Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - BumblingBear

Pages: [1] 2
1
DFRPG / "Bulldogs!"
« on: August 09, 2011, 02:32:49 AM »
Sooo.....

My DFRPG group is going to start a Bulldogs! campaign now.  After reading some hype about the game, reading something Fred said about it, and now having seen the book... I am stoked.

What is even cooler for me is that the issues I was having with equipment and resources (read:loot) have been addressed in this FATE game.. and I like how it was done.

So my question is this:

Is anyone else who has read the Bulldogs! book going to adapt any of the rules to the DFRPG?  I even think that some of the racial traits/powers would transfer over seamlessly.

2
Ok all,

I made a response like this in another thread, and this joke really appeals to me so I am going to start a thread on it.

I really liked reading these kinds of humor threads about various RPGs, so let's start one about DFRPG :)


Templates:

Real men:  Play a gunhand
Real roleplayers: Play a wizard but then freak out when they realize they’re the most powerful offensive member of the group.
Real Loonies:  Play a minor talent with the Sight if they cover their eyes with cheese.
Real Munchkins:  Play whatever they can get away with, and attempt asking the GM for more refresh.

The Laws of Magic
Real men:   Avoid magic like the plague or stick to the Laws of Magic like glue.
Real roleplayers:  Enjoy a tarnished past like Harry’s, and play off of that.
Real Loonies:  Use damaging magic on themselves.
Real Munchkins:  “Magic?  Who needs magic when I can throw an 18 wheeler?”

Refresh level.

Real men:  Like to start with a fairly high refresh level so they can protect the innocent better.
Real roleplayers:  Like to start with a low refresh level to (in their mind) give more validity to their character and/or feel superior to min/maxers.
Real Loonies:  Only use a few refresh on stunts or powers and keep the rest free to make declarations about cheese every session.
Real Munchkins:  Want to be a higher refresh level than everyone else at the table.

Weapons:
Real men:   Like powers or stunts that allow them to make a regular weapon more deadly.
Real roleplayers:  Usually get stuck playing the wizard before they realize how powerful they are, and as such don’t really have to worry about weapons.
Real Loonies:  Carry an inherited silver butter knife.
Real Munchkins:  Want a Sword of the Cross as equipment.

If playing a character from canon:

Real men:  Like Kinkaid and Sanya.  For obvious reasons.
Real roleplayers:  Want to play Harry – for the dramz and investigation.
Real Loonies:  Want to play Butters or Toot Toot.
Real Munchkins:  Like Maeve’s style but she is not powerful enough, so probably the Erlking.  But he has to have a jetpack and a more powerful weapon.

Using aspects in combat:
Real men:  Duke it out with the enemy, and lay aspects when they think about it (which isn’t very often).
Real roleplayers:  Use creative aspects that may or may not actually help in a fight, but make them feel more confident in their role playing superiority.
Real Loonies:  Try antagonizing the monster to attack them and then hit it with a giant frozen fish they spent a declaration on.
Real Munchkins:   Don’t usually need aspects, but when they use them, hoard them all for themselves.

When dealing with a malevolent entity:
Real men:  Are very suspicious and contain their rage over the loss of innocents.
Real roleplayers:  Try to understand the entity, and treat it with the respect its station demands.
Real Loonies:  Try to join up.
Real Munchkins:  Try to figure out a way to steal its stuff or power.

Concessions
Real men:  Rarely take them, but can admit defeat when they are outgunned.
Real roleplayers:  Try to concede at the first sign of fighting.  Roleplaying is for role play, not fighting!
Real Loonies:  Never give up, never surrender!
Real Munchkins:  Try to take as many consequences as possible before conceding to get the max amount of fate points for it, but don’t want to give anything up during the concession and stonewall the GM.

Sponsored magic or religion:
Real men:  Work for the White God, and live to kick Denarian ass.
Real roleplayers:  Research world religions and find a cool fit for their character who offers good RP potential.
Real Loonies:  Make up their own god.  Chedor, the  god of cheese.
Real Munchkins:  Choose whatever god will give them the most power or has the most possibility of handing out magic items.

As a shapeshifter:
Real men:  Want to turn into a wolf or a bear.
Real roleplayers:  Want to turn into a fox or a sneaky cat.
Real Loonies:  Want to turn into a homeless person.
Real Munchkins:  Want to turn into the Erlking.

Stacking aspects:

Real men:  Stack aspects when necessary.  It may take a while to figure out that their attacks are not doing anything, but eventually they will do what they have to in order to win.
Real roleplayers:  Hate stacking aspects.  All combat should last 5 hours and nothing should be lethal.  This belief makes them secretly hate their wizard character.
Real Loonies:  Only do social aspects and then invoke for effect to make the monster cry before throwing cheese at it.
Real Munchkins:  Will still be stacking aspects until the monster is dead, and then get pissed they never got to attack.  Will also be pissed that they could not stack more than one aspect at a time.

Physical Immunity
Real men:  Take a mild Toughness power to better survive the battles they fight for others.
Real Roleplayers:  Don't take a toughness power at all, and mutter that those who do are min maxers.
Real Loonies:  Take Physical Immunity to Cheese.
Real Munchkins:  Take Physical Immunity with the catch being cheese, a toughness power on top of that (in case the enemy coats their weapons with cheese) and wants invisible IOP armor that specifically protects against cheese, probably made by sacrificing the Loony.

The White Council
Real Men:  The White Council is a bastion of hope against the forces of darkness.
Real Roleplayers:  The Council is good but misguided, and can be an interesting backdrop or occasional resource or conflict starter.
Real Loonies:  Attempt to gain membership into the Council through gratuitous usage of cheese.
Real Munchkins:  Pick off the Wardens and Senior Council one at a time.

Playing a Game in Canon with the books
Real Men:  Respect the GM's wishes, but don't let it interfere with gameplay.
Real Roleplayers:  THIS GAME MUST BE IN SEAMLESS CONTINUITY OF THE DRESDEN FILES AS PRESENTED BY THE ALL-FATHER, HIS HOLINESS JIM BUTCHER AND HIS PROPHETESS PRISCELLIE.
Real Loonies:  Will take every opportunity to break the canon... whilst using cheese.
Real Munchkins:  Will twist the GM's arm by keeping canon... only if they are the one that killed Simon Pietrovich.... or Kemmler.

When Offered Food in the NeverNever
Real Men:  Don't take it.
Real Roleplayers:  Would consider taking it, if it progresses the mission or story.
Real Loonies:  Will eat it only if it is cheese, or switch the fae food with cheese then act enthralled.
Real Munchkins:  Will only eat fruit from the Garden of Eden that will allow them to replace the White God.

Feeding Dependency
Real men: Don't make a big deal about it.
Real Roleplayers: Take Feeding Dependency (Blood) and angst constantly about it.
Real Loonies: Take Feeding Dependency (Cheese) and angst constantly about it.
Real Munchkins: Take Feeding Dependency (Water) and attach it to two Refinements or to Lawbreaker.

In the Nevernever...
Real Men bring an iron sword, that's all they'll need.
Real Roleplayers bring a silver dagger, parchment, wax, and their seal...all to sign the next set of Accords.
Real Loonies bring a fishing net, a bottle of wine, and some cheese, after all fishing in the Nevernever may net you a mermaid!
Real Munchkins bring an M1 Abrams.
[/quote]

"Playing a pure mortal":
Real men: Will play himself, only a little lot more buff.
Real roleplayers: He will do a lot of research to finally play a character that is as different from himself as possible to create a roleplaying challenge for himself.
Real Loonies: Plays a cheese salesman. Or a pure mortal cheese.
Real Munchkins: Somehow plays the only pure mortal that can shift into a wolf and throw a weapon:8 fireball with each paw.
[/quote]

City Generation
Real men: Built the city with their bare hands.
Real Roleplayers: Design intricate webs between all the faces.
Real Loonies: Build the city on Rock & Roll
Real Munchkins: Nuke the city...with their pure mortal throwing fireballs while shapeshifted into a Tarrasq.

Rituals
Real Men : Avoid them like the plague
Real Roleplayers: Use them for plot expediency
Real Loonies: Summon the god of Cheese
Real Munchkins: Sacrafise[sic] 100 npcs and become God.

3
DFRPG / Hmmm... short story/campaign writing block
« on: May 30, 2011, 02:11:14 PM »
Hey folks.

I'm pretty good about making long arcing campaigns and multiple plot threads that tie together.

My issue is that I just started letting one of my players GM for a bit to give the group a different flavor before I take over again, but he won't be in town this weekend.

As a result, I need to step in an do one session right in the middle of his story.

This means I need to run a self contained story for one session that can be contained in about 6 hours.

Yikes.

I have a pretty good idea of what I am going to do, but it was surprisingly difficult to come up with a Cliffs Notes adventures.

What do all of you do if/when you have a similar situation?

4
DFRPG / Looking for 1 player in the Austin, TX area.
« on: May 18, 2011, 01:45:37 AM »
Hey folks. 

I may try meetups too, but I am looking for 1 player in the Austin, TX area.  One of our number was recruited at a local gaming shop, but he was underage.  Due to his age and things going on at home, he has not been able to come.

I need a replacements.

This is a submerged game taking place in Austin, TX.

If anyone is interested, please PM me. 

Thanks,

BB

5
DFRPG / How do you run glamours?
« on: May 08, 2011, 12:05:46 AM »
I have not had minor or major glamours in any of my campaigns yet.  How do you all run them?

I find the fact that the RAW says regardless of roll, one cannot pierce a glamour veil worrisome.. to say the least.

Plus, since it says "a moment of conentration" in the raw, does that mean that as a supplemental action, a PC or NPC can attack, but simultaneously roll deceit or discipline to make the attack look like it's coming from somewhere else, functioning as an ambush?

It seems to me that this is one of the most OP powers in the RAW.

6
DFRPG / How many have killed off PCs?
« on: April 24, 2011, 12:20:49 AM »
I'm honestly curious... because the DFRPG is a very deadly RPG.  I know that characters can concede, but I am sure it still happens.

How did the player react?

I'm looking for stories and personal anecdotes here because I have a feeling it may happen in the next session I run.

My players are powerful.. but I think they're a bit over confident and bloodthirsty.  Ultimately bad things may come of it. :P

7
DFRPG / A cool house rule for throwing (sup. strength) powers.
« on: April 16, 2011, 03:33:01 AM »
I had a nifty idea for a house rule.

We all know that thrown weapons are usually 1 zone, right?

I was thinking of house ruling that a "normal" character can throw 1 zone past that at -2 to the throwing skill.

If a character has supernatural strength, this would add 1 zone to the range for each +x to damage (so inhuman strength would be a total range of 4 zones) and each subsequent zone after the first would be -2 to the attack roll.

BUT, each point of refresh spent on the strength power would mitigate that attack penalty.

For instance.  A supernatural strength character would have an effective throwing distance of 5 zones, but would only be able to make throws to 3 zones at their normal attack bonus.

At 5 zones (-8 to hit anything, they would be -4 applied to their attack roll to hit anything (since the -4 refresh nixes half of that).

What do you all think?  I think it's fair and it makes sense.  A dude who can lift a bus would easily be able to throw a spear 100 meters.

The formula looks like X= skill modifier+(fudge dice roll)-(Y)

Y=[(distance of thrown object - 1)*2]-(Points of refresh in strength powers)

Where Y cannot be a negative number.

8
DFRPG / Miniatures for DFRPG
« on: April 13, 2011, 07:08:20 AM »
I like visuals, especially in big battles with lots of zones.

I was wondering if anyone had any suggestions for miniatures that would work for the DFRPG, or somewhere to go for that sort of thing.

It seems hard to find miniatures that aren't superheroes, medieval fantasy, or obviously sci-fi.

9
DFRPG / Austin, TX area players
« on: April 09, 2011, 02:43:26 AM »
I may need another player or two for my new submerged level campaign.

We're playing on Mondays at the moment.

If anyone is interested and can make games at the Dragon's Lair (for now), please pm me with character concepts.


10
DFRPG / One of my nastier NPCs - opinions?
« on: April 07, 2011, 07:08:32 AM »
Note:  If you're a player in the Let's keep Austin a little less weird campaign, don't read past this point.

Alright all - I want to get some feed back on this bad girl.

I think she's priced alright to be a Big Bad of a submerged level campaign, and her weaknesses if exploited properly make her very killable (or take out-able through social means) but I could really easily see her cleaning the floor with a bunch of folks.

She is a Giant Centipede Fae.

Mommy Hannah

High Concept: Daughter of Galmix, dragon cetipede
Other Aspects: Terrible liar, terrified of magical weapons, I eat dragons for breakfast, Being big is both a blessing an a curse, Nobody better harm my babies

Skills:

Fists: +6
Might: +5
Intimidation: +5
Lore: +4
Investigation: +4
Discipline: +4
Alertness: +3
Presence: +3
Rapport: +3
Deceit: +2
Survival: +2
Athletics: +2
Weapons: +1

Stress:

Physical: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] ([ ] [ ] [ ] [ ])
Mental: [ ] [ ] [ ]
Social: [ ] [ ] [ ] [ ]

Powers:

-4 Mythic Size

    +2 to hit her. +4 Stress boxes. +4 to might rolls to lift or break things. +2 to athletics to cover distance. +4 to intimidation against normal sized creatures. -2 to stealth rolls, and stealth can never be above 0.


-1 Claws
-1 Venom
-1 Spider Walk
-8 Legendary Strength

    +18 to might for lifting and breaking things. Might is +4 in conjunction with grappling. This also allows you to make a 6 stress hit on an opponent during a supplemental action during a grapple. Always roll a +4 when rolling might to modify another skill regardless of the comparison between the two skills. Add +8 to the weapon rating of attacks the rely on muscle.


-8 Physical Immunity
+2 The Catch: Weapon: 4 or greater attacks, Enchanted weapons, Magic
-4 Supernatural Toughness
+3 The catch: Steel and iron and the like
-2 Worldwalker
-5 (Gargantuan) Greater Glamours

    Same as greater glamours but Mommy Hannah does not receive any penalty for veiling only herself

Total refresh -32

Bio

Mommy Hannah is 200 feet feet long. She is massive, poisonous, ugly, and psychotic.

She’s been alive for so long she has started to lose touch with reality.

She recently decided he wanted to be a mother, and has begun producing monstrosities that she created using human dna from a few people she ate.

One of the wild fae, she is extremely powerful, but not very bright. She also is both too large and too stupid to ever learn magic.

----------------------------------------------------------------------------------------------------------------

She effectively has +27 might... which I feel is appropriate for a 200 foot long centipede.

Through the course of the narrative, I am going to clue the PCs in to both stay at a distance from her (if they want to fight) and that she is best dealt with using intellect - like setting traps and such.

I like her low weapons rating and ridiculous strength because I like the idea of Mommy Hanna picking up a train engine car to fling at a PC.  Her aim will suck with +1, but something like a 20 shift weapon attack will be sure to get anyone's attention. :)

11
DFRPG / Gf's character idea most min/maxed ever lol
« on: March 31, 2011, 09:06:02 AM »
In the game I am working on starting, I asked my gf what character she would want to play if she could make it to games.

After much discussion, she decided she may want to play a girl who through mystic-scientific testing that she volunteered for in order to make money, wakes up 3 months later with no memory of the prior 3 months, and the ability to turn into an 8 foot tall ... housecat.

At first I thought it sounded cute and a little goofy... but omfg... wow.

Her character will have no weaknesses (since she plans on taking high alertness and investigation in her human form).  If she plays this character, I plan on compelling the hell out of her lack of control over her powers, and the size of the animal she turns into...

But wow.  We've discussed on the boards how min/maxed a shapeshifter can be, but when you add the monstrous size power into the mix...

She could easily have a +10 or +12 to strength from powers.  She could just maneuver a bad guy to have him pinned to the ground (rolling strength) and then just absorb all the damage while her team mates kill him with ease.

::shakes head::

What is kind of cool, though - is that with at least a few PCs that powerful, I will be able to throw really nasty stuff at the group and not see them drop like flies.  Hopefully.  ::evil grin::

12
DFRPG / What power level and why?
« on: March 20, 2011, 03:31:24 AM »
Sooo....

I'm thinking about running a game.

It looks like I have a handfull of potential players, so that is not an issue.

If I do end up starting the game, I have to decide what power level to start at.

I'm curious - where did all of you start your games at and more importantly, why?

I have thought about the issue over the last day, and I can see it from both sides from both a gm and a player perspective.

What do you all think?

13
DFRPG / I know it's been done before but....
« on: February 22, 2011, 10:15:08 PM »
I'm thinking about starting my own game.  Whether online or in person doesn't matter to me but I'll probably go in person since more can get done and more smoothly that way.

I know that others have started games in the DF where all the players do their best to stat themselves at a fairly low refresh and then organically take on powers or skills in game as the campaign progresses.

My question to the community is: if you have done that (letting players stat themselves), how has it gone?

Were there any sore feelings because some players were obviously more capable than others?

Is this injecting too much reality into what is essentially a game?

I've realized that my personal playing experience and my enjoyment of it revolves around what kind of choice I feel my character has.  The more choice, the more options I can take, the happier I am as a player.

In some ways this is true of my video gaming experiences too.  Linear games don't appeal to me anymore.  It's games like Fallout 3 or Oblivion, games that really let the player not only decide where they want to go but also how they want to get there that I enjoy.

So last question:  do games with that amount of reality increase immersion and offer more choice to players, or does the added emotional investment in the characters cause problems?

14
DFRPG / First law and were creatures.
« on: February 08, 2011, 10:30:50 AM »
Where's the line drawn with were creatures and the first law?

White court vamps have souls - we know this for a fact.  White court vamps are ok for wizard to kill.

Were people like Billy have souls too - but they may not be ok to kill.

Should we just arbitrarily say that unless a person is a pure mortal with +2 to their refresh rate they are pretty much considered a supernatural creature?

Otherwise, how is it possible for a wizard to figure out when he can defend himself or not?

Are things only kill-able with magic if they look "scary"?


15
DFRPG / Telepathy - 3rd law violation or not?
« on: February 05, 2011, 03:34:23 PM »
I was thinking about having my character use telepathy to get around not having a cell phone, but I want to make sure it's not a third law violation.

Based on my understanding of the RAW, it is not because you're not actually "in" someone's head.  You are not reading their mind, simply picking up what they're projecting (after you make contact).

Thoughts?

Pages: [1] 2