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Topics - devonapple

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16
DFRPG / Thaumaturgy: Declarations and Maneuvers
« on: May 24, 2011, 11:03:03 PM »
For Thaumaturgy, how are folks generally handling Lore Declarations?:

A) True Declarations:
no in-game time is spent on them, no clocks running in any way, just:
"I raced a Werewolf earlier this week and collected some of its sweat, so I make an Endurance roll to gain the Aspect 'Werewolf's Toil.'"

B) Scenes/Maneuvers:
each one advances the game clock depending on how long it should take:
"We have until midnight to gather supplies for this ritual. I'll be at the target site at 5 pm, sneaking in to get a "Sympathetic Link," then on to the forest with a pizza at 7:30 to get some "Pixie Dust," then I'll hit the shore around 8 to harvest some "Nereid Strands," then off to the Nevernever to beg some "Unicorn Hair" from my patron around 9:30, then...."

C) A combination of either/or depending on Plot.

D) Other

17
DFRPG / Threats and Themes in Your Games
« on: April 28, 2011, 10:25:19 PM »
How many GMs are getting the opportunity to turn some of their City's Themes into Threats?
Do you generally burn through a few Threats before targeting one of the Themes?

I started out with Two Themes and a Threat: the Threat got handled (or at the very least, decisively put off for awhile), so now I'm looking to add a new Threat, or make one of those Themes into a Threat.

18
DFRPG / Nemeses
« on: April 07, 2011, 03:47:00 AM »
There are a few nemesis options in the DFRPG book (well, in any RPG, really): all-in-one master villains; doppelgangers; "reverse" versions of the PCs; variations on those themes.

How many GMs have actually set up a "reverse" NPC for each of their players?
Are these nemeses a fire-versus-ice thematic/literal reversal of special effects, or more of a Superman/Lex Luthor sort of antagonism, where the NPC thrives where the PC is weakest, and vice versa?
Are these NPCs allied (or at least cooperating) like a Legion of Doom, or are they on their own?
Did they all get introduced in the first story, or will they show when their plot comes up?

19
DFRPG / Joke: Autohematomancy
« on: April 06, 2011, 07:26:03 AM »
Autohematomancy [-1]. You can read sooth in the pattern of blood spatters: specifically, your own blood. After taking a bloodshed-themed physical consequence, in direct conflict against a given creature with Toughness Powers and a Catch, you may make an assessment roll to discover that Catch by reading your own dropped blood, using your Lore skill.

20
DFRPG / Catch Check, or the Tangled Web of D&D 3.x Defense Powers
« on: April 06, 2011, 04:46:00 AM »
I have a peculiar set of demonic toughness powers which I think are fairly priced as follows, but I'm open to outside evaluation:

-2   Inhuman Recovery
-4   Supernatural Toughness
+3   The Catch: only works against mortal magic, any fire and any electricity.

Having a Catch that only works against mortal magic has consistently been a +5 discount in the books. Adding fire and electricity to the mix could bring that down by 1 or 2. I've opted for 2.

Also, the original D&D 3.x defenses I'm trying to model are:
Damage Reduction 5/+2
Spell Resistance 20
Electricity and Fire Resistance

I think DR 5/+2 was a small enough amount that the armor to apply would be sufficient.

Unfortunately, a Stacked Catch is only available when a monster has actually purchased Physical Immunity.

21
DFRPG / Nevernever Travel Dynamics
« on: March 30, 2011, 06:39:31 PM »
Coming up with a definitive set of Nevernever travel rules is almost moot, considering that the fiction leaves it as very plot-sensitive how easy or hard it is to pass through a given Way. That said, have any GMs formulated homebrew rules about how to handle passing through the Dresdenverse's equivalent of the Astral Plane?

I myself have been handling it by the seat of my pants. One Nevernever jaunt dropped the players into a breathable Nevernever "ocean" filled with distant but circling predatory shapes, and alien whalesong - the only objective was simply to escape the authorities, so they just had to end up somewhere else in San Francisco. It was a complete surprise to me when they suggested it (I was anticipating they would buy some time by hexing the emergency vehicle that was there to take away their mindwarped friend before they had a chance to do a counterspell, but they took her into the NN instead).

Another Nevernever trip to meet the Archive on Easter Island was handled as an extended challenge, as they were hounded through the Nevernever by a Summer Court posse (San Francisco is technically "theirs" inasmuch as any city can be claimed by a Fairy Court, and one of the players has a Winter Court artifact).

How have other folks been handling this?
Are you finding that trips to the Nevernever come up on the spur of the moment, or are you fairly good about anticipating and planning for them?
Have you developed an "Encounter Table" of sorts for random NN jaunts?
Have you definitely mapped the different Ways available in your game City?
Are you tracking the rips in the fabric of reality in case opening their own Ways comes back to bite the players?

Edit:
Also, I have been handling opening portals to the Nevernever as a Thaumaturgy effect which the players can usually do without any preparation (the designated Nevernever doorman has Lore +4, and an Enchanted Item which boosts this, so most well-chosen locations are going to have a thin enough barrier for them to open), but I've been letting it happen in an exchange, rather than in minutes, so I've really been running it as Evocation.

Does anyone run Woldwalking as an Evocation effect? Do folks use one or the other depending on circumstances?

22
DFRPG / Buying Success With Consequences
« on: March 28, 2011, 11:09:52 PM »
I've been noodling (in a few unrelated threads, here and here) about the potential value of allowing players to emulate Thaumaturgy and Evocation when they roll their mundane skills.

DFRPG already allows a character to make up the shifts of an unsuccessful roll by shifting along the Time Chart (each step up adds a shift). For example, picking a specific lock would normally have taken a few seconds, but the player rolled badly, so this time it takes a few minutes instead (during which interruptions can happen, plot advances, villains run away, that sort of thing). You give up time and potential agency, the plot rolls on without you - maybe not a lot, but enough. Sort of like "taking 20" in D&D 3.x. Spellcasters, too, can skip scenes during a prohibitively exhausting Thaumaturgy ritual, giving up narrative contributions in exchange for more sure success on their ritual.

However, spellcasters occasionally trigger Backlash when trying to control their magic, and they have the option to shore up the spell by taking Stress and/or Consequences. Some casters have even built in an automatic "sacrifice" requirement into the Control rolls of their Rote spells, meaning that whenever that spell gets cast, they automatically take an x-point consequence to help power the spell.

What about mundane skills? What if people were able to shore up a bad roll, not only by tagging an Aspect, but by taking a straight Consequence?

Example 1:
A hero is pinned down by a hail of enemy gunfire (enemis made a Block versus Attack, using their Guns skills). Hero wants to shoot the escaping villain, and makes a Guns check. It is two points shy of breaking the Block, and for sake of argument, he has no Fate Points.

How game-breaking would it be if he was allowed to take a 2-point Consequence (Shot in the Arm) narrated as "he braves the gunfire to line up his shot," in order to add 2 shifts to his Guns roll, effectively breaking the Block and allowing a successful Guns hit on the villain?

Example 2:
A spy is dropping down an air vent to sneak up on his enemies. He makes the Athletics check, but misses the Stealth check by 4 shifts. The player, not wanting to be discovered at this time, opts to take a 4-point Consequence "Torn Ankle" to reflect that the spy absorbs and rolls with the fall, but makes no noise other than a quiet snap. He limps painfully but quietly along to the next checkpoint, for the moment, undetected.

Edit: Negative Aspects
I completely omitted the bit about using Negative Aspects to balance out positive Aspects, such as:

A) taking a phantom Consequence on an item you acquired with a barely-failed Resources roll, or
B) the thugs you hired with your pitiful Contacts check DO manage to show up, but they have the Aspect "Squirrelly," "Good Help is Hard to Find," or "Completely Uncommitted to This Client."

This tactic came up in the Summoning thread awhile back: the concept being that you could shortcut your summoning spell by intentionally accepting lower-quality Nevernever creatures with hidden agendas, lowered competence, or simple lack of commitment.

23
DFRPG / Timing and Recovery Powers
« on: March 15, 2011, 08:18:46 PM »
Last night my Apprentices went up against, among other things, a Ghoul merc. These have Inhuman Strength, Inhuman Speed and Supernatural Recovery (which allows it to shrug off 2 Mild consequences a scene). It had 5 Physical Stress boxes.

Exchange 1 it had to soak up a 9-Stress hit. Since I wanted this to be a challenge, I opted to let the Ghoul to take a Moderate (4-point) Consequence (even though it wasn't a named villain), and checked off its 5th Stress box.

Exchange 2, it had to soak a 7-Stress hit. It could take a Mild (2-point) Consequence, but it would still have been Taken Out because its 5th Stress box was already checked, and 5 stress would have immediately gone over its limit. I did not feel it appropriate to allow a tough, challenging but otherwise nameless Ghoul merc to take a 6-point Consequence, so I had no choice at that point but to let it be Taken Out.

I am thinking that, tactically, I *should* have opted to have the Ghoul soak up 6 Stress by taking a Mild and a Moderate consequence in Exchange 1, cross off its 3rd Stress box, and then have it "Shrug Off" the mild consequence. But I didn't.

I though about letting it simply ignore 2 Stress from the attack in Exchange 2, and counting it as a use of its "Shrug it Off" ability, but I felt that might have been cheating the system. I also thought about letting it take that 6-Stress Consequence.

Any thoughts?

24
DFRPG / Convention Games: How Much Control Do Players Want?
« on: March 08, 2011, 12:38:11 AM »
Setting up a DFRPG game is intended to be a very collaborative process between players and GM: the Setting, Threats, and NPCs are created first; then players create characters, with backgrounds linked to each other, the setting, its Threats and its NPCs.

But for a single-shot convention game, it makes more sense to create these things in advance. Or is it?

If you were hypothetically going to sit down for 6-8 hours for such a game:
Would you want the collaboration, or would you prefer to be handed characters and go?
Or some hybrid where you get to choose a few customizable Aspects or other elements?
Would you play ball if a GM had predefined relationships between characters? Or would you insist on hashing those out before play?
How do you feel about starting this single-shot adventure in media res, backfilling relationships and other details as the game progressed?

For reference, my gaming community tended towards wanting a predefined City, Setting, NPCs, and Scenario.

25
DFRPG / Monsters With Multiple Actions Each Exchange
« on: February 26, 2011, 04:52:18 PM »
Sometimes a monster from another RPG source (cough cough D&D cough) will have regular actions, and then attacks or effects which can be done at will, while it is doing other actions.

Are folks inclined to port over such powers at all?

I can think of a few ways to build such powers in DFRPG:

1) Don't worry about it. It's a game. If the GM does not abuse it, the players shouldn't be too hosed.

2) Buy up the power by 1 to 2 Refresh: 1 to make something possible as a Supplemental Action, and 2 to make it a Free Action.

3) Buy the power as an Aspect and Tag/Invoke for Effect as needed.

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DFRPG / Sympathetic Links: Smashed Penny Souvenirs
« on: February 23, 2011, 07:09:02 PM »
I've been collecting smashed penny souvenirs from my game town (San Francisco) for use as Fate Point tokens. Not every city has them, but most cities with a bit of tourism do.

I just realized one possible game use: sympathetic links. I noticed that when the machine smashes a penny, a bit of the copper gets worn off. The machine has a wire or plate which scrapes away the shavings, presumably to keep the mechanisms clean (one could possibly make up a conspiracy to collect copper for industrial resale).

But for our purposes, there may be enough copper in that machine for a sympathetic link. And if you happen to collect one of these souvenir pennies from a machine near the actual location it depicts, it makes them easy to reference. Until the machine gets serviced, those copper filings will remain.

Which begs another question: can a sympathetic link be used if you did not create it yourself? Say a Wizard found one of these tokens, and it happened to still have a viable link. Perhaps a villain is using these to get around using some teleport ritual, and the players take one of these from a defeated agent of the villain.

Would he be able to incorporate it into a tracking spell and track the target of the link?
Would you, as a GM, allow these links to be remotely researched, using an involved Divination ritual?
Or would you insist each one get tracked down on foot?

Update: have acquired a small hoard of these coins now for my game!
Update 2: the players approved!

27
DFRPG / Plot Inspiration: Garage Sale from Hell
« on: February 17, 2011, 03:50:06 PM »
I found this resource on the RPGnet forums, and felt it would be useful for Dresden game planning:

The Garage Sale from Hell: What happens to the belongings of an evil cultist who dies a respected member of the community, his crimes never known to the mortal authorities, and his actual home never identified by the heroes who killed him? An estate sale!

This page features community-submitted items with detailed descriptions (click "Visit Submission" for details on each item).

28
DFRPG / Custom Power Request Line
« on: February 11, 2011, 05:55:53 AM »
If you have an idea for a custom power, but don't know how to begin building it, feel free to post it here. Many folks on the forum like to tinker with the rules, and while we're not always coming up with new powers for our own games, we might be inspired by your idea!

29
DFRPG / Yes, A Free Tag Can Invoke For Effect
« on: February 04, 2011, 03:53:07 PM »
I am wrong on the Internet! Official Word of Fred is that, yes, a "free tag" can be used to Invoke for Effect." My sincere apologies for being so stubbornly wrong on the threads in which this came up. Mea culpa.

Per Fred: "A tag is an invoke (tag just means free invoke); an invoke can be done as an invoke for effect; an invoke triggers a compel, which is run between the GM and the target."

30
DFRPG / Spell for Critique: Stone Bridge
« on: February 01, 2011, 08:17:30 PM »
This one came up in a recent game: how to make a bridge to easily get from two points of high elevation without the risk of falling.

Not sure how this should work, but here was how I ruled it as the GM:

Stone Bridge
Type: Earth evocation
Power: varies; usually 6 shifts (4 for the Athletics check, 2 for duration), but could be more depending on the zone border the caster is attempting to cross.
Target: One zone border up to 4.
Duration: Three exchanges.
Effect: This spell summons nearby rocks to build a temporary bridge across a zone border of at most 4 ranks. This substitutes for the Athletics check of anyone crossing the bridge, allowing them to safely pass. At the end of the spell duration, the rocks lose cohesion and fall.

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