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Messages - JesterOC

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16
DFRPG / Re: Urban Street Chase: Bicycles versus Cars
« on: January 04, 2011, 01:36:25 AM »
Off the top of my head, I would say a consequential(Page 193) Cat and Mouse extended contest(Page 194) with using Driving vs Driving modified by Athletics (Poor athletics should hinder the PC).

 

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DFRPG / Re: Thinking about buying this...
« on: January 03, 2011, 07:10:43 PM »
A few points.

1) While it is a story game, it is not pass the stick stuff, Combat can be quite deadly, and while the PC's will have a hard time getting killed that does not mean that they can't get their butts kicked by even mid level opponents.
2) Players who want complexity can play wizards, players who want simplicity can play pure mortals. And there are nearly limitless options in between.
3) If you ever bought a game just to read the rules BUY this game now, it is a great read, wonderfully put together and damn funny at times.

JesterOC

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DFRPG / Re: Adapting Rules from Other FATE Games
« on: January 03, 2011, 04:46:59 PM »
I play with a group of fairly experienced players who take joy in role playing - in the Harn campaign that we play alternating with the Dresdenverse there is a cool palidin-ly character that is afraid of the dark, and role playing this well has probably cost him ease and tactics, but it's added to the enjoyment of the game.
That is what one has to do in a game that does not have mechanics that support roleplaying. No need to be a roleplaying martyr in FATE.

For me, using percent (or some form of chance) to determine likelyhood and dice to determine actuality effectively represents the "fun" of not knowing what is going to happen.
Same here.

By making the PC's think about what aspects they  use or could use and setting them up (the potential of that use) beforehand, I try to avoid the feel of "oh, that wasn't real/what I wanted/It's sort of a do-over" If I can always find/add/invoke another aspect after the fact, I sacrifice suspension of disbeleif. Of course it also makes the universe less safe. But that makes it more fun/real/scary.
Only if you view the dice roll as the end of the mechanic and not the beginning which it is in FATE based games. There is no "going back" because the roll is not over yet. This problem lies only on how you view the process, and it feels to me that you are using a more "classical" roleplaying game approach.

Also, forcing a player to decide if they want to use fate points beforehand seems that it would disrupt the FATE point economy. I would assume they would be conserving their points until they got a healthy supply and then letting them loose at key points. I guess it could work, but it seems that it might screwup the feel and flow of the game.

NOTE: Sorry to the OP for derailing this topic. I will leave it be.

19
DFRPG / Re: Adapting Rules from Other FATE Games
« on: January 03, 2011, 04:08:50 PM »
I think that any creatures drives and ambitions are going to be linked both to what that entity is, and also how he or she sees him/herself. I.e. for me, part of my various drives are biological (sex, food, shelter) and part are linked to how I conceive of myself (student, nurse, writer, RPGer, pet person). If I allow PC's to work from "both" and NPC "monsters" only the former, it makes for a boring campaign. Think about Vampire the Masquerade - much of the ... coolness of that world comes from having a very strong nature that is easily lent to "evil" and transcending it, or shaping it in some way.

If you have read Dresden Files you should know that the main "NPCs" in the stories all have their own agenda. The statement is that the more powerful they are the more typecast they become is a subtle one. It does not mean what you are implying. It means that powerful beings more often than not will react to things in ways that go along with their powers. Much like the old saying... If all you have is a hammer, everything looks like nails.

First point: I run a very ... detailed and low "kill" campaign, so any given group of ghouls probably won't get "killed off" for game months or years, or maybe not ever. so they will most likely end up with (even if they don't start with) many aspects - in the same way as PC's do.

The number of aspects I wrote out was limited to what I thought I  needed to describe, it was not meant as an example of how many aspects an NPC should have.
For all my named NPC's I have a high concept aspect, a goal aspect, and several (1-3) personality aspects.

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DFRPG / Re: Adapting Rules from Other FATE Games
« on: January 01, 2011, 08:15:09 PM »
I don't understand what you are saying when you don't use the concept of monsters not having freewill. It seems that all you are saying is that you give them their own drives and ambitions. That seems like rules as written to me.

They all have their own drives and ambitions, and as you said they are linked to what they are (Ghouls love flesh, Vamps blood). FATE points allow them to transcend these limitations, and also any aspects of their personality.

For instance you can have two NPC ghouls, both are based off the listing in the book, but you make one the leader, and the other the muscle. To have the game mechanics reflect this, you give the leader the aspect, "Master of Control" and a FATE point, and the other just gets "Quick to Attack". You now have two very different ghouls. The lesser one can be quickly tricked into aggression that the Players could use against him, the other would be much more resistant to such ploys.

As for your second point, I can't see how you are saying that FATE points work against roleplaying. I find that they are great way for the game to reward the player for acting within the described aspects of their character.  I can't see how the use of FATE points in a conflict detracts in anyway from roleplaying.  I view the mechanics separate from the game fiction. The fact that players may invoke aspects after the roll does not change my view of the conflict, no more than rolling dice to determine the outcome in the first place.

JesterOC

21
DFRPG / Re: Adapting Rules from Other FATE Games
« on: December 30, 2010, 10:28:08 PM »
I purchased Strands of Fate to do the same.. however I found that the changes seem to make the game more like traditional games with combat modifiers.

At the moment I don't want to switch back to that way of doing things, mainly because I feel you have to at least try to embrace the new mechanic to see what it really provides.

Off the top of my head persistent aspect mechanic seems to devalue FATE points.
For instance if you have a pure mortal vs a monster with no fate fighting in an environment that is "On Fire".
The Mortal since he has free will, can adapt to the situation and start using FATE points to use the Aspect to his favor, while the monster (who has no fate points) is bound to use only its powers (because the lack of free will).

If that was a persistent aspect, the cool factor lessened for the pure mortal because now the monster can be using the fire against him as well.

So with this one change, you destroy the theme of the game (free will comes at the expense of power) and lessen the value of FATE points because now there are situations where everyone can have an infinite supply of fate points.

If you find that your players don't use environmental aspects much because of the lack of fate points, I suggest they use the compel mechanic to use the environment to give them points. Meaning the player self compels that he spends his turn dodging the fire in the building instead of attacking. (Bing instant FATE point). Next turn he can describe that he worked out a way to now turn the tables and use that fate point to turn the fire against the creature.
I feel that feels like a better story, with more interesting choices for the players.


JesterOC

22
DFRPG / Re: spells doing more than damage
« on: December 21, 2010, 11:01:49 PM »
I'm not saying I would not want to have spells do this.. I think it would be nice. I just would want some way of balancing it to the existing rules.

With the existing rules to pull off nearly the same effects you would use two exchanges, and take a minimum of 2 mental stress.

Perhaps allow the caster to cast two spells simultaneously at the mental costs as if they are casting one big spell (which will severely limit how powerful it can be), and consider doing so to be a supplementary action thus forcing a -1 on the die roll (this should make up for the extra exchange one gets by combining the actions).

At that point the maneuver spell acts just like a standard maneuver spell so their is no discrepancy.

At least that what I think off the top of my head.

JesterOC


23
DFRPG / Re: spells doing more than damage
« on: December 21, 2010, 09:53:31 PM »
Interesting but this seems like it makes attacks with special effects potentially much more powerful that standard maneuvers.

For 5 shifts of power an attack with a special effect can do damage AND place an aspect that the target can only escape from by rolling a 5 on an appropriate skill.  If the target has a bad skill, the maneuver can last a very long time, and they have to use their action to remove it.

With a standard maneuver 5 point of power (against a target with a target attribute of 3 or less) will have the effect last for 3 exchanges and do no damage.

JesterOC

24
DFRPG / Re: DFRPG discussed on Actual People, Actual Play podcast
« on: December 16, 2010, 02:58:09 AM »
Just want widen the discussion..there is another thread discussing this podcast on their boards (http://spookyouthouse.com/forum/index.php?PHPSESSID=saobtk5v6sbmfmutdvt69maeg5&topic=2740.0).

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DFRPG / Re: DFRPG discussed on Actual People, Actual Play podcast
« on: December 14, 2010, 07:06:06 PM »
I think the only thing I would stress, is that if you find that your characters are doing the heavy lifting, you really need to award them via the "self" compel rule or you will find that the heavy lifters will not gain the FATE points they need.  While listening to the podcast I got the impression that he feels that he should not use compels in those situations, I would say that instead you issue the points after the choice to make sure they get their due.

This all could be a issue of semantics and that what he meant by not compelling was the same as "self" compelling after the fact, but it was not clear to me during the podcast, and thus I wanted to bring it up.

JesterOC

26
DFRPG / Re: DFRPG discussed on Actual People, Actual Play podcast
« on: December 13, 2010, 07:00:01 PM »
I'm not sure if it is ALWAYS a recipe for disaster... but I see where it could be.  This reminds me of a podcast of a convention seminar (GenCon 2010) where the speakers described game rules as mind control (Luke Crane and Jared Sorensen).

In essence they stated that the rules of the game force a person to act in a certain manner. I assume that all games fit that statement thus all games use mechanics to manipulate a social situation.

Of course there are rules that do this well, and rules that don't and I think that if a rule does its job in a way that disagrees with someones mindset, the rule and thus the game will suffer.

JesterOC

p.s.
I don't think I stated their point well (or even if I understand it fully). I found the link .. it was from the great folks at the walking eye titled "2010 Recordings: Luke Crane and Jared Sorensen: Game Design is Mind Control"
http://www.thewalkingeye.com/?p=874

27
DFRPG / Re: DFRPG discussed on Actual People, Actual Play podcast
« on: December 13, 2010, 06:09:29 PM »
BTW I loved it. I like how you guys did not sugar coat the difficulty you have with FATE games.  I can see the GM's issue about compels and I think that a suggestion given by one of the players could provide the solution.

If I recall correctly, the issue the GM had with compels where that it it made him feel that it took a tough decision for the PC and ruined it by you putting a game mechanic shotgun to the players head.  Thus diluting the tension of the that decision by adding mechanical negative to the situation (ie they will loose a fate point if they choose to not complicate their characters life).

I suggest that you use the majority of compels as "self compels". Meaning that the player himself/herself(or you if they miss it) should request the fate point for making the tough choice if it aligned with one of their aspects and that it complicated their situation.

Other times, if they have a situation where they have a damned if they do damned if they don't scenario, give them a FATE point for either choice if the situation was keyed to their aspect.

Only use "standard" compel when you want to force a plot point in a way that is needed to make the scenario you have defined get started. Mostly this would be story hooks, and other times it could be used if the PC's start to go off the "rails".

I think this would keep the feel you desire. I would guess that the standard compel mechanism is to help roleplayers who are more tactically oriented and have a habit of only choosing the plot point that is beneficial to the character's story.

Thanks again for the thought provoking podcast.

JesterOC
 

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DFRPG / Evocation Maneuver duration
« on: December 13, 2010, 05:04:11 PM »
In the books it states that you need one shift of power to increase the duration of a maneuver for one exchange, however I recall that elsewhere in the book it states that 1 shift will make it last the entire conflict. I can't seem to find that reference, anyone recall this? I think that 1 exchange per shift makes evocation maneuvers very weak (You get better results with a mundane maneuver, without taking a 1 mental stress for the effort.).

Thanks,

JesterOC

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DFRPG / Re: DFRPG discussed on Actual People, Actual Play podcast
« on: December 12, 2010, 07:25:03 PM »
I love your podcast, and I am ready to listen to your Desden files podcast on my way to work tomorrow.

JesterIC

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DFRPG / Re: Ways to add to the dice mechanics
« on: December 10, 2010, 07:59:47 PM »
First, what about polyhedrals?  Using the d6-d6 method you get +/-5, you could change that up and say d4s for cautious, d8s for reckless, etc.

Good idea. That should work well and be easy for most anyone to experiment with. Perhaps you would want to cap the + level to 4, that way you have a better chance of getting a +4 without getting crazy high results.

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