen Con 2010 sold out so fast...
« on: April 11, 2010, 09:11:54 PM »
Man, the DFRPG events run by Indie Games Explosion at GenCon sold out within seconds.  Well, I guess I should be happy they are so popular, but I was hoping to get into one(or more) of 'em!  Were they going to be run by any of the people involved with making the RPG, or just other fans?  Any chance of more events being added to the roster?

Of course, doesn't prevent others from organizing sessions of their own at the Con, especially for any of us who'll be there for the non-scheduled early start Wednesday - I could certainly be convinced to play(or run  :o ) then, if anything were to fall together. ;)

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