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Topics - Team8Mum

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DFRPG / report from UK cons - conquest ukGamesExpo 2012
« on: May 28, 2012, 08:46:34 AM »
I've been quiet on this forum due to work and writing commitments elsewhere, however I have been running (or at least trying to run) Dresden at the Cons team 8 support.

The first con was CONQUEST in derby - which is the local con for us. Morning I ran Laundry, afternoon I was down to run Dresden Files. I had prepared a Hangover City adventure : two tribes - a Chest deep level game. However I had only one player come start time, so though we had a really good chat the game did not run. :(
This was nothing to do with Dresden. Very few of the afternoon games ran at Conquest. Sadly the traders were limited, and the main trader had only brought old stock and none of the new games people wanted to buy. As a result the end of the morning game session saw a mass exodus to the nearest Game shop in Burton, which was over half an hour away. As lunch as only 1 hour there was no way they could get back for the afternoon slot and so there were very few players around :(  - Not to con organisers. Make sure your traders bring stuff with them that the players want to buy!

Fortunately UK games expo is a much bigger deal and there were no similar problems. Also Expo pre sells slots for the RPG sessions so I knew I had 6 players for the game almost a month before the con. I prepared Hangover city : War - which is a submerged level game.
As it was on the day only 4 of the 6 booked in attended. :( which was annoying becasue I knew form conversations with other people that there were players who wanted those seats and could not get a ticket. Also waiting for the 2 missing players threw me a bit and the opening introduction could have been handled better. I use the last step of character generation - the guest star slots an related Aspects- at the table so the players have a chance to personalise their character and get to know each other better. This proved too mentally taxing for 3:30 pm in a room where the air conditioning had failed on the hottest day Birmingham has had this year!

However once they got going the players proved to be remarkably effective. The characters are dragged in because one of the councils minions that does predictive magic has a bad feeling, and there is something going on in clubland that the white court don't know about; which is making Ream uncomfortable. Using an ingenuous combination of magic and foot work the PCs managed to determine 2 locations related to the problem.

The first site they checked out was a disused tower block near Sefton Park. The scouted it and found the place was surprisingly empty - (None of the mortal rough sleepers that would be usual for the city) - and that the upper floors were being prepared for a Rave. They realised that there was nothing going on there yet; but the top floor of a disused tower block is a strange place to hold a rave unless you intend to open a gate to the Never Never where that would be ground level.... The Wizard started getting very worried - especially as the 'notice me not' field around the building that was keeping away the rough sleeper was clearly not 'his type of magic'

On the way to check out the other site identified by the spell they were stopped by one of the breed members who needed their help; he had a fully transformed Ogre fitting on the floor of the student digs. The ogre had been a changeling that had been no where near close to becoming fay only a few hours before. They managed to contain the ogre by the true shape shifter turning himself into a living straight jacket - and then the wizard blew up a near by water main as cover for their escape. They found drugs that the ogre had clearly taken just before he changed, but had to leave all that with Ream to be analysed.

Next stop was the other site - a disused terrace of victorian houses on edge hill. Sneaking in they discovered boxed of the flyers for the rave in one room, and a smell of chemicals coming form the other end. Exploring they found they were ina drugs den creating the drug that had made the ogre transform. (though the didn't know that for definite yet) There were 3 Bootle lads brewing the chemicals and a man with a welsh accent telling them what to do.

They managed to capture the welsh man, but in the struggle Thais was injected with the drug - fortunately being a 'living art work' all it did was make him very very high and he turn into a lava lamp; dissolved and sank into the floor boards.(Taking the compel fate points with him.....) The Wear bear restrained the welshman and the wizard set up a zone of silence. Unfortunately his control roll could have been better and he managed to gag himself. So he was miming the questions so the elf and the wear bear could ask them. (the PC was writing them down - but Thais had stolen his characters pen!)
They were able to determine that the guy had been subject to domination magic - and he was given the formula for the drug by a man he called 'The Black Man' who he met in chester.

It was about at this point that Thais finally worked out that he was meant to be solid and doing something and not floating around as a gas in the interesting chemical fog coming off the drug manufacturing process - resulting in him falling out of thin air in front of the Scousers brewing the drugs. - as 3 guns pointed at him demanding to know where he came from - all he could say was "the sky man!". He managed to use the mazed pen as a projectile to knock cover some retort stands and in the confusion escaped.

The zone of silence came down to the sound of running feet, shouting and off gun shot upstairs so the PC's legged it. Only the way out the wizard set off a fire ball (one of his rotes) and the whole place blew up.

They reported back to Ream, and did briefly check out Chester but but owing to lack of time (and not wanting the car to be locked in the car park over night leaving us no way home!) I had to wrap up there. The Players cunning plans stopped the actual show down I had planed before it started! But the important thing was they had prevented the rave happening - and lots of unwitting 'lost' supernatural who though they were mortal being forcible transformed into their supernatural shape and then kidnapped into the never never.... Sadly the PC's dont know how crucial their actions were in protecting the city so they will never get the praise they should deserve! May be next time...

On the  drive back I realised that this was probably part one of "war" with part 2 being tracking down the Black Man. May look at running that at Dragonmeet: provisional title being "Kill the Pain" (Hangover city adventures are named after 'Frankie goes to Hollywood' tracks) especially as the game did not run exactly as planned due to the lower number of players.

I also ran  Laundry and Shattered Realities games at expo. They all ran well. Expo is a great con with a lot of players who are really up for something different and are out to have a good time.

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DFRPG / Uk Game Expo con game report
« on: June 04, 2011, 09:09:36 PM »
I ran at UK Game Expo this morning
The game was set in my Hangover City setting and the plays were all members Rare Breed. Thank to all of you of you who helped design the characters for this :) check out the request a character freed for details.

They were approached by a panicy woman with an toddler who claims some thing is following them. After a bit of observation they worked out that both the Spirits of chinatown, and the faerie of clubland are after the child, and the two factions have blocked of either end of the street and are facing off to decided who gets the kid by slugging it out on a busy shopping street in broad daylight on a Saturday afternoon.
With a little more questioning they discovered the father of the child was Cale Tien - thus explaining Chinatowns interest, and adding in the fact that the Breed also had a claim on the child.

On questioning Cale they discovered that when they were children Cale technically promised his daughter to Casandra - or at least he said she could not have his sons when she tried to claim his children. They also discovered Cale had been unaware of his fatherhood before their call... So that was a nice surprise :)

So the group found themselves having to decide wether to smuggle child and mother out, or negotiate a solution between the interested parties- or just run away and let chaos reign.
 
So.. How badly did it all go wrong?

Well the pcs managed to turn every conflict into a social one and thus side step all the fights! Which given they are all technically mortals facing supernaturals wasn't a bad survival tactic,

Father Rocko, after persuading Angela that her daughter needed all the help she could get, baptised the child - thus claiming another soul for the lord and introducing a forth faction into the conflict.

Henry Pym gave into his kleptomania and went to pick pocked the crowd thar had gathered around the Faerie, who had started a spontaneous art event involving a performance of 'Waiting for Godot'. He pulled of a few successful 'dips'  he decided to have a go at Casandra's body guard, who was a lot more observant and captured him. Casandra's then called them to thank them for the hostage and dragged him back to her club.

Abra Cavandish did a lot of running around and talking to factions trying to work out how every one was involved and what claim they have on the toddler.

Pricilla stood guard over mum and baby incase any one tried anything

Terry discovered that Face paint tastes slightly worse than a kebab that has been in the gutter for three days and run over twice.

The final solution was the various factions were invited to provide a 'god parents' to aid in brining up the child Pricilla representing the Breed, Tu Di Gong representing  China Town, and Cassandra taking the role of Faerie Godmother. Father Rocko carried out the ceremony with everyone else throwing in support, and thus creating the aspects for the child's character.

None of the players had played DFRPG before, a few had read the books, one was testing out the game on behalf of a friend who was thinking of buying it - good news is his feed back was positive and his mate will buy.
Two of the players borrowed by book for a look through. They were a little intimidated by how thick the book was as they were playing smaller games like Dogs in the vineyard. But they were impressed by the quality and the contents.

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DFRPG / Con-quest Adventure report
« on: May 02, 2011, 08:06:53 PM »
Characters and rational.
Adventure was designed around characters who knew nothing about the supernatural world to allow for players who knew nothing about the setting or the game system (as this was a con game)
Thus the characters were all 18-21 year old student types, partially generated up to their 1st story. Each character sheet had 2 extra copies of their first story in the plastic wallet, which they handed to 2 other players. Once every one had 2 other people ‘guest star’ strips they were asked to read it, work out how their character would have got involved with that story, come up with an aspect and 2 skills relevant to those events that were used to complete the character sheets. This allows the players to get a taste of character generations with out looking most of the slot.
8 characters were made available;
4 true mortals (A jock, a rich kid, a boy scout and trainee doctor)
and 4 who had supernatural potential that had not yet really fully expressed (A changeling who had not used any of his powers, a White court virgin, a focused practitioner with ritual and ‘Happy Clappy Christian’ with the power of god)

The plot line.
The players are all invited to the same private party being held in ‘The Raz’ a local student nightclub/ dive. [Due to twists given to the characters by the players this was changed in 2 case; one so that the PC was being employed behind the bar, and the other had been asked to come along and act as an onsite medic incase any of the quests over did it.]
Officially the party is to celebrate the 19th birthday of Clover Zander; the daughter of local VIP/entrepreneur (and incidentally head of the local White Court Vampires). Clover is currently a ‘virgin’ and this party is a chance for her to have a peruse of the ‘local talent’ to see if there is any one there she faces for her ‘first nibble’. She not totally naive as a White Court Virgin, and know that there is a high possibility that the ‘nibbled’ person is not going to see another dawn, so she is looking for some one who might be ‘interesting’ but not a major loss. She is guarded by Andy Wynn, a massive red headed ‘knight’ who is enthralled to Daddy.
She has approached a friendly ‘drug mage’ (G-Man) and his ‘handler’ (A changeling called Cassandra) to source a ‘tipple’ that will be used at the party. She has asked them to create a potion what will reveal the true nature of the people at her party (A little like the effect of looking at them with “The sight”) to make sure she doesn’t accidentally snack on some one important (Which could be embarrassing and make problems for Daddy).
Unfortunately G-Man decided that rather complete the order he would use a significant amount of the resources for the potion to get royally stoned and as a result has not made the potion. In desperation Cassandra has been pulling in favours and has managed to find a source of something that she hopes will do close to what Clover wanted. She arranges for one of her Mules, Lorna, to collect the potion and take it to the night club. Lorna has decided to try this out before she delivers it, and by the time she arrives at the club she is fully under the effects.

What the drug does:
Stage one (after a glass) – gifts a very limited version of “The Sight” in that it allows the consumer to see the ‘inner nature’ of those they look at. Amongst the PCs this came out as:
The jock appeared initially as a if he was dressed for a game of American football, but as the party progresses this turned into chain mail amour. The rich kid’s clothes tuned into very fashionable suits, and the trainee doctor became ‘House’. The Changeling ended up looking like Legolas, the happy clappy appeared in priestly robes and slowly became ‘pope’ and finally the focused practitioner appeared like the walt Disney witch, with pointy nose and warts.
Stage Two (After 2 pints) Any supernatural abilities the character has start to express uncontrollably.
Stage Three (After 3 pints) Any latent supernatural abilities the character express – Changelings are forced to chose. Mortals suffer epileptic fits and collapse.
Attempts to ‘analyse’ the drug using normal forensics states it is a strange combination of plant toxins and what looks like spider venom. Magical analysis shows it is a potion and will reveal its effects. 

Also at the party is a werewolf Duggy – initially he looks like Lon Chainey, and gets worse and more wolf like as the evening goes on. He really like the drink and with knock back a couple of pints of the stuff if left to.

Lorna arrives having already consumed 2 pints of the drink. She leaves it on the bar and the bar staff serve it out. She is clearly ‘off her head’ and complements people on their costumes before heading to the toilet. PCs who partake of the drink will start to feel the effects over the next 30 mins. Around the time the players start to suffer the effects, there will be a complaint that some one is monopolizing the toilet, and they will discover that Lorna has collapsed and seems to be having a fit.

In the middle of this distraction, Clover arrives. She is annoyed that people are not paying attention to her, and will use her abilities to make sure she is the focus – this is after all her party. The normal party goers will focus on her, leaving the PC’s to deal with Lorna, and Duggy who has just gone into full wolf man mode. Realising this is not good, Andy will command the rest of the party guests to leave, leaving the PCs to deal with the mess. His main role will be to protect Clover, but he will assist if the PCs are struggling bring the Werewolf down.
Annoyed at her party being ruined Clover will charge the PCs with the task of find out where the drug came from and what is going on.
With a bit of investigation they can trace through Cassandra back to Beeky, who lives in a flat over looking Sefton park. When they arrive at the flat they discover a typical student dive behind a door designed more as a bank vault (multiple locks – big metle plate – definitely something they do not what to try and kick down). The room is occupied by a thin man with long lanky hair and wearing ripped jeans and a faded T-Shirt of a band that no one can remember. This however is NOT Beeky. This is Beeky’s owner Hash. Beeky is in the old bed room.  The bedroom has black out curtains over the window and a large box like cover in the center.  Under the cover is a massive parrot cage and inside it is Beeky.
Beeky is a construct – part parrot, part bramble, and extremely vicious. He will bite whoever removes the cover. (No saving throw – he is THAT vicious and has had a lot of practice at just exactly where you need to hold the over to remove it .)
Once the cover is off the brambles will start to grow, they will positively explode if some one has removed the black out curtain. The bottom of the cage (and the thorns on the brambles) are covered in the red fluid which is the concentrated version of the drug.
Beeky will try to entangle the PCs and escape form his cage, however although he can regrow his tenti-brambles, he is very vulnerable to fire.
Hash will leg it as soon as Beeky is uncovered – he KNOWS how nasty it is.
However if the PCs can defeat Beeky then there will be no more drug.

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DFRPG / Sponsored magic idea: the boon of the Fisher King
« on: April 02, 2011, 05:22:14 PM »
A sponsored magic idea I'm brewing at the moment for the Hangover city setting- feed back appreciated.

Boon of the Fisher King.
Though today he seems to be little more than a senile old man, the Fishers King is in fact a very old and very powerful faerie. He is remembered in the mortal legends of Bran the blessed and king Arthur - the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Later the title fisher king was tied into the Christian idea of Jesus as the fisher of men, and the legends interwove into the tales of Joseph of Arimathaea and christianised. All things considered it's not surprising the poor guy doesn't really know who he is any more.

In the legends with his vitality curtailed by his wound, the monarch is surrounded by a wasteland. The return of the cauldron (or grail) by his questing knights allows him to hold back the decay and the land live again once more. But it is a never ending battle and can only be achieved with the help of those who can share his vision and enact it- alone he is still the wounded impotent king.

The Fisher King is fond of sending his people on quests which allow them to test themselves and discovered powers, skills and talents that have been lying dormant with in them. Thus he assists them to learn more of themselves and fulfil their full potential. As a result the creative powers of the king are now focused on inspiring the people around him - consider it similar to the Greek muses. And this is the power he gifts to those of his court,

Sponsored magic
Description: The spells performed under the power of the Fisher kings boon derive from the questing and 'muse'. They also have a certain level of healing that is drawn from the cauldron of life; though most of that power is being used elsewhere (see the pool of LIFE section)

Cost: 4 (- the usual reductions if you have evocation or Thaumaturgy but most of those using this magic are Faerie or changelings and thus won't benefit from the discount.)

Benefits: Where as the powers of the courts of the queens focus on evocations, the Fisher king is more Thaumaturgy orientated. For example;
  • Conjurations to allow the 'visions' to be shared and ideas to be prototyped,
  • Divination to assist in the quests,
  • Crafting of items of power so chosen mortals can be gifted the ability to excel.
There is also a massive amount of psychomancy going on, as the mortal artists and scientists that attract the attention of the Faerie are 'inspired' to greater achievements in the goal of driving back the wasteland.

Limitation:  The power is derived from the Fisher King, it is essentially creative, any attempt to carry out an activity that would expand the wasteland, or discourage a mortals creativity would clash. Destructive spells would only be appropriated as 'self defence' -or defending a protected mortal, or one of their creations.

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DFRPG / Hangover City Setting
« on: April 01, 2011, 08:58:56 AM »
After and 'invite' on the fan licience thread, I've put most of the 'player level' information on Hangover City setting I've been developing for the Con games this year on the Dresden Files Resources wiki.
http://dfrpg-resources.wikispaces.com/Hangover+city%2C+Liverpool%2C+uk

The first few chapters are available for down load from my web site. - down loads also include the 'teaser fiction'
http://www.wilsonclan.org.uk/DFRPG/

At the moment it is concepts only and I haven't got any of the game mechanic details on there as yet.

Also I've not fully finished proof reading so typos etc are still in there. (I was hoping to have more time on this but due to changes at work as of next week I'm up to 37hrs a week from 18.5, which is going to put a big dent in my writing time- though a lot more money in my pocket with is a bit of a relief!)

However I would really appreciate some feed back as this is the first time I've done anything this big as a single piece. Mostly before it's been individual scenarios and articles.

So, please let me know, Is this the sort of stuff you guys like?
Does it still work in Dresden despite the twists in there?
Are there any sections you feel are pointless and would never be used or jar too badly with the canon setting?
Certain sections touch on 'Adult' things like homosexuality and drug use. Would that put you off?
Are there any areas you would like expanding?

If you down load the PDFs- do the fictions help or hinder?

This has evolved out of a very long running PBeM so there is a lot more 'background' information that could be included but I didn't want to flood it or turn it into a history text, but would people like more of that to be included in the GM bit?

And finally - if there are any scoucers on the forum- do you feel offended or have I captured it right?

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DFRPG / white court vampire 'genetics' (or how ever it works)
« on: March 27, 2011, 06:18:55 PM »
All I seem to be bringing at the moment is questions- sorry about that- but here is another for your considerations/ discussion:

I am a white court virgin (hypothetically)
I find true lover (ahh)
I become some kind of 'mortal'.

Me and my human love have a baby (Look it has my nose).

When it grows up, is the baby human or a WC-virgin?

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DFRPG / Longevity in weres
« on: March 19, 2011, 02:04:14 PM »
How long do weres live?
The books imply that Billy and the alphas get a normal human life span, but how does it pan out for wolf weres etc.
Does a wolfwere get a wolf life span?
Would a gerbilwere just get 3 years?

What if a wolf were was to spend most of it's time being human? Would that drag out his life to the three score and ten, or would he still age like a wolf and die in his teens?

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DFRPG / White Court Families
« on: February 18, 2011, 09:20:31 AM »
I'm arriving at this forum a little late, so its possible this has already been discussed, in which case feel free to point me to the old thread.
But has any one had a look at the potential for 'minor' white court vampire houses who drain other emotions.

I'm currently developing a setting for use at conventions across the UK based in Liverpool [working title Hang-over City]
I'm toying with the WCV's community there feeding off the euphoria generated by excessive behaviours like drug taking and binge drinking with the counter being Abstinence/ Temperance. (Given the night clubs etc there is not a shortage of that)

Has any one else developed a 'minor' family. Are their any pitfalls I need to keep an eye open for?

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