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Messages - whitelaughter

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61
DFRPG / Re: Technomancy
« on: August 18, 2018, 09:26:13 AM »
Maybe technomancy requires you to be a scientific crank. Maybe it only works if you buy into some kind of nonsensical pseudoscience that "explains" all the wacky stuff you can do.

That way, you can have someone who doesn't believe in magic, but does believe in and practice something very similar.
Oh, I like that. You get delightful conversations of 'that makes no sense' vs "it works, so clearly it does" and ethical problems of how to respond to mundanes who want to use the technomancy but can't - frex a Technomancer could use a homeopathic vaccine, and have it work: but a mortal copying them is just endangering herd immunity.

62
DFRPG / Re: Technomancy
« on: August 07, 2018, 12:50:17 PM »
Another thought:   what if you allow "technomancy" as a separate & incompatible branch of tech-centric magic...ish...stuff...  Read the hard drive on a computer without touching it?  Yep, can-do.  Read somone's mind? ??!?   Pthbbbt!  No such thing as magic, everyone knows that!!!
And it interferes with magic the same way magic interferes tech? Would be appropriate for debunkers, who would constantly get proof that magic doesn't exist.

63
DFRPG / Re: Technomancy
« on: August 03, 2018, 12:53:51 PM »
Should have thought of it before: what you want is written up in detail in another of Evil Hat's games, Spirit of the Century.
Further, since a 'gimme' of that setting is that PCs are all born on 1/1/01, you could take an 18 year old in a modern campaign and actually have them *be* a centurion.

64
DFRPG / Re: Golden Fleece IOP - gamebreaking or cool?
« on: July 25, 2018, 03:10:43 PM »
I did something similar for the resource collection, clicking on the last page will provide the healing spring.

given what a FP costs and does, I'd say only game breaking if your game is, well, already broken. That's a FP that could have made a semi-permanent declaration, bumped up a resource roll by a factor of 100, powered a ritual. That required a serious concession to get in the 1st place.

If other PCs are faffing FPs away on insignificant things, then this IOP would have the advantage of reminding them how valuable they are.

65
DFRPG / Re: Help with faith
« on: July 13, 2018, 11:36:47 AM »
Harry is able to repel Red and Black Court vampires with his faith in magic and its proper use, even though he explicitly doesn't view it as a religion such as Wicca, etc., and he certainly (in game terms) doesn't have any True Faith powers on his character sheet.
Although it hardly surprising that a vampire has a different take on what faith is than say, a Knight!  8)
There's no particular reason why faith-Catches need to be identical for different beasties, it would boil down to *why* is the beastie vulnerable to faith.

66
DFRPG / Re: Running a High Resources game
« on: July 03, 2018, 06:59:02 AM »
Sure, in a completely different system money solving everything wouldn't be a problem. In the system we've got, though...
The system we've got allows for financial warfare, is limited to a single resource roll per game, and can be enhanced by other effects (frex it would not be difficult to make a Resources enhancing potion).

Why refuse to use something that has the groundwork laid out, just because it isn't complete (yet)?

Especially given computer games are far superior at combat.

Finally, consider inverse what a financial plot would look like -

Molly realises that she can buy the town of Centralia in Philadelphia for a few cents per acre, use Winter powers to extinguish the burning coal mine beneath it, making a fortune and striking a blow against global warming. To do so she would:
talk to her dad as a business man to get a feel for what she should do,
get Justine in for handling the actual finances,
Thomas for sweet talking people into selling,
Murphy (and lawyers recommended by Murphy) for legal matters.

Plot being plot, she would end up needing to talk to Marcone.

Assuming success, and bearing in mind what she learned in Brief Cases, she could use her new coal mines as a springboard to invest in the military/industrial complex; here she would want to talk to Monoc Industries about what would be involved in using 'ferromancy' to win the war with the Outsiders.

This would be far more interesting than some gutter brawl.

67
DFRPG / Re: Help with faith
« on: July 03, 2018, 06:46:13 AM »
In the books, the original 3 knights of the Cross are descended from the original wielders of the blades, and this is supposed to be important. (real world, everybody is descended from everybody; go back 10 generations and you have 1024 ancestors in that generation, you only have to go back a few millennia to get people from whom *everybody* is descended).

Both books and rule books reference the power of the belief of large numbers of people - the Swords are referred to in the rule book as being a focus for the belief of the 2 billion+ Christians on the planet, Butters gets an upgraded blade thanks to the number of Star Wars fans on the planet. (which would imply that it isn't 'belief' per se, so much as mental interest; perhaps from a rules perspective, the number of Fate points spent on the obsession).
I suspect that who can use the Swords and what actions they will tolerate are dependent on the current beliefs of the people powering them; so that a millennia ago, none of the current wielders would have been acceptable, but the blade would have been quite happy to cut down Nicodemus (as he had just ordered a murder). That would allow for a long term plot of Nicodemus trying to change the Christian worldview sufficiently for him to wield the sword.

68
DFRPG / Re: Running a High Resources game
« on: July 01, 2018, 02:28:49 PM »
Sorry about the delay in replying, managed to miss the link to the new site!
1. It would be, if it could. Not sure what gives you the idea that it can, or that I think that would be fine.
You personally? Nothing.
The rules though?
Of the 25 skills, one quarter are primarily combat orientated(Alertness, Atheletics, Fists, Guns, Might, Weapons), and that's before we start taking into those used for combat mojo, frex Conviction, Discipline, Lore.
Actions are divided into combat and non-Combat; the bulk of powers are combat related.

And of course, this is the norm for most roleplaying games.

Although I do think Resources resolving every problem would be worse than violence resolving every problem. At least fights involve the whole team, and are often strategically interesting in and of themselves. Resources tends more towards one-roll resolutions, or at least one-character resolutions.
That's because no roleplaying system has fleshed out money believably. Serious money work means accountants, lawyers, bankers, brokers, each of whom is dealing with their opposite numbers. I tried to make a start at exploring the options in my OP.

2. That's not so. Many great plots are driven primarily by somebody not having enough money. Even Dresden was originally for hire.
That's a hook, and nothing more. A lazy hook. And Dresden is poor because he refuses to do things solely for money (if he did, he'd have taken Bob's advice and focused on breast enlargements).
Also 'enough money' is a myth. If you want more, you will keep wanting more. Billionaires don't stop making money - and why should they? As in-universe example, Marcone continues to expand his operations. The only difference is that the reward needs to be substantially higher to be worth his time.

69
DFRPG / Re: Running a High Resources game
« on: June 26, 2018, 03:09:16 AM »
I played a high-Resources character in a PbP game a while back, and once I got into his head I found that buying off every problem seemed entirely natural. Why threaten or cajole when you can bribe? Why fight when you can hire guns, or just give the opposition what they want? It worked well for that game, but I could easily see it becoming a problem if it went too smoothly.
Two responses:
firstly, why is it not a problem that violence can be used to solve every problem?
Secondly, how many of the plots in the Dresden books could have been solved by throwing money at them? About the only times money is a solution, Dresden simply takes the solution (frex hiring Kincaid) and then worries about how to pay for it later.
Money stops the tired, overused plots. That can only be good.

[edit] Loved both of the link btw. Good stuff!

70
DFRPG / Re: Welcome to the future
« on: June 18, 2018, 03:28:18 PM »
So, just curious but what is the point of the discussion? Is it just a philosophical discussion or are you hoping to implement it in game?

I am far more likely to be GMing than playing, so like to explore things that can be done in game for plot potential; frex a radio station that helps maintain spells and is so rewarded by spellcasters to the west would be a potential recurring location. I also like playing with what can or cannot be done to develop a world. Half a century after D&D was first developed, most game systems are still stuck in the same state they were first created in; that struck me most intently when Wonder Woman came out, as I started my first Boot Hill campaign in the 1980s - if I'd kept it running, and advanced year by year, I would have been using WWI for plot when that movie came out.

71
DFRPG / Re: Welcome to the future
« on: June 16, 2018, 01:41:55 PM »
Only an owner can let somebody in a house. Only Mortal Magic can allow Outsiders In... There are lesser and greater thresholds and degrees of ownership in play. 

Nice catch, that does indicate that Mortals own reality. (Assuming that yes, only owners can let someone in; again, is that stated somewhere?)

Hmm, implication then that Lawbreaker is partly a defence mechanism for reality; anyone who willing to let Outsiders in picks up Lawbreaker and so likely goes zero refresh...preventing them from bringing in more Outsiders.

2) depends on your theology.

Was it given so that we could use it however we want or were we simply made Stewards?
Interesting theologically but irrelevant in practice, as having stewardship rights is sufficient - note that Dresden does not need to own his home, renting is sufficient to grant a Threshold. While it might not be as strong as if he owned it, when the subject comes up, ownership is never mentioned, instead his family life gets criticised. And note that even if he owned it, that wouldn't give him the right to set fire to the building or otherwise endanger the surrounding city, so he'd still have stewardship limitations without it causing limits on his threshold.

Going on a tangent, that raises the possibility of using Scholarship to get a Threshold in weird situations. The right govt permit could create a region with a threshold, frex by having the right to pitch a circus tent in a park (perhaps to prevent monsters from breaking out from underneath). I used to work in security, and the legal rules on what can and cannot be done are stronger and weirder than in Dresdenverse magic - to the level of the police would get security to do thing they could not, but taking a step out of the region we were agents of (not employees, the legal status is again special) meant having no powers what so ever.

Burial at sea btw requires special legal authorization, so the ghost of someone buried at sea might have a *vast* graveyard - possibly an inworld reason why ghost stories are common at sea.

72
DFRPG / Re: Running a High Resources game
« on: June 16, 2018, 01:23:39 PM »
Interesting, thanks.

73
DFRPG / Re: Running a High Resources game
« on: June 15, 2018, 02:15:19 AM »
So, what exactly is this thread meant for?

Are you looking for other people's anecdotes on how high-Resources characters have worked in their games? Do you want feedback on the approach you posted?

Both of those would be appreciated.

For?
I guess I'm thoroughly sick of games where the PCs are futureless losers lurching from crisis to crisis. Roleplaying is meant to be an *escape*, and I spent 17 years with a survival a day to day drear. Why imagine what I had to experience? Now that life is better, I'm actively interested in exploring options, the idea of roleplaying investments before making them real world is interesting.

74
DFRPG / Re: Welcome to the future
« on: June 15, 2018, 02:11:37 AM »
OK, *lots* to deal with!

1) Sunset - yeah, I was wondering about that: sunrise, noon and midnight all covered, it made sense that this would also end certain enchantments. Given the religious 'day' in Judaism etc starts at Dusk, I was thinking that Theurgic enchantments would end then.

2) Is it specified that only the owner can let someone in? Because we are all *residents*. Further, for purposes of ownership, scripturally the planet was given to Man in Genesis, so even if some Power is needed for the invite, Bless This House should be sufficient, as the character has faith that yes, they do own the world/day. (Oh, to pre-empt a quibble, time/space used interchangably in scripture, thus the English word 'world' may be translating either 'Kosmos' or 'Eon').

3) Dawn gets tricky because it is both a threshold *and* the beginning of sunlight, and sunlight hurts enchantments. That would be why it is the most obvious.

4) Do we have info on whether crossing a threshold destroys enchantments? Because IIRC Dresden has an enchantment that he can't even take out of his house.

75
DFRPG / Re: Welcome to the future
« on: June 12, 2018, 01:43:32 PM »
"Thresholds can even be conceptual: the transition from night to day has a weakening effect on magic precisely because it is a sort of threshold. "(YS230)

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