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Topics - Razgrizi

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DFRPG / Which creature would be doing this?
« on: April 27, 2017, 05:38:22 PM »
Good afternoon guys! I had a quick question. I had some inspiration for a one shot campaign with my players and I wanted your advice on this. I was wanting to tie in the craze from the Unicorn Frapp from Starbucks and something supernatural behind it. What creatures would have the motivations to do so. Any ideas?

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DFRPG / Dresden Files RPG Fate Core - Stunts vs Powers and Updated Mantles?
« on: February 26, 2017, 07:34:58 PM »
Good afternoon everyone! I hope you all are having a wonderful day.

Recently, I picked up Dresden Files Accelerated and introduced it to my players. While my players enjoyed it, they said they preferred the more number crunching system that Dresden offered but like the combat aspects of Accelerated. So, I was doing some researching and, low and behold, what they want is Fate Core. It essentially is the best of both worlds from Dresden and Accelerated. 

Translation for most of it seems extremely simple, but I am having a hold up on one part and that is the powers component in DFRPG vs Core and Accelerated.

In DFRPG, most powers have a refresh minimum that can easily go up in refresh cost, such as -2, -3, etc. In CORE and in Accelerated, they treat all these as just stunts and only cost 1 refresh. How would you translate it correctly? Would you still keep the refresh or would you give it to them at one? The other reason I ask is in DFA stunts are simplified a lot more versus their powers in DFRPG, such as Werecreatures Transformations are now assumed you get the powers of your creature without having to take the stunt, versus RPG where if you, say had a bird, you would still have to take wings and it cost you one refresh. How would you handle all that? I just want to make sure that, when my players level up, they get stuff fairly and dont just pick the most expensive thing, like for my ghost emissary, physical immunity for one stunt/condition versus -8 refresh.

In addition, in DFA, we have gotten some updates to mantles, specifically how things like Winter/Summer work. In it, its considered a 'core stunt' that the mantles would have access to things like Seelie/Unseelie Magic, which in the game is just automatically given (or one refresh) while in RPG its considered -4 refresh to just have that. How would you handle those minimum changes as well?

Thank you all I appreciate it and look forward to yalls answers!

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DFRPG / Dresden File RPG vs Dresden Files RPG Accelerated
« on: February 16, 2017, 05:04:59 PM »
Good morning everyone! I hope everyone is having a great day! We're almost to the weekend!

I had a question that I would love people's input on.  Today, the PDF for Dresden Files Accelerated was released. I am as thrilled as everyone is about it! My players and I are almost done with tutorials for our universe (about 6 sessions now) and we having a blast with it.

With that said, I know FATE moved more towards Accelerated a while back. For people that know, would it be wise for me to move my players towards accelerated? Should we stick with what he have? What are the pros and cons to both? Is accelerated just for diving in without details first? Any type of explanation would help.

Thank you so much!

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DFRPG / Wizard build for Feet in the Water help
« on: July 29, 2016, 05:15:18 PM »
Good afternoon everyone! I hope everyone is having a great afternoon. I needed some advice and help for one of my players.

Currently we are building characters for our upcoming campaign and one of my players wants to play a Wizard, specifically a brawler type. Looking into the book however, with everything including evocation and thaumaturgy and the sight, it would end up a -7 refresh. At our level, we are just at the very beginning or feet in the water at -6.

Are there lower level builds for wizards at this level? Can I take out evocation or thaumaturgy? Which one would work better for a brawler wizard, meaning physical combat versus flinging fireballs.

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DFRPG / Ghost, Mermaid, and Campaign Recommendations
« on: June 25, 2016, 02:30:58 PM »
Good Saturday Morning! I hope everyone is doing well and is not working too hard this Saturday morning! I had some questions about two characters I am DMing in a game and I would love everyones advice on the matter, including a campaign session.

As a disclaimer, my group is JUST starting off building characters and our first session is in a month, so you might have to dumb it down for me!

Firstly, one of my players wanted to play a ghost, specifically something along the lines of a Danny Phantom (yay if you remember that show!) I have two questions, one revolving his backstory and the other about what powers you would recommend he could take?

1. We already worked out his backstory to be able to get him to being a ghost.  We know for sure we wanted him to have an 'earthly item' that was not easily destroyed so he could have a presence on the planet.  In addition, we had the idea that the way he is able to have ghost powers in any way was because he was a knight, follower, or emissary of an Egyptian god. I believe it was Nepethys (sp?) In addition to the thing that would kill him if destroyed, we also figured that his Egyptian god would want something in return, so hes thinking of one thing he could never get back until hes truly dead.  Regardless, we both had an idea  but were not sure if this would work or not.

A. We thought, to add some freshness to his character and such, because hes a 'ghost' the only way for him to use those ghost powers would be to possess a dead body.  Obvious advantages and disadvantages (no same identity, but not healing for example), but would that be something that is doable? I havent found anything otherwise.  In addition, we figured that he could possess a living host but it would be for a finite amount of time, say 6 hours or something. The second idea was he can become a 'ghost' with those type of powers but someone has to 'babysit' his body.  The final idea was something along the lines of 'Xehanort' final boss from Kingdom Hearts, where his powers manifest as a 'shadow' and he can use both at the same time, with the shadow connected allowing him to use 'ghost powers' while the other is him 'disattaching' and being a true ghost but again someone would have to babysit his body.  Any thoughts or recommendations?

B. What powers would you recommend for him

2. For my character, I am running a mermaid. I pretty much have her figured out about how I would wish to play her, stats, and her curse (water turns her into a mermaid).  I had two question however.

A. For her, I figured that water turns her into a mermaid, like a significant splash or like a full body. I had a secondary idea though as well and I wasnt sure if that is doable. In the theme of mermaid, I figured she would want water, whether it be craving it or has to go swimming. Should I incorporate that as a hunger for her, in that in the early stages, she has to drink more water than usual but, if she ignores it for a long enough time, say a week, she craves going into a pool to be her mermaid self? Is that too much drama to add? How would the DM handle that mechanically?

B. Im having some trouble getting some motivation for my mermaid. For example, as a mermaid, I have some of powers including Aquatic, Inhuman Speed (fins only), and Incite Emotion: Lust. But, as a human, I feel she wont be contributing as much as I would like. Do you have any recommendations on something reasonable obviously that a mermaid could do as a human that would benefit the group? I initially thought I wanted her to be a research heavy or 'item' creating character, but the former looks to be taken by another character and the later would require being a wizard (i think.) I would want her to do something interesting that does contribute.

C. Finally, for a mermaid, what would you recommend for weapons? I figured in her human and mermaid form, there should be something that, when she transforms, doesnt weigh her down. So obviously, something like a firearm or a sword would be bad. I had initially knives, taser, and pepper spray. Any ideas? Same as a mermaid? Do mermaids have a natural defense I am not thinking of?

3. FINALLY! I had an idea that I would love everyones recommendatoin on. So far, I am planning out a session for my players. I have their first 5 done, but I need some help in forming the 6th one. In this sixth one, from the DM side, Mab is gonig to visit them due to the heightened supernatural activity, including involving a fae (one of my players character is a Fae.) To 'test' them (for story elements later revealed) I was going to have them play a game of Munchkin. So, my idea was in the first two turns, have it run normally, but then, by turn 3 or 4, stuff starts to happen. For example, the first thing to happen was a labrynth was going to appear and spearate them out. Another was the sqaures they are in turn into random effects, ala pool of water, smokescreen, etc.  Another was a minotaur would appear.  But, I wanted to make it more interesting as well as, if a player outright wins, they 'keep' whatever items they gained, or if they made it to the end and beat the final boss, they would get an item of power. But, i wanted to make it more interesing, as in for the fae to say that whoever comes in last dies, players who die in the game die in real life, or players who dont win keep a curse or something to make them want to work together, such as not using Wandering Monster cards, etc. How would you add to something like this and, in a larger retrospect, how would you incorporate elements to outwit the fae, as in nobody dies, for example?

Thank you all so much this will help with anything you think is great! :D

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DFRPG / Starting DM Advice
« on: June 20, 2016, 01:29:13 PM »
Good morning everyone! Hope everyone had a GREAT Weekend! I did! I finally finalized my group to begin a Dresden Files RPG game! Including myself, we will have seven people in our playgroup, which will be exciting!

With that said, I am going to be DMing for the group and I need some advice on a couple of things, if none of you do not mind. :)

The first one is, with this being a completely new system for all players, where should the power level begin at? My initial idea is to have them start with Feet in the Water and build up to their first major campaign with each session being a major milestone.  I had four sessions planned out including

Pre-Session 1 - Workshop Session - How to play, Character, and City Creation
Session 1 - Night Fears, Preestablished, Nice stepping stone for me as the DM and them as the players (Major Milestone, First Encounter)
Session 2 & 3 - Working Title right now, but it would involve a sorority summoning a low class demon by doing things similar to the Candyman legends (Major Milestone would be their first multipart session)
Session 4 - Another working title, but it would be about a troll under the bridge.  This one would focus heavily on combat. Major Milestone would be their first big combat encounter.
Session 5 - Neutral Grounds, Premamde Adventure, Major Milestone, New power level
Session 6 - Working Title, but this would be where our group would being their big adventure, shaking things up at the beginning with a visit from Mab and going from there.

With that, our characters range right now from a mermaid, fae, human, and wizard. Is it possible to even start what I have at the lowest level and build up? Should they start higher but use the same format to build up, taking out the milestones? How would you do it?

Next question is revolving money. In my sixth session I have planned, Mab is going to visit their 'home' and do stuff related to the story.  From there, Im going to address that the characters might need to find a new location, as what they have now is not suitable.  Which, would lead me to their permanent accords once they figure that out. 

In that realm, how would you handle money? I had the idea that, before each session, all players roll two dice and whatever they roll you add a 0 (ex: 2 +3 = 5, add a 0, so its $50). If doubles is rolled, they get two dice rolls and if snake eyes or 12 is rolled, they roll three dice with the second and third getting two 0s instead of one. Is there a better way to handle money?

Finally, I am planning to run a mermaid.  As of right now, I know she will be a male cursed by a fae to be a mermaid (working out background still).  Trying to make it where shes not useless, I think Im going to have it where she only turns as a mermaid when hit with real running water, is in the Nevernever, or is in a true supernatural background, like a gateway or a protected space, for example.  For the normal human side, should she remain just a human with some heightened reflexes? A low talent wizard? How would you handle the human side of her? I figured she wouldnt lose everything when she had two legs.

Thank you all so much! I look forward to your responses!

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Good morning everyone! I hope everyone is having a wonderful Friday and staying hydrated since its the summer and, in most places, is very hot.

I wanted your input on something that I am wishing to do at a convention in Oklahoma next year. I really want to run a 3 day session campaign with con goers, limited to around 16 people.  It wouldnt be for this year as I want the year to build and test run a campaign to make sure its fun, doable, and lasts three days.

This is where I hope a discussion would help. Im having some problems trying to establish an actual story. I know I wanted to bring the characters 'together' because, in the first year, something big was going to happen and it needed a large crowd at least, which a convention setting would use perfectly.

I know the end game I wanted was for the main summoner to use it as a 'power' move to ward off encroaches on their territory, meaning the enemy of my enemy is my friend route.

What would yall recommend in a convention and Oklahoma setting? Again I have ideas but having some initial input would help.

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DFRPG / Character creation help - Mermaid
« on: April 18, 2016, 09:01:29 PM »
Good afternoon everyone! I hope everyone's day is going well.  I just recently purchased the Dresden Files RPG books Your World and Our World and Im trying to build a campaign with some friends of mine for an Oklahoma City campaign.

With that said, I am wanting to have a mermaid as one of the main characters but make her more 'cursed.' I figured a changeling would fit that roll as it could go either way of a female accepting's a Fae's temptation which backfires or a male turned female mermaid due to the natures of the Fae and their whimsical looks on humanity and toying with them, either backstory struggling to try to return to humanity but tempted by the power of the Fae.

Regardless of either one (and I would like to hear your opinion on either and which would best suit the backstory,) I am having difficulties building a mermaid as a PC as I am reading as, honestly, Im very new to this and Im not even sure if they would fit as a changeling. Could anyone offer some advice and tips on what would make a mermaid in the Dresdenverse as there isnt really any input or examples that one could use. I would sincerely appreciate it and it would help me with helping others build their characters as well. Thank you so much!

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