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Topics - Bosh

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DFRPG / What's the most munchkin character you can build?
« on: May 02, 2010, 08:11:52 AM »
I always liked the WotC Char-Op boards, not so much for character building but for being able to help me learn what to spot as a GM. So, in that light I'm going to try to abuse some rules a bit to try to make an overpowered character.

I give you: Bobo the Monkey Man!
The son of a wild fae flying monkey, Bobo strikes fear into the hearts of all evil doers!

Powers:
Inhuman Recovery -2
Feeding Dependency (massive quantities of bananas, affects inhuman recovery only) +1

Monkey Blade
It's a big sword +2 discount cost.
Exceptional blade (+1 weapons when using the sword) -1
Inhuman Strength -2 The monkey blade makes Bobo strong!

Beast Change (can turn into a flying monkey) -1
Wings -1
Inhuman Speed -2 (flying monkeys are fast!)
Human form +2 (in human form, Bobo is neither fast nor does he have wings. Whenever Bobo is hurt he involuntarily changes into his flying monkey form)

Supernatural Toughness -4
The Catch (cold iron and the like +3)

That’s a total of 5 refresh spent.

That means at just Feet in the Water level he’s a freaking killing machine.

Skills would be very very focused on mental abilities in human form and very very focused on physical abilities in flying monkey form.

Put some appropriate aspects on him and he should be able to walk over most Feet in the Water threats with big clumpy feet.

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DFRPG / Ghost Busting Rules Question
« on: April 13, 2010, 05:34:23 AM »
In the novels, ghost dust seems to make ghosts "stick" to the moral world and keeps them from retreating off to the Nevernever. It is implied that if you kill a ghost without doing something to keep it from escaping off to the Nevernever, killing it just leaves behind a bunch of ectoplasm behind while the ghost goes back to the Nevernever and can cause further problems later. However, if you kill a ghost in the Nevernever it stays dead. AFAIK this is the canon.

In the RPG ghosts have physical immunity unless they acknowledge you and ghost dust is treated as something that works as a catch for this physical immunity and it also penetrates any lesser immunities that they have in the Nevernever.

Unless I'm missing something, the RPG stats for ghost dust don't seem to quite jive with the novel's description of how ghost dust work. How would you make them line up? Probably the clearest way would be to do a maneuver with ghost dust that hits the ghost with an Aspect of "ghost dust is causing me to stick to the real world" and go from there with the mechanics.

Any other ideas on this issue?

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DFRPG / Hacking DFRPG for other settings
« on: April 13, 2010, 12:41:00 AM »
One of the strengths of FATE is that it's always been good at being hacked in all kinds of various ways. While I don't know my Tolkien all that well, DFRPG really strikes me as a system that is in a lot of ways a good fit for Middle Earth, with a bit of tweaking.

For example:
-The system would do a great job of handling the power imbalances between elves and other races. They have a set of strong powers (especially the Noldor etc.) but have lower refresh to compensate. You'd probably have to add inhuman/supernatural/mythic beauty as a power, and they'd be pretty much ready to play.
-Mortal stunts costing refresh does a good job of letting someone like Sam (more refresh than anyone) and someone like Boromir (lots of stunts) being in the same party without Sam feeling useless.
-Hobbits should probably have a stunt that gives them positive refresh in exchange for a set of (mostly) penalties and bonuses as the way they're described they seem to have higher refresh than humans (they lack a lot of the passions of men but are very determined when their backs are up against a wall).
-The way items of power work (lowering your refresh) seems to fit the dynamics of the One Right (etc.) beautifully. It is much more dangerous in the hands of powerful (low refresh) people than in the hands of the innocent (high refresh people) since it knocks your refresh rate way down and hits you with nasty compels. I don't think I've ever seen a game that can really capture why it's a much better idea for Frodo to have the ring than for Aragon right out of the box as well as DFRPG does.
-The DFRPG magic system seems flexible enough to handle Middle Earth's magic better than most systems I've seen (certainly better for the purpose than MERP's magic system right out of the box without any tweaking at all).
-A whole lot of the monsters in the game have Catches for their toughness powers already built in.
-Taking a Sponsored Magic power seems to have knocked Saruman's refresh into the negatives.

I don't know my Tolkien well enough to ever run this, but it'd be damn fun to play. It really seems like an almost perfect fit.

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DFRPG / [Gauging Interest] Text-based online Dresden RPG game
« on: February 14, 2010, 04:13:38 AM »
I know we won't get our hands on our pre-order PDFs until at least April, but I have too many ideas bouncing around my head that want to get out. Due to my one year-old son and my bizarre work schedule it’s going to be hard for me to schedule many games with my regular playgroup so I’m going to try running a forum-based (or possibly play by e-mail) game. My schedule is too unpredictable (especially when summer hits) to have regularly scheduled voice chat games but I have a good bit of random free time in between my various jobs, so I'd be able to run a forum or email game at a good fast pace.

The sorts of games I’d be interested in running:

A. Dresden in Asia: Asia would be a great place to run a Dresden Files game since there’s so much fodder for supernatural plots and being set well away from Chicago lets the players keep out of Harry’s shadow. The Dresden Files calls out to be set in a big city and I know Seoul very well and it’s really a great setting for an RPG.

Seoul was chosen as the site for the capital because it is supposedly a nexus of geomantic forces (in Dresden Files term: ley line central). Korea has a long history of being caught in the middle between great powers so there’ll be all kinds of Russian, Chinese and Japanese influence as well as the local Korean stuff as well as there being an American army base smack in the middle of the city. For plot fodder there’s a Stalinist dictatorship just north of the suburbs, Buddhism, very strong Christianity, Taoism, Shamanism, strange cults by the fistful (Moonies!), incredibly powerful corporate conglomerates run by secretive families that mostly marry each other, wacky internet culture, plenty of awesome movies (Korean cinema is incredible) to steal plot ideas from and a thousand urban legends. Also I can go out and take pictures of some adventure locations.

The general tone of this campaign would be pretty similar to that of the Dresden Files (Noir-ish investigation). The party could either be a miscellaneous group united mostly by their desire to keep people from being hurt by the supernatural (like Dresden & friends), mortals in over their heads or members of a supernatural faction of some sort.

B. Viking Age Historical Campaign: Vikings are a lot of fun to play since stereotypical Viking hero behavior often sounds a whole lot like stereotypical PC behavior. More than any other book I’ve ever read when, when I read the Saga of Egil Skallagrimsson, I hear a GM in my head yelling at the main character, “you’re doing WHAT now?” and reaching for something strong. Viking magic is also a good fit for Dresden magic since a lot of it would carry over without any work at all (just tone down the flashy stuff, focus a lot on Thaumaturgy and swap out potions for runes while keeping the rules basically the same).

For this campaign I’d run something long on the Icelandic Sagas and short on the Eddas, i.e. lots of bloody local conflicts, telling people who killed your father to prepare to die, Viking raids, runes, berserkers, shape-shifters, witchery and the undead but keeping the large-scale mythical stuff in the background. The overall feel would be low-powered, gritty and relatively historically accurate.

C. The 17th Century Turned up to 11: take the 17th Century and then throw out historical accuracy and base things on the Rule of Cool and Dresdenisms instead. That means Jesuits with secret kung-fu brought back by Matteo Ricci, The Pirates of the Caribbean, The Three Musketeers, Solomon Kane, the Thirty Years War, witching burnings, Red Court conquistadores vs. Mayan human sacrifice, etc. etc. The PCs would be globetrotting adventurers of some sort.

D. Sword and Sorcery: from what I’ve seen so far the Dresden RPG magic system would work well for more traditional fantasy and the stunt rules seem flexible enough to cover all kinds of critters and powers. Trying this would with some Sword and Sorcery (inspired by Fafhrd and the Grey Mouser especially) could be fun. We could use the Dresden city rules to create a Lankhmar/Ankh-Morpork-style fantasy city state to start in and the rest of the world would be full of corrupt tyrants, wild tribes, degenerate semi-humans, the remnants of lots civilizations, cults of demon gods and all of that fun stuff. The map would mostly be left blank except for various cool locations that the players would think up (most world creation would be done by the players, not me) and would be slowly filled in through play.

What are people interested in?

5
OK, I've looked through some playtest characters and reports and I've noticed that it seems that (at least from that limited evidence) that starting characters have five stunts pretty much across the board. As far as I can tell, mundane stunts seem to reduce your Fate point refresh rate by one each while for supernatural stunts, almost all of them seem to reduce the refresh rate by one except for a few that reduce the refresh rate by 2. As a result, pretty much all of the mundane playtest characters have a refresh of 5 while the supernatural ones have a refresh of 4, which is a pretty tiny difference.

Now I was really liking the mechanical implementation of supernatural characters having a lot of raw power and then giving more flexibility for the mundane characters (they can ignore compels much more easily) since it seems like an awesome way to balance mundane and supernatural characters power-wise while at the same time reinforcing a lot of the flavor of the novels (mortals have free will while magic creatures act according to their natures) with game mechanics. This also allows some kind of magical critter to be DAMN powerful when the PCs fight it without it being unbalancingly powerful if a PC plays it (since the low refresh rate drawback is much more of an issue in long-term play than over the course of just one fight). But if the difference is just 5 refresh vs. 4 refresh then isn't a lot of this distinction diluted?

I don't know what the Dresden character advancement rules are like, but won't completely non-magical characters end up with pretty damn low refreshes after a while?

A few possible reasons for this I could see:
A. Power balance: most supernatural Stunts aren't any more powerful than the mundane stunts, so having them have different effects on your refresh rate would be unbalancing.
B. In flavor terms a highly trained mundane character is very set in their ways, much in the same way that Harry becomes (same restaurant, same clothes, etc. etc.).
C. Allows for more distinction between the more minor powers the PCs get (which cause relatively minor reductions in the refresh rate) and the wizz-bang powers the most powerful NPCs get (which cause a much bigger hit to the refresh rate and thereby put themselves out of the reach of the PCs).

I am on the right track? Unless I'm missing something, (which I probably am) this still kind of rubs me the wrong way since I'd like to see a bit more mechanical distinction between the mundanes and the supernaturals than a one point difference in the Fate point refresh rate.

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