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Messages - Corbin DeBec

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1
DFRPG / Re: Brainstorming: Adventures in the Dresdenverse
« on: May 27, 2008, 07:31:09 PM »
Hoping nobody i'd play with will see this. 

Imaging you're a young up start wizard/wizards, you've stayed off the radar not so much hiding from the council, if you even knew it was around but fear you will be called a freak/freaks, but you've used your talents to help friends and family so a reputation has been formed.

Set up, a group of relgious fanatics go on a modern day witch hunt, they catch wind of  your and the groups talents and come after you more than likely will try to burn you at the stake in some remote national forest or wearhouse.

twist one, the council is trying to track the group down too, so the players are facing two mysterious groups tracking them eventually the council will tell them of the laws of magic and if they break those laws then they will be hunted by the council as well.  And since the fanatics are human norms well that poses a problem

twist two, the fanatics are in reality lead and fooled by a vampire, you pick flavor of the day as far as court you want to use, his/her goal is to track down upstart wizards and kill them before the council can recruit them.

twist three, some of the local authorities are members of the fanatics.

end result, destroy the vampire, earn a good mark with the council for saving other wizards from future harm and not hurting the norms or destroy everybody and be under probation if not hunted by the council.

also a reason this in my opinion would make a good intro the the dresden world and a campaign would be that whenever things are going smooth and you need to "living" things up a bit, throw a disgruntled fanatic into a future session to keep the group on their toes. if they are now under the eye of the  council the laws of magic still apply.



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DFRPG / Re: Playtest Application-A Small Complaint
« on: May 26, 2008, 12:27:21 PM »
LOL, well I jumped on the application wagon a long long while back, but I know that it's a application and that if Evil hat wants to target certain groups/area's then it may be awhile before they get around to other applicants if at all.  So I wait, may reapply but I'd be happy with the release of the actual game too and the powers that be that choose playtesters may want to keep the input at a low level of chaos, I know I'd hate to sort through 100's of emails pointing out possibly the same thing in the beta phase of game developement. 

Oh and you guys haven't seen me for awhile, glad to be back work is no fun for gaming/reading.

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DFRPG / Re: Pssst... Now Accepting Playtest Applications
« on: September 28, 2007, 09:13:48 PM »
uh oh, I got crunch wrong  can i change my answers

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DFRPG / Re: Playing Spirit of the Century - Your Experiences
« on: June 04, 2007, 03:12:00 PM »
What type of cliff are they hanging over.   We're taking a pause summer is kicking our tail with cookouts and other events but have serveral idea's in the works.  If you guys can find it check out the hallmark movie "curse of king tut's tomb" set in 1921 or 1922 worth the watch and very pulpy

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DFRPG / Re: What will be your Dresden Files house rules?
« on: April 21, 2007, 03:09:19 AM »
I think one house rule that should be inforced is, have fun.

as far as limiting what the players can be, well i'd have to see the game first but I was playing with the Idea that maybe the white council would want a small team of trouble shooters to investigate possible paranormal activities, they wouldn't send a full fledge wizard seeing how they are at war, so maybe some young bucks can go look and report back.  Of course things won't go smooth and they'll sometimes have to deal with the problem first hand.  but it would give them room to grow as chacters and you wouldn't have one powerful character hogging the glory or bailing the others out, not to mention having a balanced situation where it would be a challenge to the powerful player as well as the weaker ones not getting slaughtered, so I'm sure they'd be some basic starting aspects/stunts "limit" that each player can use, and as pointed out a good mix of both wizards and mortals would be able to work as a team and back each other up.  And again till I see the actual game in print I can only speculate what to do with the players. 

And since like Spirit of the Century the GM'ing will be swinging between a couple of us so we can play a character at times we'd have to come into agreement on what the role of the players should be. 

my 2 cents.

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DFRPG / Re: Playing Spirit of the Century - Your Experiences
« on: April 18, 2007, 02:35:39 PM »
We played monday and well after finding out what happened at Va Tech living in VA I followed that story for the last couple of days anyone connected with a student or family there I offer my deepest sympathy.

 Ok about the game

I ran the typical mummy's curse type story.

The players were asked by Howard Carter though the Century Club to escort some items to london, he wanted it done descreetly since he feared members of the Egyptian Government may want to claim the treasures for Egypt.  The actual Tomb of Tut has not been opened, these are items found in a chamber before the descovery of the hidden Tomb.

The train station, the items are taken from downtown cairo to the docks via train, Ray Gun and Dirk Cloak are told my a nervous little man named Jake Ringfold, not to approach the items on the train but to take the breifcase with the invoices and tickets for the train and the tickets on the steam ship to england, he didn't want the name of the contact in england to be descovered so he tells them he wants to write it down for fear someone is listening, he Gets D writen before his eye's widen and he falls to the ground dead with a dagger in his back.  The two hero's search the crowded train station and Dirk rolls very  well and see's the assasin trying to escape he pursues and a battle breaks out, dirk is struck with a poison dagger, and "feels the burn" he manages to wound the assasin and the assasine flee's Ray gets a shot off but the thickness of the crowd causes him to miss.  The poison is what I call Egyptian Curry a mild acidic mixture and is easily treated will cause for a endurance roll till the dagger is removed and the wound is cleaned.

The docks while boarding the ship, a talk with the captain reveals to our hero's that the captain hadn't a clue to the value of his cargo and that with a slip of the tounge by Ray he may not be one to trust.  One of his crew members seems very thrilled there may be a valueable cargo on board.  While walking on the ship they hear a conversation by two passengers on a deck bellow on the outside about a translation saying a bone dagger being the key to controlling him and they must find it and they need to report to the hellfire council.  The Players try to sneak into the cargo to find it is now gaurded by a big crew member, so they wait for night fall and sneak in through the cargo hatch finding the night watch man asleep, they find the body of the previously mentioned crew member sealed in a crate with a statue of large dog headed man, it's anubis but he's a red herring kinda.  Well they find the bone dagger not wanting to touch it I compelled Dirks flashes of evil and he grabs the dagger and keeps it with him, they use one of rays gadgets to escape the cargo hold and return to there rooms, they wake up to a storm a dead crew with locust spewing out of them and intranced passengers chanting ANORGLA, who cause one of the two mystery people to fall to his death and the other they rip her apart, they jump down to the next deck below and lock the door leading up to the upper level, they retreive the bone dagger and find when  they draw it out the storm stops after returning to the cargo hold and fighting mummy minions, so they leave it out and go back on deck to find confused passengers and a royal navy ship coming to aid the now crewless ship.

In England they Meet Dr, Sinclair, D for doctor or not he he he, who manages to get the port athourties to release the cargo and it gets loaded onto two trucks, Because of space our hero's ride in the back with the large crate with anubis in it, minus the dead crew member who Sinclair left on the ship.  A hissing noise is heard and again endurance rolls are made.  Dirk manages to roll very much spin on trying to open the lock from the inside of the truck and has about ten shifts so he more or less takes the door apart, following the truck is a car with "Danny Fremont" coming to the rescue, D is for Danny.  After both hero's jump from the moving truck they are then faced with a gauntlet of machine gun fire as the trucks one minus it's back tires move away.  Guess Ray Gun never figured why I gave him a fate point before they got on the truck, he has a smells like a trap aspect. 

Ok the rest of the adventure they fight five more mummy minions at the truck with the flat tires that was left behind with some crates. 

When I run a game occasionally  i like to have something to physicly look at in the real world, I actually have a dagger with a skeleton hand holding a skull as the hilt, and the shieve is a column with skeletons at the base.  I had hidden a peice of paper with heiroglythics on it inside the base where the blade goes, the drawing of the blade didn't stop what was happening on the ship but the exposure of the paper inside to air did lol, i let both players examine the knife and not once all evening did they turn it upside down with the blade out, which NPC Danny fremont did and you should have seen the faces on the two players.  The translation was be cast from this world back to your own.  which destroys anorgla the god who was summoned at the museum just as the players arrive.

Resources I used

Hallmark, curse of king tut's tomb, I got Dr Sinclair, Danny Fremont, and the hellfire council from this movie
several english to heiroglythic translators.

Even though this is lengthy I did leave some things out so if you want to run something like this with your players contact me and i'll give you the spects on NPC aspects and how i had some things work.

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DFRPG / Re: Will the Dresden file RPG have supplements?
« on: April 16, 2007, 09:26:56 AM »
ya know a easy way  to do the site is make a yahoo group, there's one already for fate which spirit of the century ties in with it too.  but those sites are free and you can upload files and post messages as well, also make poles and post photo's.  And i'm sure when dresden rpg comes out then the fate group will pick it up and someone will start a couple of new groups just for dresden, check it out if you like http://games.groups.yahoo.com/group/FateRPG/

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DFRPG / Re: Playing Spirit of the Century - Your Experiences
« on: April 13, 2007, 12:26:12 PM »
We're playing again monday I'll be running this one and will lay out the details of the adventure since I made it up but would be nice to hear from some other games anybody got anything to share.

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DFRPG / Re: Playing Spirit of the Century - Your Experiences
« on: April 08, 2007, 07:25:09 PM »
I agree and those nice glossy hard backs cause you to cringe when someone spills a drink on them or they scratch up the cover.  Soft back just looks well used as it degrades lol

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DFRPG / Re: RPG group areas
« on: April 04, 2007, 07:28:22 PM »
martinsville, right next to danville, I avoid saying martinsville cause most time people bring up nascar ew

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DFRPG / Re: Hardback or Softback
« on: April 04, 2007, 01:07:10 AM »
Well I have spirit of the century in soft back and i find it a bit more easy to handle and for some reason i don't mind taking a highlighter to a soft back just weird that way.   oh and with the exception of trying to print the pdf at home which will drain my ink cartridge at least once so i'm looking and burning one and getting another so say 50 bucks in cartridges, I looked into what it would cost to print it out at a officemax and it's cheaper to buy the book again.  about 40 bucks black and white and 380 bucks -/+ for color.  And i know it's in black and white but i'm trying to prove a point lol.

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DFRPG / Re: RPG group areas
« on: April 04, 2007, 01:01:48 AM »
Ok i'm on the border of VA and NC slap in the middle, so anyone near by give me a  yell we'll work something out.   Looking to start a game club soon anyway

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DFRPG / Re: Playing Spirit of the Century - Your Experiences
« on: April 03, 2007, 08:13:14 PM »
well to those who want to compare notes or see how the game goes before buying here's some things we're doing.  I won't take up much use of this forum going over everything at once so this time, I'll show my aspects and how they came into play, anyone want a explination of a aspect I don't go into please let me know but i'll try to briefly descirbe how i see them.

Prince of thieves: grew up running number for mob, earned rep as fair and honest among criminals

Tough as nails: street life is hard, let me reroll defense with fate point spent

Bringer of Vengance: patron was murdered anytime i feel someone needs vengance I use this

Tommy gun of Holy Justice: when ya kill a villian who killed a preist you may come away with a rightous attitude and blessed machine gun.  works like weapons of destiny if it was a gun but did add it in the stunts.

Bring em back alive: will try to bring all allies back to safety alive

Satans bell hop:  Will not accept a concession from some I know or think is evil, this also came into play i'll explain later

Closer you get the bigger the hole:  us fate point here to reroll attack in same zone

Trust the man infront of you:  anyone on the "team" I will trust to do their job

What this button do ray: spend fate point to ask ray gun if I'm gonna do something stupid with science involved.

Science blows up good:  spend fate point to reroll atempt to destroy something "science/mechanical"

Well a good example of fate use and aspect is this, we're looking into the missing scientist, and who should stroll up but Dr Methuselah himself, well the GM pushed a poker chip to me aka fate point and says satans bell hop you know he's evil, which made me very hostile toward the doctor, after the verbal exchange I tossed a chip back and said, bring em back alive, so I didn't have to stray from character cause shooting the evil dr in the back would most likely not only get me but my comrades killed.  And a cool scene was toward the end Doctor Methuselah made a comment about figuring my equation and waved his hands my machine gun of holy vengance fell apart.  I tossed a fate point back calling the aspect of the machine gun of holy vengance and said, "i got friend in high places" and the gun reassembled and came back to my hands.

Ok how's them apples.


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DFRPG / Re: Playing Spirit of the Century - Your Experiences
« on: April 03, 2007, 03:21:45 AM »
Just got back from out first SOC session, and it went very well, still had to get adjusted to the new style of play but after we got going it went smooth.  The initiative rule took some getting use to compared to other games, although we didn't do the optional rotating positions.  also a mistake I made and some of you may avoid is don't use a fate point if you have rolled exceptionaly well it may be over kill and you'll miss the fate point later.   And as a friend relized you need to broading your aspect so the GM can call upon them and you gain fate points during the session.   To much of a good thing i guess.   Still gonna list my aspects and explain how they came into play later but maybe the GM will chime in and explain the adventure a bit.

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DFRPG / Re: Playing Spirit of the Century - Your Experiences
« on: April 02, 2007, 03:40:58 PM »
here's a pretty good review/summary of SOC http://www.rpg.net/reviews/archive/12/12619.phtml  I see some have seen it before lol

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