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Messages - Richard_Chilton

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31
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: December 15, 2012, 02:00:37 AM »
I honestly just do not see a necromancer having to worry about going insane easily from using the type of magic they specialize in. Cowl, Grevane, and company would have been braindead if it were the case.

Personally I consider all of those characters to be insane.

The Kemmlerite were insane.  As in "Why negotiate when I can kill him then break into the morgue (killing a bunch of people) and get what I want" insane.  I see all of them as having all of their aspects twisted by the Lawbreaker power.

In White Knight it strongly hints that Cowl deals with the Outsiders.  That's only one more "I am above the concept of sanity" act that this loony does.

Even Kumori "I go around helping people" is crazy.  Read that conversation she has about how she will banish death from the world.  When Dresden points out the tiny little flaws in her plans (Hitler living forever, vast over population, etc) she completely tunes reality out - because she lives in a world where delusions can come true.

None of those were slobbing at the mouth insane, but they were all insane.

Richard
PS: Edited to address:
Cowl never really came off as mad to me he seemed more like a game theorist to me, his actions all seemed measured and planned.

Cowl believes himself above good and evil, above sanity and insanity.  He cooperates with raising the Dark Hallow because he knows he will make a Just God.  He works with capital E evil types.  The Proto-ghouls, the murdering women who have a touch of talent, the... well, almost everything he does portrays someone who considers himself amoral and asane - which shows how insane he is.

Looking at it another way - if he really has left all mortal moral judgements behind, then he's operating at a level that can't be considered sane.

Richard

32
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: December 15, 2012, 01:52:38 AM »
I understand some people might be against the idea but my GM and group think it to be a fun concept and no one sees any mechanical issues with it in the rule book.

Then the ultimate DFRPG authority has already ruled that your character is legal - that being the table you're playing at.  That philosophy is why there's a thread with official "suggestions" on the first law as opposed to one with a ruling.

That said, if you're replacing your trouble you might think about getting one of those "you've broken the law so often it changes one of your aspects" style thing from the Lawbreaker rules.

Something like:
I Have Power Over Death
I Can Bring Them Back
I Command The Spirits
I Raise The Dead
- to reflect how tempting it is to use forbidden power.  Your PC can do those things and the only reason she doesn't is because the White Council says she shouldn't.

And you might want to reflavour Kemmlerian Necromancy.  Call it "True Death Necromancy" or something like that, because the Kemmlerian Necromancy leads to really batshit crazy stuff.  Every single one of Kemmler's former apprentices came off looking more insane than Cowl and Kumori  - and that's saying something.

Why reflavour it? Because when you use the term on this board people will think about the default "become completely insane" power rather than the variation that your group is using.

Richard

33
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: December 15, 2012, 12:35:48 AM »
You could be a necromancer who hasn't gone all the way corrupt yet.  Say that you worked mainly with an animals or find the points to pick up a level or two law breaker.

In the books, Kumori is a non-Kemmlerite necromancer who isn't evil.  Crazy and in denial about it, sure, but not evil.

Richard

34
DFRPG / Re: Mechanical Preview?
« on: December 15, 2012, 12:31:14 AM »
You haven't dropped by http://www.evilhat.com/home/dresden-files-rpg-downloads/ then you should.  It has links that explain the magic system, character creation, combat, etc.  It also has three intro adventures.

And while I posted a link to this thread recently, the description at http://www.jimbutcheronline.com/bb/index.php/topic,22372.msg966827.html#msg966827 gives a half page summary of the game system (after giving a summary about the world).

The biggest difference between FATE and most other TT games is that the players add to and (in some respect) control the game as much as the GM does.  If the PCs are looking for clues then the players can roll and Declare they've found a clue that points to blah - as long as it doesn't contradict something already in play and the GM's cool with it then they found that clue.  And the clue will point to the real murderer - even if the GM thought that someone else did it.

One of the Case File bits linked above is called Neutral Grounds - and it works like that.  The plot kit defines who the murderer is but says that if the player declare and assess evidence that points to someone else then the GM changes who the killer is.

Hope this helps!

Richard

35
DFRPG / Re: Mechanics of the Mark of Cain
« on: December 13, 2012, 06:29:18 PM »
So he basically has a recovery power...  I like this too.

Recovery, but not recovery at the speed we see in this game.  At most we might be talking inhuman recovery.  Generally it takes him days (or weeks) to recover - but he always recovers.

Richard

36
DFRPG / Re: Mechanics of the Mark of Cain
« on: December 13, 2012, 07:41:42 AM »
Have you ever read any of the Casca:The Eternal Mercenary novels.  I'm just thinking that you might want to borrow the curse from that series.

It's based on a variation of the Wandering Jew myth.  Casca will remain as he is until the Second Coming when he'll finish a conversation he started during the  crucifixion.  While he has something like the Mark of Cain basically it's regeneration.  The only real protection he has is that animals won't consume his flesh (they'll tear pieces of it off him, but they won't eat it).

Do lethal damage to him and he gets better.  Blow half his head off and it will regrow.  Stake out for the crabs to eat (that happened in one book) he'll scream in pain but regenerate.  Worse, since he is doomed not to change he lacks the ability to go truly mad and find comfort in mindlessness.  He might have a bout of insanity now or then but he gets better.

And, as with Highlander, he watches his friends and lovers age and die.  At various times religious orders follow him around so that when he restarts that conversation they can interrupt him and talk to the Big Guy face to face.  Other times he's been burnt as a witch (which really hurts, but he gets better).

Now that's a curse.

Richard

37
DFRPG / Re: Introducing Newbies
« on: December 12, 2012, 08:20:20 PM »
A quick, this is what the world is like, setting can be found at:
http://www.jimbutcheronline.com/bb/index.php/topic,22372.msg966827.html#msg966827

Richard

38
DFRPG / Re: Eberron and other fantasy settings
« on: December 09, 2012, 10:52:01 PM »
Just a note - one of the things the kickstarter offers is a 'toolbox' of different ways to handle magic.

One of the options planned for that toolbox is a "Serial numbers filed off version of DFRPG Evocation".  See http://games.groups.yahoo.com/group/FateRPG/message/22002 for more info on the various systems of magic being looked at.

It should be interested to see the various options they come up with.

Richard
(who wonders how a Vancian magic system could be made to work using the FATE rules...)

39
DFRPG / Re: The interaction of potions with a Crafting Frequency bonus
« on: December 09, 2012, 06:21:14 AM »
One of looking at it is that you make two potions, each of which can be used one.

Another way is an editing error.  They were working on the magic section up until the end - which is why there are so many differences between the release and pre-release magic sections.

Richard

40
DFRPG / Re: Would you call this legal?
« on: December 09, 2012, 02:54:14 AM »
In the archive there's a thread with answer from Fred where someone asked how they could duplicate the shape shifting magic from Turn Coat.  Fred's response was to give the PC the Shape Shifting power, charge him the refresh, and explain it as a series of downtime thaumaturgy rites performed off camera.

Another question about the Gatekeeper's method of opening ways was met with the suggestion of giving Gatekeeper the World Walker power - explaining it as a mastery of that method of magic.

Your suggestion is clearly in keeping with those suggestions.  Add in an explanation of how he spent 20 years working on the ring, using rare ingredients in the enchanting, and you've got the perfect answer for when your players ask "How do I make me one of those?".

Richard

41
DFRPG / Re: FATE Core and DFRPG
« on: December 08, 2012, 06:13:39 PM »
More news about the magic system toolkit.  One of the things the author wants to include is:
Quote
- Serial numbers filed off version of DFRPG Evocation

More info at http://games.groups.yahoo.com/group/FateRPG/message/22002.

And most of the stretch goals now have links to pages with more information about them - including one where Fred seems to be taking opinions about what should be covered in the toolbox sections.

Richard

42
DFRPG / Re: Adjusting to Canon
« on: December 07, 2012, 05:39:45 AM »
About that bit:
(click to show/hide)

Richard

43
DFRPG / Re: FATE Core and DFRPG
« on: December 06, 2012, 08:47:30 PM »
I'm assuming that once the rules (including the toolbox) are out that people will want to discuss how various DFRPG rules can be hacked to turn them into FATE Core compatible and we'll need a separate area for those discussions.  Then again, all of the DFPRG books (paranet etc) that were supposed to be out this year are "late" so maybe we will see an official "DFRPG to FATE Core conversion book" sometime in the future.

Then we too can have edition wars... er... I mean discuss why going with this version of the rules is the only logical way to go :).


Also, just in - a new stretch goal:
"$101,000, all of the stretch goal expansions up to Camelot Trigger that aren't going in the Toolbox will go into a "Fate Worlds" compilation book."
- for $30
- coming in at the 300 - 400 range

Richard

44
Here's a link to an old thread
http://www.jimbutcheronline.com/bb/index.php/topic,22372.msg966827.html#msg966827
that has an intro to the setting and a bit about the game.

Richard

45
DFRPG / Re: The First Law of Magic In-Play: Semi-Official Advice
« on: December 06, 2012, 06:04:52 PM »
You aren't killing with magic, so no.  Doing that isn't all that different from killing with the Warden's Enchanted Blades.

Of course, that's just my opinion - but there are no "official rules calls" for this game.

Richard

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