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Topics - YPU

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DFRPG / construct characters?
« on: October 18, 2012, 11:20:08 PM »
One of my players has been playing constructs or artificial characters in the various games I have run. In DnD he had a warforged bard, in a superhero game he was a flying droid meant to boost, track and record heroes abilities. various one shots of other systems had him playing similar characters. You'll also notice both of the examples are supporting roles as well.

Anyhow, once the theme became clear he decided it was something he wanted to stick to where possible, and as you might imagine it is no different with our upcoming Dresden files game.

His original idea was something of a golem like character however as I plan to make social interaction an important part of our game I felt it would restrict him to much. The options then shifted to a more bob like idea or perhaps even a genie like character. Now as I understand it most of these entities in the dresden files lack a free will and act according to their nature, also not showing particularly developing personalities. It's something I would be fine with ignoring for his character if he had a good idea of how he wanted to play it but he can be a stickler for established lore and so he did not particularly like that idea.

I am beginning to think I might just need to talk to him about not playing a character like that in this game, but before then I was wondering if anybody here might have an interesting suggestion?

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DFRPG / The deviant aspect.
« on: October 07, 2012, 12:48:46 PM »
My group is slowly gearing up to start our game. (things have been slow for the usual reasons) and I have been discussing character concepts with my players for the past weeks now, tough I try to keep them from pinning everything down as city generation should bring up some new and tied in ideas.

Anyhow I have been writing up aspect lists with some of my players to illustrate how aspects work and what can be an aspect. During these I have noticed I vastly prefer character to have at least one aspect that describes something particularly outside of their archetype. For instance we did a one shot and a player made a shy and quiet college student with a knack for veils. He also gave the character an aspect declaring him an active Urban BMX rider. (is that even the right word?) Suddenly he had a reason to have a decent athletics score and during the game he used the aspect to declare he knew a shorter route, because he had biked there before.

I found that this breaking of the mould to give the character a lot more depth and options as well. So I was thinking of requiring my players to give their characters at least one such aspect. Naturally some characters will be rounded enough that more then one aspect could fit the description and that's fine, but I think we all have players who sometimes lock in a bit to much on a archetype and stick to it. Do you guys think this is a good idea or would I just be trying to force something that has to happen spontaneous? Has anybody done something like this before? did it work?

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DFRPG / Running with the devil
« on: July 10, 2012, 06:42:00 PM »
One of my players had the idea to play a vigilante who has made a deal with a demon to boost his luck. Tough I could see this being a one dimensional character I know the player is better then that.

In any case I thought that doing a simple switch with the true believer powers would do but upon re reading them I have to say I find this less perfect then I aspect. Partially because I am not sure if conviction is really the right skill to use for a devil blessed man.

Mainly what I want the player be able to do is create prayers alla true believer, the player clearly stated he would like to make these self focused, a egocentric prayer is not a good one after all, but it could be twisted for good no doubt.

Anyhow I like the idea and I feel I have a solid start however I find it hard to say exactly what power this player should have.
On another note, I considered that perhaps it would be best to make this a changeling type of deal, it seems like down-below would always be willing to grant power in return for a piece of your soul (fate refresh) Naturally the power would work fine if they end up causing some mayhem, not so much if they would interupt something down=below has its hands in (fallen, for instance)

Any suggestions on how best to write this one up?

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DFRPG / Kemmlerian Necromancy, whats the agenda?
« on: June 04, 2012, 07:43:16 PM »
I am having a bit of trouble wrapping my head around some of the sponsored magic flavours. Soul-fire requiring goodynies I can live with, but Kemmlerian Necromancy really ticks me of. What source of power does it draw on, specifically? I can only think of death itself and I just don't see death as having so much of an agenda.
I feel that if an bad guy is using sponsored magic this should limit him somehow, allowing the players to get an edge in once they recognize the pattern, but what does kemmlerian force a necromancer to do what he would not have done already?
The same goes for the layline sponsor in the neutral grounds case file. I understand that some sources might be more mysterious and knowledgeable, but that seems to make them also unplayable or at least flavourless and bland when they come in to play.

Anyhow, I am sure this has been addressed in the past, I just haven't been able to find it yet.

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DFRPG / Entropy curse gone wrong, as an aspect or power?
« on: June 02, 2012, 10:42:24 AM »
One of my players had the pretty cool idea of playing the son of a big crime lord, who by accident has something of a Entropy curse gone wrong on him. Gone wrong how? It gives him weird mixed luck. The idea came from the "killed by a car, while water-skying." story.

A good example of what he wants this to do would be a break in gone wrong, after getting cornered in a waterfront building he escapes trough the hole made by a runaway speedboat. Only downside would be that it was his own getaway boat that made the hole. (The idea could work with a car all the same of course but our city has a lot of channels.)

Anyhow I am not entirely sure how to handle his character. The easiest way would be to make it an aspect, but should that be a high aspect or trouble? It also seems like a rather big effect for invoking an aspect, a pretty big supernatural effect. So should he still be a pure mortal? Or would this be better as a minor talent power plus a linked aspect?

I love the idea, it gives me ample opportunity for murphy's law, which aught to be rampant in Dresden. However I am slightly miffed how to implement it best. I get that this is FATE, and I can do it either or any way, but I would like some opinions on it all the same.

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DFRPG / Veil fallout
« on: June 02, 2010, 01:12:18 PM »
Hey, my first post here, purely out of necessity.

One of my players asked what would happen if a Veil (spirit defence that is) generates fallout, the two things I could come up with was that it would be completely impossible to look out of the veil, instead of just harder, and the other would be miss representations of the "background"

The second would pretty much give away the veil downright to anybody with some knowledge of magic I think... making veils rather limited in use with fallout, I can see how this should be so, but perhaps I am just missing some options here?

any suggestions please?

greetz,
Your Personal Undead.

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