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The Dresden Files => DFRPG => Topic started by: zenten on February 20, 2011, 12:51:54 PM

Title: Where does the system break down in terms of power level
Post by: zenten on February 20, 2011, 12:51:54 PM
So any game system I've used/studied before in depth has a "sweet spot" where it works best, and if you get too far beyond that (or beneath that) things start to break down.  Where does that tend to happen in FATE (specifically the version that Dresden Files uses)?  I'd imagine there's a point based on skill cap, and a point based on base refresh, but I really can't tell where that is.  I know that the stuff outlined in Our World doesn't seem to be powerful enough for my Submerged PCs as a group, but that could just be not making NPC stats for that, instead of reflecting some truth of the system.
Title: Re: Where does the system break down in terms of power level
Post by: toturi on February 20, 2011, 01:08:54 PM
I think that system starts to breakdown at the high teens. Once you get to the 20 Refresh, things begin to get difficult if you want to adhere to the DF canon.
Title: Re: Where does the system break down in terms of power level
Post by: KOFFEYKID on February 20, 2011, 01:24:14 PM
Id say the system breaks down largely based on the skill system. Eventually you've got most of the skills on your sheet and you wont be able to upgrade any of them. I've worked out a sort of temporary fix for that.

I suggested to a few of my GMs an alternative Major Milestone option. Here it is:

"Instead of raising the skill cap you can instead raise the skill minimum. From Mediocre to Average and so on."

This is to represent that the characters have been around the block a few times.
Title: Re: Where does the system break down in terms of power level
Post by: Moriden on February 20, 2011, 03:02:52 PM
The second you allow thaumaturgy or sponsored magic.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 20, 2011, 03:11:53 PM
The second you allow thaumaturgy or sponsored magic.

I like Thaumaturgy and Sponsored Magic they add flavour and options.
Title: Re: Where does the system break down in terms of power level
Post by: Moriden on February 20, 2011, 05:05:21 PM
Quote
I like Thaumaturgy and Sponsored Magic they add flavour and options.

Certainly that doesn't change the fact that they very rapidly break the system.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 20, 2011, 05:17:25 PM
I can see why you think thaumaturgy is broken it has plenty of options for macro-stacking and can be at a scale which is far greater than anything you can do on the fly but I don't see what is so broken about Sponsored Magic which is just flavoured evocation which can give a few free fate points.
Title: Re: Where does the system break down in terms of power level
Post by: Ophidimancer on February 20, 2011, 05:27:41 PM
Sponsored Magic technically gives you access to Thaumaturgy as well, or at least Ritual.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 20, 2011, 05:46:22 PM
My mistake I thought you could only do the ritual part at the speed of evocation which is not that broken because of the stress limitation for Sponsored Magic.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 20, 2011, 05:54:54 PM
Certainly that doesn't change the fact that they very rapidly break the system.

Only if you let them. A good GM knows how to work with their players.
Title: Re: Where does the system break down in terms of power level
Post by: MijRai on February 20, 2011, 06:12:12 PM
Yeah, as far as thaumaturgy goes, it only breaks the system if you let it. I've already spelled out before that in my games, if someone tries a munchkin ritual, first, I'll warn him in game. Then, I'll interrupt him in game. Finally, the roof will cave in and he will be devoured by Godzilla. Sponsored Magic is fine, so long as you keep in mind that you can only do some things.

EDIT: As far as just buying more and more in the way of powers, tell them they should get some Stunts. I mean, Stunts when used correctly give great boosts, and more flavor.
Title: Re: Where does the system break down in terms of power level
Post by: Katarn on February 20, 2011, 06:37:53 PM
Id say the system breaks down largely based on the skill system. Eventually you've got most of the skills on your sheet and you wont be able to upgrade any of them. I've worked out a sort of temporary fix for that.

I suggested to a few of my GMs an alternative Major Milestone option. Here it is:

"Instead of raising the skill cap you can instead raise the skill minimum. From Mediocre to Average and so on."

This is to represent that the characters have been around the block a few times.

I like this a lot actually.  It keeps the ridiculous refresh down and allows subtle improvement.  If this too becomes an issue from repeated use then congratulations, you've burned out your campaign game  ;D
Title: Re: Where does the system break down in terms of power level
Post by: Sanctaphrax on February 20, 2011, 06:51:04 PM
I'm currently GMing a PbP game in the mid-high teens. It seems to be working pretty well so far, although we haven't gotten very far yet thanks to a number of out-of-game problems.

I've built characters that have 40+ refresh in powers before, but I've never gone beyond 65 skill points. Like KOFFEYKID said, things get a bit silly.
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 20, 2011, 08:33:49 PM
Hmm, to me it looks like the system would start to break down as the difference between people who have True Faith, Evocation and other magic, and perhaps Strength powers start to move ahead of those that do not.  True Faith and magic in particular can grant large bonuses to hit fairly easily.  It is a bit of a concern I have in the game I'm a player in.  We have a human cop (based on Dan Stark of The Good Guys) and a pseudo-werewolf (can't change shape, but not a lycanthrope, no strength powers) and two magic users.  The werewolf guy has a big religion theme, so I could see him getting True Faith eventually.  If the game goes on for a long time though, I am worried about how Dan is going to keep up.

I suppose one advantage is the fact that social encounters aren't affected by these abilities as much.  That's a nice thing.  Seems like normal humans get shafted in combat fairly quickly though.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 20, 2011, 08:44:11 PM
Normal Humans should get shafted in combat, they make up for it by being numerous.Recovery Powers seem them most potent power in a campaign as a well speced fighter should be able to take up too severe concequences and be ok in five minutes time, so a fighter can keep going and going well after the wizard has ran out of tricks (in campaigns where mythic levels are an option mythic recovery is the best power by far).
Title: Re: Where does the system break down in terms of power level
Post by: Sanctaphrax on February 20, 2011, 08:45:47 PM
I kinda like the way that Pure Mortals are more suitable for lower power levels. It expresses the "puny human" sentiment well without actually making humans useless the way Exalted does.
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 20, 2011, 08:49:05 PM
Normal Humans should get shafted in combat, they make up for it by being numerous.Recovery Powers seem them most potent power in a campaign as a well speced fighter should be able to up to severe concequences and be ok in five minutes time, so a fighter can keep going and going well after the wizard has ran out of tricks (in campaigns where mythic levels are an option mythic recovery is the best power by far).

My only point is that a player with a Pure Mortal doesn't make up for it with numbers.  He's by himself.  Seems like everyone needs to get magic, strength, or true faith to keep up...and I am not sure about strength (gets you a lot of stress, but doesn't help you hit...others do stress and hit).  Or perhaps it is better to say the people with True Faith and Magic get crazy to-hit abilities if they want them.

Healing is great, but if you can't hurt anything then healing doesn't do you much good.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 20, 2011, 09:05:53 PM
Pure Mortals are limited by their to hit ability which is maxed at six at Submerged (5+1 for an appropriate stunt), where a supernatural fighter can have a max to hit of 7 (true strike + stunt + 5) not a big difference seven is also about par for True Believers, the only group that has a massive advantage is the caster who can get massive to hit bonus tied to equally massive weapons ratings a submerged caster can get a minimum of 9 to hit and 9 weapon rating  (or 7 for area of effect) and this for only 1 mental stress.   
Title: Re: Where does the system break down in terms of power level
Post by: Warpmind on February 20, 2011, 09:11:22 PM
I'd like to point out that Pure Mortals can still kick an impressive amount of butt without magic - and Pure Mortals are liable to have a few extra Fate Points lying around to use on costly Stunts and Aspect tags.
And remember - being a Pure Mortal does not prevent significant amounts of *knowledge* in regards to the supernatural. A character who is, say, a folklorist could easily identify the exact nature of the supernatural threat, figure out the weaknesses thereof, and exploit the heck out of them.

(No, seriously, a Folklorist In The Know with a .50 cal rifle and custom bullets of assorted metals would be death on wheels...)
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 20, 2011, 09:12:09 PM
Pure Mortals are limited by their to hit ability which is maxed at six at Submerged (5+1 for an appropriate stunt), where a supernatural fighter can have a max to hit of 7 (true strike + stunt + 5) not a big difference seven is also about par for True Believers, the only group that has a massive advantage is the caster who can get massive to hit bonus tied to equally massive weapons ratings a submerged caster can get a minimum of 9 to hit and 9 weapon rating  (or 7 for area of effect) and this for only 1 mental stress.   

Ahh, I had misread Righteousness (though this can be combined with True Strike potentially for a +2 bonus, which is quite significant).  So Casters are the only ones with really big to-hits then.  They can also make magical items that apply maneuvers on themselves which can then be tagged.
Title: Re: Where does the system break down in terms of power level
Post by: zenten on February 20, 2011, 09:18:02 PM
I'm running a game right now at Submerged plus a few extra skills from advancement.  The pure mortal gum bunny PC is rather scary with his 10 modified refresh, even compared to the PC with channeling.
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 20, 2011, 09:26:14 PM
I'm running a game right now at Submerged plus a few extra skills from advancement.  The pure mortal gum bunny PC is rather scary with his 10 modified refresh, even compared to the PC with channeling.

Well, if your best "wizard" is just someone with channeling, then that makes some amount of sense.  Also, the thing about wizards and such is that they will pull further and further ahead as things go on.  If everyone has say a skill cap of 6, a wizard could be fairly easily doing attacks with a base damage and hit of 12.
Title: Re: Where does the system break down in terms of power level
Post by: KOFFEYKID on February 20, 2011, 11:50:38 PM
Channeling isn't that much worse than Evocation. Most people are going to stick to one element anyway due to specialization and focus bonuses. I mean lets face it, you only stray out of your favorite element when you have to, generally.
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 21, 2011, 02:17:15 AM
Channeling isn't that much worse than Evocation. Most people are going to stick to one element anyway due to specialization and focus bonuses. I mean lets face it, you only stray out of your favorite element when you have to, generally.

There are some things that other elements make POSSIBLE that just can't be done otherwise.  Using fire to push someone into another zone via a maneuver would be very, very hard.  Water would arguably be hard too, if you don't let people make water out of thin air (in the books the only use of water evocations we've seen is entropy).  Using Air, Spirit, or Earth?  Much easier.  Shields in some elements also have some obvious weaknesses that can potentially be exploited...and some elements it would be a bit difficult to make a shield that can't be easily exploited, imho.  Even attacks can be different.  You could argue fire makes it easier to destroy a wooden (burn) or even metal (melt) structure whereas it would be hard for Spirit to make a similar claim.  Granted, maneuvers are where the differences shine the most.

I think people really underestimate the utility of different elements.  Admittedly most of this differences is in what people perceive as "fluff", but maneuvers make fluff into mechanics and that shouldn't be overlooked.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 21, 2011, 07:16:55 PM
I don't know what kind of pure mortals you guys play, but I've done 20+ stress in a single hit with my pure mortal and I didn't even spend a third of my fate to do it. As the power level goes up pure mortals are just going to get more and more fate points which means you can do those 20+ attacks with greater frequency. If done properly a pure mortal is a force to be reckoned with.
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 22, 2011, 04:23:34 AM
If done properly a pure mortal is a force to be reckoned with.


Simultaneously the walking jokes and the nuclear weapons of the Supernatural world.  Potentially even more so than, y'know, nuclear weapons.
Title: Re: Where does the system break down in terms of power level
Post by: toturi on February 22, 2011, 09:20:36 AM
I don't know what kind of pure mortals you guys play, but I've done 20+ stress in a single hit with my pure mortal and I didn't even spend a third of my fate to do it. As the power level goes up pure mortals are just going to get more and more fate points which means you can do those 20+ attacks with greater frequency. If done properly a pure mortal is a force to be reckoned with.
May I know how your character did so?
Title: Re: Where does the system break down in terms of power level
Post by: kihon on February 22, 2011, 06:07:13 PM
/seconded.  Please explain.
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 22, 2011, 06:20:58 PM
I assumed it was a ton of invokes...say 8 or 9.  That would do it.  Of course, more refresh isn't going to help you do that a lot more, really.
Title: Re: Where does the system break down in terms of power level
Post by: Warpmind on February 22, 2011, 06:42:12 PM
I don't know what kind of pure mortals you guys play, but I've done 20+ stress in a single hit with my pure mortal and I didn't even spend a third of my fate to do it. As the power level goes up pure mortals are just going to get more and more fate points which means you can do those 20+ attacks with greater frequency. If done properly a pure mortal is a force to be reckoned with.

Let's see, starting with a Guns skill of +5, throwing in couple of stunts for +1 to hit and +2 to damage on hit, give it a Weapon rating of 3 for a rifle, +2 for free tag of "In My Sights", lucky roll of +4 brings us to an Attack at 12, with effective Weapon:5... before any Fate Points are spent. If you have another Guns stunt that add 3 to damage for a Fate Point, we're up to Attack 12 and Weapon:8 for a single fate point, minus whatever the unfortunate target managed to defend with... Am I close? :)

Yeah, 20+ stress attacks from a mortal are quite plausible, far as I can tell. Or in the words of the Team Fortress 2 Sniper - "Boom. Headshot." ;)
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 22, 2011, 06:55:28 PM
Let's see, starting with a Guns skill of +5, throwing in couple of stunts for +1 to hit and +2 to damage on hit, give it a Weapon rating of 3 for a rifle, +2 for free tag of "In My Sights", lucky roll of +4 brings us to an Attack at 12, with effective Weapon:5... before any Fate Points are spent. If you have another Guns stunt that add 3 to damage for a Fate Point, we're up to Attack 12 and Weapon:8 for a single fate point, minus whatever the unfortunate target managed to defend with... Am I close? :)

Yeah, 20+ stress attacks from a mortal are quite plausible, far as I can tell. Or in the words of the Team Fortress 2 Sniper - "Boom. Headshot." ;)

Well, a +4 on your roll is just a 1/81 chance, so that's hardly repeatable.  A more reasonable lucky roll would be +2 though even this isn't something that can be easily pulled off on any sort of consistent basis.  Going with an average roll of 0 (unless you want to wait exchange after exchange until you get a good roll), would make that an attack of 8 and require a maneuver to setup (so 2 exchanges to do).  The weapon rating would still be 8, of course.  That might result in 11 or so shifts of damage (depending on what the enemy does).  Getting to 20 on any sort of consistent basis would be tricky and cost either a ton of maneuvers/declarations/etc for free tags or a bunch of fate points.  Not impossible, but not easy by any stretch.

In any case, it's a lot easier for a supernatural creature to do this kind of damage.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 22, 2011, 07:46:53 PM
Warpmind is pretty close. Mostly I took a turn or two to set up and then tagged/invoked a ton of aspects. It also helps to create a pure mortal with a lot of aspects that can be used regularly and in a number of situations. Things like "My family is "The Family"" which imply an entire skill set that it could be used for. I'm pretty sure on that hit I invoked three of my own aspects. I know some people prefer the whole only one personal aspect, one environmental aspect, etc bit but my group doesn't go in for that.
Title: Re: Where does the system break down in terms of power level
Post by: Warpmind on February 22, 2011, 10:02:28 PM
Well, a +4 on your roll is just a 1/81 chance, so that's hardly repeatable.  A more reasonable lucky roll would be +2 though even this isn't something that can be easily pulled off on any sort of consistent basis.  Going with an average roll of 0 (unless you want to wait exchange after exchange until you get a good roll), would make that an attack of 8 and require a maneuver to setup (so 2 exchanges to do).  The weapon rating would still be 8, of course.  That might result in 11 or so shifts of damage (depending on what the enemy does).  Getting to 20 on any sort of consistent basis would be tricky and cost either a ton of maneuvers/declarations/etc for free tags or a bunch of fate points.  Not impossible, but not easy by any stretch.

In any case, it's a lot easier for a supernatural creature to do this kind of damage.

Oh, absolutely, the +4 roll is statistically unlikely - I just tried to see if reaching a total of 20 shifts from Attack and Weapon Rating was plausible without the expenditure of half a ton (depending on Fate point token weight) or so of Fate Points... Which, it seems, it is.

When you then start adding Aspect tags that do cost Fate points into the equation, Mortals are likely to have more Fate points to consistently pour into their rolls than supernaturals...
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 23, 2011, 07:51:32 AM
Oh, absolutely, the +4 roll is statistically unlikely - I just tried to see if reaching a total of 20 shifts from Attack and Weapon Rating was plausible without the expenditure of half a ton (depending on Fate point token weight) or so of Fate Points... Which, it seems, it is.

When you then start adding Aspect tags that do cost Fate points into the equation, Mortals are likely to have more Fate points to consistently pour into their rolls than supernaturals...

Granted, but we're talking about maybe getting one such attack off extra really, unless they do a lot of prep (but prepping is nothing special, anyone can do it).  Let's say a mortal has 5 spare refresh compared to a supernatural's 1.  That's +8 on one attack per session more than what the supernatural gets.  Let's say we add 5 more refresh after a lot of time and the mortal just keeps it as fate points.  That's two such big attacks (which are unlikely to be 20 stress each).  A Supernatural by this point could grab +5 on all his magic attacks (wizard with a 5 focus, and he has 2 refresh left over), go from inhuman to mythic strength (+4 stress on all physical attacks), etc.  The supernaturals also get really nice defensive upgrades potentially.

Now, what a mortal does bring to the table is flexibility, to an extent.  That can invoke for effect very easily, which I think is probably one of the most powerful uses of fate points (+2 sounds nice, but invoke for effects can be crazy-good).  They can also use those fate points in social encounters, where it is harder to use magic or the like.  Still, I think in the long run, mortals lose out. 
(click to show/hide)
  Extra fate points are nice, but I think they generally are weaker than 1 refresh at higher levels -- and to be fair, a wizard could decide to stack up on fate points with extra refresh if he wanted, but it just isn't worth it.

I am not sure I'd say this is the system breaking down, per se, but it seems to me that pure mortals lose their luster at some point.  I don't think it is in any of the starting power levels though.  I'd guess by Refresh 20 it would have happened, but that's hard to say without playtesting a lot.  Wizards are more problematic though, given how foci and specializations work they can get real crazy compared to others.
Title: Re: Where does the system break down in terms of power level
Post by: Warpmind on February 23, 2011, 08:17:42 AM
Also, I should like to point out that one of the most dangerous individuals in the book, even if not the most powerful in a personal scuffle, is John Marcone... The only mortal signatory to the Unseelie Accords, with the skill and strength necessary to hold his own as a Freeholding Lord...
He's capable of handling himself in personal combat, and for the love of all that is Holy, do NOT engage him in social combat...
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 23, 2011, 08:39:33 AM
Also, I should like to point out that one of the most dangerous individuals in the book, even if not the most powerful in a personal scuffle, is John Marcone... The only mortal signatory to the Unseelie Accords, with the skill and strength necessary to hold his own as a Freeholding Lord...
He's capable of handling himself in personal combat, and for the love of all that is Holy, do NOT engage him in social combat...

He's not so bad just by himself though.  He's powerful because he has an organization.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 23, 2011, 08:40:46 AM
Also, I should like to point out that one of the most dangerous individuals in the book, even if not the most powerful in a personal scuffle, is John Marcone... The only mortal signatory to the Unseelie Accords, with the skill and strength necessary to hold his own as a Freeholding Lord...
He's capable of handling himself in personal combat, and for the love of all that is Holy, do NOT engage him in social combat...

Titania is far more dangerous than Marcone in terms of personal power, persona and even in terms of social stuff because she is the leader of an entire nations of Fairies and a court of superhuman monsters, she has more magic than marcone could ever dream off, more minons than marcone could raise in a hundred years and more social hacks (presence at legendary at least, Full Incite Emotion Awe, Fear etc etc). Marcone is not that potent but he is potent locally and has powerful allies which is the only reason he has survived as a free holding lord.  

Then again that is comparing a Plot Device or God to a pure mortal man, Marcone is when it gets down to it human and very squishy if he is ever caught off guard without his superhuman allies against a Dresden Level Big bad he will die as easily as anyone else. 
Title: Re: Where does the system break down in terms of power level
Post by: Warpmind on February 23, 2011, 08:44:21 AM
Titania is far more dangerous than Marcone in terms of personal power, persona and even in terms of social stuff because she is the leader of an entire nations of Fairies and a court of superhuman monsters, she has more magic than marcone could ever dream off, more minons than marcone could raise in a hundred years and more social hacks (presence at legendary at least, Full Incite Emotion Awe, Fear etc etc). Marcone is not that potent but he is potent locally and has powerful allies which is the only reason he has survived as a free holding lord.  

And on the other hand, Marcone doesn't lose any power at all by going where uninvited...
Title: Re: Where does the system break down in terms of power level
Post by: Drachasor on February 23, 2011, 08:52:49 AM
And on the other hand, Marcone doesn't lose any power at all by going where uninvited...

Pretty sure Titania could walk into a 3000 year-old house owned by the same family for all that time, and still kick Marcone's ass with both hands tied behind her back.

Marcone has the traditional power of civilization, oddly enough.  He has strength in numbers and organization.  That's what gives him physical might.  Against real supernatural threats he's pretty shoddy by himself.  In a similar way, the President of the United States can't kick the ass of anyone else one on one.  That's just a bad way to measure someone's power....unless, perhaps, they are a PC.
Title: Re: Where does the system break down in terms of power level
Post by: BumblingBear on February 23, 2011, 09:28:58 AM
I think the Dresden Files is really made for people who are fans of the series, and folks without preconceived notions.


To someone who had been playing Scion, DF is going to seem underpowered.

To someone who is used to standard D&D type games, the DF are going to seem overpowered when a fairly low level wizard can level a building or take out a supernatural enemy in one evocation shot.

Honestly, I think that the DF power level is just about perfect and matches the books quite well.

I will say that if I were running a game and my players started approaching 20 refresh, I would make milestones happen far less often.

I think that is logical - the more powerful a character is, the less impact or real danger an adventure will have on him or her.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 23, 2011, 09:39:00 AM
To someone who is used to standard D&D type games, the DF are going to seem overpowered when a fairly low level wizard can level a building or take out a supernatural enemy in one evocation shot.

I think D and D and Dresden are roughly the same level of power as long as you assume that the starting level is 10, A level 20 D&D Balor is on par with a Denarian, a level 30 D&D character is on par with the Earl King.  
Title: Re: Where does the system break down in terms of power level
Post by: BumblingBear on February 23, 2011, 09:45:58 AM
I think D and D and Dresden are roughly the same level of power as long as you assume that the starting level is 10, A level 20 D&D Balor is on par with a Denarians, a level 30 D&D character is on par with the Earl King. 

For the most part I agree with you (although I think the Earlking would be 40th level)

However, the difference between FATE games and other games is the inclusion of aspects and the ability to stack them.

Fate games reward players for being creative and responding to situations with aspect-play, or gearing up for battle beforehand with aspects.

There are buffs in other games, but nothing like aspects - where a player can double or triple the punch of an attack with the inclusion of fate points or stacked aspects.
Title: Re: Where does the system break down in terms of power level
Post by: Ophidimancer on February 23, 2011, 04:12:19 PM
Not to mention how narrative can completely trump mechanics in FATE with declarations, invokes, and compels.  It's what I love about FATE.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 23, 2011, 06:47:27 PM
Ok, I remember a little better what I was referring to, so just to clarify. Pure mortal. Spent one action of prep, spent three fate points on the attack, and to be fair tagged a couple of things others had just set up (aspects and consequences). Result was in the high teens, I think 18.

I think one of the problems many people have is when they create a pure mortal they assume stunts=powers and it's not remotely close. If a pure mortal PC has only five refresh in a game with a supernatural PC then he has too many stunts. It's best to pick up a handful of stunts useful for the one or two things you're specializing in and then leave the rest for refresh. Then you can do supernatural damage (I.E. high teens-low twenties) several times in a session as opposed to maybe once. Plus the fate points can be used in almost every circumstance.

I think a lot of people discount the mortal, and it's just because they haven't seen a proper one in action. I'm not arguing that one can stand up to Titania, but they should be able to almost hold their own against a supe of relative refresh.
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 23, 2011, 07:01:14 PM
I think a lot of people discount the mortal, and it's just because they haven't seen a proper one in action. I'm not arguing that one can stand up to Titania, but they should be able to almost hold their own against a supe of relative refresh.

The MERLIN would have trouble trying simply to not be wiped off the face of existence in a full-on confrontation with one of the Queens.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 23, 2011, 07:04:25 PM
Yeah, the Marcone-Titania comparison is terrible. There's really no point in making it. On the other hand the Marcone-Anastasia comparison isn't terrible and I would think that it would likely come out with her barely on top.

Then again, Marcone is a terrible example of a good pure mortal PC. He's too generalized. A good mortal PC picks a specialty or two and really gets good at them.
Title: Re: Where does the system break down in terms of power level
Post by: bitterpill on February 23, 2011, 07:41:13 PM
In most of the campaigns I have been in the pure mortals have sucked or have been contact focused useful characters useless if you are in a fight, most of my groups have played the 'only human' pidgeon wholing game so the mortals know that the supernaturals underestimate them. When it comes to certain things there are moments when fate point stacking makes no sense certain levels of speed and certain levels of strength which should be impossible for a human regardless of how many fate points they roll. I do not care if you are spending 5 fate points on it or not a pure mortal with average strength cannot throw a truck at someone or run at the speed of a Lamborghini.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 23, 2011, 07:56:05 PM
Because of the way the system is set up a pure mortal doesn't need to throw a truck at someone. Stress is Stress regardless of it's source. A really precise shot can be just as effective as a thrown truck.

I'm not saying that mortals are just as good as supes in every way. I'm just saying that properly built they can be just as effective in combat. People relegate them to only being useful on the sidelines or in social combat and it just isn't necessary. Make a good mortal and you can be part of the group.
Title: Re: Where does the system break down in terms of power level
Post by: devonapple on February 23, 2011, 08:01:35 PM
In most of the campaigns I have been in the pure mortals have sucked or have been contact focused useful characters useless if you are in a fight, most of my groups have played the 'only human' pidgeon wholing game so the mortals know that the supernaturals underestimate them.

That is an unfortunate situation and/or attitude. Everyone should be able to contribute in a fight, if effectively positioned and creatively used. It is an unfortunate thing in this system that people have to overcome this conception that only the Wizard /Werewolf/WCV can do anything productive in combat: they simply have the easiest and most obvious and easy tools to apply to such situations.
Title: Re: Where does the system break down in terms of power level
Post by: BumblingBear on February 23, 2011, 08:48:50 PM
In most of the campaigns I have been in the pure mortals have sucked or have been contact focused useful characters useless if you are in a fight, most of my groups have played the 'only human' pidgeon wholing game so the mortals know that the supernaturals underestimate them. When it comes to certain things there are moments when fate point stacking makes no sense certain levels of speed and certain levels of strength which should be impossible for a human regardless of how many fate points they roll. I do not care if you are spending 5 fate points on it or not a pure mortal with average strength cannot throw a truck at someone or run at the speed of a Lamborghini.

Focus fire, man!  Focus fire.

I know that it goes against the grain for many RPers, but FATE games are really a team effort.

With 4 pure mortal folks, if everyone stacks an aspect the first round, the the next 3 players stack an aspect too, that is 7 free tags that the last player can use for an attack.

+14 to an attack shift ain't no joke.  Especially when the last player uses all of his or her fate chip in the attack too.

4 more fate chips on personal aspects or a scene aspect would be + 22 shifts to the PC's attack.

If the PC rolled a 4 shift attack to guns, and was firing a 2 shift pistol, that would be a 28 shift attack.  With a pistol.  From a mortal human.

Leetsauce
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 23, 2011, 09:06:12 PM
Focus fire, man!  Focus fire.

I know that it goes against the grain for many RPers, but FATE games are really a team effort.

With 4 pure mortal folks, if everyone stacks an aspect the first round, the the next 3 players stack an aspect too, that is 7 free tags that the last player can use for an attack.

+14 to an attack shift ain't no joke.  Especially when the last player uses all of his or her fate chip in the attack too.

4 more fate chips on personal aspects or a scene aspect would be + 22 shifts to the PC's attack.

If the PC rolled a 4 shift attack to guns, and was firing a 2 shift pistol, that would be a 28 shift attack.  With a pistol.  From a mortal human.

Leetsauce

You're forgetting about a superb guns skill.
Title: Re: Where does the system break down in terms of power level
Post by: BumblingBear on February 23, 2011, 10:30:11 PM
You're forgetting about a superb guns skill.

Indeed. :)

That amount of power from stackable aspects is something that old school RPers are not used to.

In fact, I was able to put together over a 30 shift evocation (after using every fate chip and stackable aspect I had - and even taking mental consequences to up my shifts) with my character in a game, and it just poleaxed the GM.

In the novels, Harry is able to easily take out buildings without even "stacking aspects".  By "Our World", which has been said to be extremely lowballed by both players and Fred Hicks, the senior council can dish out 20 or 30+ shift evocations without taking more than 1 mental stress.

This amount of power is a culture shock for players and GMs who have not actually read the rules thoroughly.

If I end up GMing, I know that the easiest way to dial back on that power for magic characters is to have more than 1 big bad, and to include mortal enemies.

Can't blast a mortal, and can't use everything up in one shot if there are 5+ bad guys around.

:)
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 23, 2011, 11:01:01 PM
If I end up GMing, I know that the easiest way to dial back on that power for magic characters is to have more than 1 big bad, and to include mortal enemies.

Can't blast a mortal, and can't use everything up in one shot if there are 5+ bad guys around.

:)

Challenge accepted.
Title: Re: Where does the system break down in terms of power level
Post by: KOFFEYKID on February 23, 2011, 11:49:51 PM
Blasting a mortal is a really heavy handed use of evocation. You'd get better results with a "suffocate till unconscious" grapple
Title: Re: Where does the system break down in terms of power level
Post by: LokiTM on February 24, 2011, 12:07:16 AM
I think that simply spending the fate points for the +2 may be less effective than using them creatively for declarations. That may not do direct damage, but could have far more ability to turn the tide.

Used that way, the impact of a pure mortal might be on par, even if the raw shifts of damage per exchange can not be compared.

Unfortunately I can't think of a good way to compare them without some large ensemble of test cases.
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 24, 2011, 12:32:38 AM
Blasting a mortal is a really heavy handed use of evocation. You'd get better results with a "suffocate till unconscious" grapple

'blast' is an incredibly vague term

fire: 'blast' the area with a sudden but diffuse increase in temperature - inducing hyperthermia (ie. heatstroke) - secure the mortals, drag them away from the epicenter, and get them some basic medical attention; slit the throats of the non-mortals at your leisure, or whatever
air: shockwave effecting sudden increase in air pressure accomplishing similar
water: ...we've seen very little of what this is capable of accomplishing, so I'm less sure of how to go about it
earth: dramatic increase in gravity until targets lose consciousness
(click to show/hide)
spirit: induce sleep...or just club folks upside the head
Title: Re: Where does the system break down in terms of power level
Post by: BumblingBear on February 24, 2011, 01:26:31 AM
I think that simply spending the fate points for the +2 may be less effective than using them creatively for declarations. That may not do direct damage, but could have far more ability to turn the tide.

Used that way, the impact of a pure mortal might be on par, even if the raw shifts of damage per exchange can not be compared.

Unfortunately I can't think of a good way to compare them without some large ensemble of test cases.

That's very true in a fate game...

However, I pretty much had to make everything straight damage.  The GM of my game didn't understand the fate system and was not comfortable with aspects, compels, invokes, etc.

In fact, every enemy the group faced was taken all the way out to severe consequences and the entirety of its stress track.

If had made a maneuver for "head cut off" and then invoked it, I could have predicted that this GM would not have gone for it.  Every single compel that any player got in 40 hours of game play was a self compel, and always grudgingly given.

Fate is a very unique system, and my experiences in my last group just kind of drove home that whoever is running the game really needs to have a good grasp of the mechanics.  It helps if everyone is on the same page and the group has good cohesion.

I think that next time I play or run a campaign, I will push to have recap discussions where everyone kind of talks about what they liked, what they didn't like, what could be done differently, etc.
Title: Re: Where does the system break down in terms of power level
Post by: Ren on February 24, 2011, 01:40:07 AM
I think its kind of funny discussing Power level in a role-playing game. Sure, any wizard could crank out 25+ on a Spell-casting Roll on a regular basis, but should you do it every time? No. Why? Well because then the GM will have to start creating challenges so bad-add and in such numbers that all the other non-caster characters are getting turned to pudding when the bad guys sneeze.
Sure, the GM COULD use a bunch of lesser-powered bad guys but while the caster is taking out the baddest of them again his non-caster allies are getting their butts handed to them again.
A smart caster would conserve his energies and make sure his allies will make it through the fight in as close to one piece as possible. Or find alternative uses for magic other than Blasting everything in sight....which after the first 10 or so times of doing that it gets boring, not just for the GM or the player in question but for the rest of the players as well.

"Oh crap a dragon!"
"No worries Fred will get it, we'll just stand over here and watch."
*yawn*
"Is it over yet?"

Point being that its a GAME and its meant to be fun for everyone playing, including the GM who has spent hours crafting a fun scenario and challenging opponents only to see them melt away in an eye-blink because someone who could overdo things but didn't really need to decided to go ahead anyway.

ANY system breaks when someone sees a way to exploit a system and goes for broke. The systems don't break if they aren't abused and having played or run probably a few hundred game sin my nearly 30 years of gaming I think I can say that with some authority. Though there ARE systems that are built to be broken and playing with that kind of power is fun because everyone is doing it. In a game like the Dresden Files the emphasis is on Role-Play, heroic role-play to be sure, but Role-play.

To Quote Ben Parker; "With great power comes great responsibility"

But hey, for folks that want to play in high-powered, building leveling games and have a group that wants to do that more power to you and have fun! That's what the game is all about!

As a Note (this was talked about in the Sponsored magic thread as well); YS288 Bottom paragraph of the right-hand Column essentially states that you can only incur One Sponsor debt per Roll and that Debt can only be used to Tag an Aspect, not give an automatic +2 on the roll. So no more grabbing 4 points of Sponsor Debt for +8 to the roll! Of course a truly forgiving (and possibly very drunk) GM may allow it anyway, tailor your game as you like. (Don't be shocked, I DO read rules).

DFRPG has a steep learning curve so getting everyone up to speed is not going to be fast or easy especially for folks who have been used to entirely different sets of mechanics that aren't nearly so flexible.
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 24, 2011, 01:51:00 AM
As a Note (this was talked about in the Sponsored magic thread as well); YS288 Bottom paragraph of the right-hand Column essentially states that you can only incur One Sponsor debt per Roll and that Debt can only be used to Tag an Aspect, not give an automatic +2 on the roll. So no more grabbing 4 points of Sponsor Debt for +8 to the roll! Of course a truly forgiving (and possibly very drunk) GM may allow it anyway, tailor your game as you like. (Don't be shocked, I DO read rules).

See "The Dark Powers Are Always Willing To Help" on page 289
Title: Re: Where does the system break down in terms of power level
Post by: devonapple on February 24, 2011, 01:53:06 AM
If had made a maneuver for "head cut off" and then invoked it, I could have predicted that this GM would not have gone for it. 

Well, no GM should go for that one. It's not a maneuver, it's a "taken out" result. Aspects derived from Maneuvers are allowed to be removed with a successful skill check.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 24, 2011, 01:56:41 AM
See "The Dark Powers Are Always Willing To Help" on page 289

That only effects shifts of power for spells. For all other uses Ren is right.
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 24, 2011, 02:05:16 AM
it does rather contravene the 'only once per turn, only one debt per instance, and only to tag an aspect' statement that was, well, essentially the whole of the claim

a strict reading of the two sections combined would allow up to +8 shifts of power in addition to an aspect tag for +2 on the roll (or a re-roll) for a total of 5 debt on a single roll once per scene (with an optional further limitation to once per session)
Title: Re: Where does the system break down in terms of power level
Post by: Ren on February 24, 2011, 02:08:51 AM
See "The Dark Powers Are Always Willing To Help" on page 289

Ah I see thank you. And natch the description doesn't actually limit you to Dark Powers allowing it, though I would. Light Powers would rather you help yourself! Though in this case it's sort of a grayish power...well maybe reddish...would that count? 8)
And thus more rules confusion is added.
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 24, 2011, 02:55:54 AM
Ah I see thank you. And natch the description doesn't actually limit you to Dark Powers allowing it, though I would. Light Powers would rather you help yourself! Though in this case it's sort of a grayish power...well maybe reddish...would that count? 8)
And thus more rules confusion is added.

The only real ''light' power' described in that section, Soulfire, does include a suggestion of a lower credit limit, but there's not really a reason that they'd refuse to help in the same ways
Title: Re: Where does the system break down in terms of power level
Post by: UmbraLux on February 24, 2011, 04:41:32 AM
Any Power will help as long as helping furthers its goals.  For dark powers, those goals often include corrupting the user...so power may well be lent even if the immediate use is against some minor goal.  After all, the individual is likely to keep using the power and can eventually be drawn across the line.  The end justifies the method.

Light powers are probably just as willing to extend credit, however they include some code of ethics as part of their goals.  So they're far less likely to hand out power for things against their 'code'.  The method matters as much as the end result.
Title: Re: Where does the system break down in terms of power level
Post by: BumblingBear on February 24, 2011, 07:14:50 AM
I think its kind of funny discussing Power level in a role-playing game. Sure, any wizard could crank out 25+ on a Spell-casting Roll on a regular basis, but should you do it every time? No. Why? Well because then the GM will have to start creating challenges so bad-add and in such numbers that all the other non-caster characters are getting turned to pudding when the bad guys sneeze.
As I stated in another thread, mortal enemies or numerous lesser supernatural enemies keep a wizard from blowing everything in one shot.

A character with a high weapons skill and supernatural strength can put out 10-30 stress attacks by picking things up and throwing them all day long.

A character who is an artificer can take out buildings all day and not even take mental stress.

It's just that kind of game.  

Granted, I used some extreme examples.  But a sniper in the DFRPG can stack aspects lying in wait, and then hit something at 0 (mediocre) defense.

Quote
Sure, the GM COULD use a bunch of lesser-powered bad guys but while the caster is taking out the baddest of them again his non-caster allies are getting their butts handed to them again.

Depending on the PC, he may be roleplayed as not not really giving a damn.  Also, wouldn't taking out one (very dangerous) creature in one shot help the group?

Methinks it would.

Quote
A smart caster would conserve his energies and make sure his allies will make it through the fight in as close to one piece as possible. Or find alternative uses for magic other than Blasting everything in sight....which after the first 10 or so times of doing that it gets boring, not just for the GM or the player in question but for the rest of the players as well.
See above for motivations.

Second, in the game I was in and did this attack in, I had been bored for something like 35 hours.  Whether the rest of the group was bored when I saved their asses honestly really didn't cross my mind.

Additionally, in the game whenever I tried to use magic for anything, there was always conveniently something blocking me.  For instance, there was one time where I kept trying to figure out a way to listen in at a conversation at a bar.  However, conveniently, whenever I tried to find an avenue to approach it, there were guards posted in my way.

I stopped trying because it became obvious that my GM was going to stick to his vampire-LARP-esque story at every turn.  As a player I had absolutely no say in which way the story was going.  I had no power to add anything to the story.

Every aspect of the story was just, "you go here - you interview this guy."  I was extremely bored and frustrated that the FATE rules were not being followed, but I felt like my hands were bound.  I could not approach the GM and ask him to change anything because I felt that he was not socially adjusted or secure enough to not take offense to any suggestions I made.

Quote
"Oh crap a dragon!"
"No worries Fred will get it, we'll just stand over here and watch."
*yawn*
"Is it over yet?"

Unfortunately, for me 95% of the game I was in felt like that to me with my character.  After playing for 40 hours I'd garnered a sum total of 1 skill point and a whole bunch of clues - not real solid facts.  It didn't help that every encounter was pretty much a "monster in the closet" attack where crap jumped out of nowhere at the party.  ::yawn::

Quote
Point being that its a GAME and its meant to be fun for everyone playing, including the GM who has spent hours crafting a fun scenario and challenging opponents only to see them melt away in an eye-blink because someone who could overdo things but didn't really need to decided to go ahead anyway.

I hadn't been having fun in my game for at least 16 hours.  I also did everything in my power-  including spending at least 10 hours on breaking the rules down and putting all the compel-able aspects in an easy to read document .... which were subsequently ignored by my gm.

Honestly, my GM's fun really was not very high on my priority list after I'd been ignored so often and basically brushed off when I brought anything up.

After I heard that he was going to be a PC in another campaign (when he didn't even know the rules of the campaign he was running) and I'd gotten the brush off before about stepping in for a session or two and GMing a game, I knew that I would never be able to demonstrate how a Fate game /should/ be run.

Quote
ANY system breaks when someone sees a way to exploit a system and goes for broke. The systems don't break if they aren't abused and having played or run probably a few hundred game sin my nearly 30 years of gaming
30 years of gaming doesn't mean anything.  Someone can do something badly for 30 years.  I personally didn't see anything that particularly wowed me from my gm other than a serious lack of social skills.  

One would think that in 30 years of gaming, a GM would learn not to call first times gamers names at the table.

But then again, perhaps that is why this GM has so few friends that he had to ask a group he'd been gaming with for a month to help him move.  Perhaps that's why after he accused the whole groups of being liars and flakes for not helping him move after saying they would, only to find out that he (like a dumbass) only sent the email with directions to one person, he only said, "That makes me feel better," instead of apologizing to the group.

Great guy.

Quote
I think I can say that with some authority. Though there ARE systems that are built to be broken and playing with that kind of power is fun because everyone is doing it. In a game like the Dresden Files the emphasis is on Role-Play, heroic role-play to be sure, but Role-play.

And yet my roleplay with my character was never rewarded.  Every time I did something to hurt my character, I wouldn't get a fate point, or a compel.  I usually got eye rolls.  Mainly because I feel like my GM was more interested in running a super polite vampire larp murder-mystery - anyone who didn't fit into that genre or didn't want to passively go from scenario to scenario was not really welcome.

In fact, during one fight when I wanted to described what happened to a monster after I'd "taken it out", this GM got all huffy and pouty because he'd written down what happened to it.

As a player, I was not even allowed to describe monster deaths.

Quote
To Quote Ben Parker; "With great power comes great responsibility"
Yup - kind of like when someone is leading a group they should not chastise one member in front of the group - especially when this GM never bothered to talk about power levels or that sort of thing beforehand.

In fact, the GM of this particular campaign never looked for feedback of any kind, really.  There was no dialogue between GM and players.  I know this for a fact because I only talked to the other players about the campaign after he'd left.

A game is not fun when the atmosphere is not open, and frustrations cannot be aired due the GM having a fragile ego and aversion to constructive criticism.

Playing a game should not be like going to work and dealing with a bad boss.

Quote
But hey, for folks that want to play in high-powered, building leveling games and have a group that wants to do that more power to you and have fun! That's what the game is all about!
Exactly.  Likewise to boring vampire larps with the occasional wizard.

Quote
As a Note (this was talked about in the Sponsored magic thread as well); YS288 Bottom paragraph of the right-hand Column essentially states that you can only incur One Sponsor debt per Roll and that Debt can only be used to Tag an Aspect, not give an automatic +2 on the roll. So no more grabbing 4 points of Sponsor Debt for +8 to the roll! Of course a truly forgiving (and possibly very
drunk) GM may allow it anyway, tailor your game as you like. (Don't be shocked, I DO read rules).
Not thoroughly.  As someone stated above me, this is not true.

I wrote a long, in depth sponsored magic writeup that was okayed by the GM.  I can only assume that like with everything else I wrote for him, it was only briefly glanced over or ignored.

Additionally, I had only used two points of sponsor debt in the epic attack I did in my game.  Two.  That's hardly game breaking.

Quote
DFRPG has a steep learning curve so getting everyone up to speed is not going to be fast or easy especially for folks who have been used to entirely different sets of mechanics that aren't nearly so flexible.

Agreed.  However, if I were GMing a game, I would damn sure know the rules after a month and a half of running it.

I definitely would not lean on someone whom I mutually didn't like to spoon feed me rules and then get shocked and angry when he did what his character was /supposed/ to do in a given situation.
Title: Re: Where does the system break down in terms of power level
Post by: sinker on February 24, 2011, 07:38:44 AM
Ouch bear, that seems like a harsh response. It seems to me that 1. Ren was responding to the OP, and not necessarily your specific post. And 2. That you had a terrible GM. I'm sorry.
Title: Re: Where does the system break down in terms of power level
Post by: BumblingBear on February 24, 2011, 07:42:51 AM
Ouch bear, that seems like a harsh response. It seems to me that 1. Ren was responding to the OP, and not necessarily your specific post. And 2. That you had a terrible GM. I'm sorry.

Thanks. 

Yeah I don't hold any real ill will towards anyone, but it was a terrible experience- especially for my first time gaming.

I brought my gf with me and she felt the same way I did but she was too shy to say anything.  I started feeling bad for dragging her to sessions with me when she was so bored.

It is unfortunate that I liked the group of people I played with so much but disliked the GM.  Both his personality and the way I felt I was treated.

In the future, I will either GM myself, or have a good relationship with my GM.  Otherwise I will not play.
Title: Re: Where does the system break down in terms of power level
Post by: bibliophile20 on February 24, 2011, 04:06:31 PM
*wince*  My sympathies, BumblingBear.  I'm amazed you stuck with the hobby after that experience.
Title: Re: Where does the system break down in terms of power level
Post by: zenten on February 24, 2011, 04:19:44 PM
In the future, I will either GM myself, or have a good relationship with my GM.  Otherwise I will not play.

That's generally a good rule for anyone.




And by the way, I've found this topic rather helpful.  Although it's a bit annoying that it seems like where Dresden is getting in the novels means that having a group of PCs all be at "the equivalent power level" of Dresden isn't going to work much anymore.
Title: Re: Where does the system break down in terms of power level
Post by: devonapple on February 24, 2011, 04:59:00 PM
Yeah I don't hold any real ill will towards anyone, but it was a terrible experience- especially for my first time gaming.

Was this the game in which you play the Warrior of Pele?
Title: Re: Where does the system break down in terms of power level
Post by: Steppenwolf on February 24, 2011, 10:12:06 PM
@BumblingBear

I can well understand how you feel.

It's just a bad habit of some GMs who thinks they are Storytellers which is, in DFRPG, absolutely not true.
Storytelling is a good way to entertain each other around a campfire, not at a game table.
It's a very common problem.

GMs should surely have fun like the other players.
But they should not use their right to have  their own fun as an excuse to impose their very personal way to the game, without listening to the players.

Also, it's wrong if they spent hours to make a predefined plotline to be precisely followed.
Scenarios must be general situations that can be approached in many ways and usually it's up to the players choosing them.

Scenarios are: "there's this problem. What are you going to do to solve it?"
And not: "this is the problem, you must solve it doing this, that and this again".
Title: Re: Where does the system break down in terms of power level
Post by: Tangent Free on February 25, 2011, 12:12:02 AM
I have to agree completely with that. While I'm not currently playing in a DV game (I'm up next as GM in rotations of who runs the game in my group, so hopefully soon),  I'm in two other games a week. And my least favorite is my Saturday game. We have 4-5 PCs there every week, and while I generally like all the characters and the setting is interesting, the GM always gives us leads and then nothing happens. We don't really progress the story or figure things out. Things just resolve as a matter of fact. The only reason I continue is that I like spending the time with my friends whom I wouldn't get to see otherwise due to IRL constraints.

A GM isn't a writer, trying to get people to read his story. Well, not just a writer. He has to be able to engage his players and work with them in a way that lets everyone have a good time. Otherwise, what's the point?
Title: Re: Where does the system break down in terms of power level
Post by: UmbraLux on February 25, 2011, 01:04:47 AM
A GM isn't a writer, trying to get people to read his story.
Agreed.  I tend to think of GM as instigator...and not always a nice one!   ;D  Drop 'em in the pot and stir...see what happens. 
Title: Re: Where does the system break down in terms of power level
Post by: devonapple on February 25, 2011, 01:08:45 AM
Agreed.  I tend to think of GM as instigator...and not always a nice one!   ;D  Drop 'em in the pot and stir...see what happens. 

"Instigator" is an eloquent way to put it. Kudos.
Title: Re: Where does the system break down in terms of power level
Post by: Captain Indigo on February 25, 2011, 05:06:16 PM
I have to agree completely with that. While I'm not currently playing in a DV game (I'm up next as GM in rotations of who runs the game in my group, so hopefully soon),  I'm in two other games a week. And my least favorite is my Saturday game. We have 4-5 PCs there every week, and while I generally like all the characters and the setting is interesting, the GM always gives us leads and then nothing happens. We don't really progress the story or figure things out. Things just resolve as a matter of fact. The only reason I continue is that I like spending the time with my friends whom I wouldn't get to see otherwise due to IRL constraints.

A GM isn't a writer, trying to get people to read his story. Well, not just a writer. He has to be able to engage his players and work with them in a way that lets everyone have a good time. Otherwise, what's the point?
Games like that can be tedious. But does nothing happen in session b/c the GM is trying to keep you on the rails or because he's running a more sandbox style game the players aren't actively driving the story? Lack of story development isn't always the GM's fault.
Title: Re: Where does the system break down in terms of power level
Post by: Tedronai on February 25, 2011, 05:13:16 PM
While it's not necessarily the GM's fault, or even (sole) responsibility, they are generally the ones with the most resources available to them to fix such a problem
Title: Re: Where does the system break down in terms of power level
Post by: Captain Indigo on February 25, 2011, 06:01:23 PM
True, and my other post wasn't as clear as I meant it to be. I intended a helpful "Take charge of your gaming experience man! Be pro-active!" and it came out more "Hey! Maybe it's your fault! Huh huh? Yeah, you jerk!"

I've been on both sides of the "This gaming is going nowhere," and I'll say it's much harder to get players to step up and be driving forces in the story if they don't want to be, or are unaccustomed to being strong driving forces, than it is to get the GM moving.