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The Dresden Files => DFRPG => Topic started by: Sanctaphrax on October 15, 2012, 08:11:04 PM

Title: Common Rituals
Post by: Sanctaphrax on October 15, 2012, 08:11:04 PM
It's possible to cast rituals without a Power, using the Common Ritual trapping of the Lore skill.

But nobody seems to do this. Or at least, I've never seen anyone do this.

So...have you ever used a common ritual?

My theory is that most people ignore common rituals because they aren't fleshed out in the rules and no cool examples exist. And because their most prominent users are inexplicably statted as actual spellcasters.

But I could be wrong.
Title: Re: Common Rituals
Post by: Ophidimancer on October 15, 2012, 08:28:13 PM
Granted I only have experience with my own game, but I haven't ever seen it used nor used it myself, though I have possible theories about it.  I would model very basic stuff like Butters making an empowered circle as a use of that Trapping, though I think it would model better as just a Maneuver and an Aspect Compel against ephemeral creatures.
Title: Re: Common Rituals
Post by: ways and means on October 15, 2012, 09:34:32 PM
The common rituals we saw in the universe were actually pretty powerful, If I remember correctly there was a +20 shift entropy/ outsider summoning curse which was carried out by non practitioners in one of the books.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 15, 2012, 09:39:59 PM
According to OW, that was a normal ritual. Or at least, the people who did it have the Powers for a normal ritual.

Which seems really odd to me, honestly.
Title: Re: Common Rituals
Post by: Mrmdubois on October 15, 2012, 10:08:00 PM
Yeah, Butters seems like the best example.

(click to show/hide)

Common rituals are probably stuff like blessings, mundanely executed exorcisms and the like.  They require calling on an outsid power to affect things on the metaphysical level.

Calling up HWWB in Blood Rites could possibly be considered a common ritual if it weren't for the rule book example and the fact that the people performing it were practitioners.  Harry says stick in the quarters get the result.  Maybe the practitioners for that ritual were using their power to substitute for some of the ingredients that would have been "quarters.". Complex common rituals could possibly also be modeled with debt, since they require some power outside of the caster and are essentially pledging a variety of allegiance in exchange for the effect.
Title: Re: Common Rituals
Post by: Mr. Death on October 15, 2012, 10:21:25 PM
We haven't had any, unless you count a valkyrie making a circle or two (she's got Rune magic, but not regular magic).

Yeah, in Dead Beat, Butters is definitely using Common Ritual. But by
(click to show/hide)
Title: Re: Common Rituals
Post by: UmbraLux on October 15, 2012, 10:28:19 PM
"Common ritual" is just a trapping for gaining temporary spellcasting powers.  If you've used temporary access to Ritual you could have phrased it as a common ritual. 

Don't think we used it for anything more than a defensive circle - but that may be partially because most of the arcane books the group grabbed as loot were related to necromancy.  They did use the one on wards though.  :)
Title: Re: Common Rituals
Post by: admiralducksauce on October 16, 2012, 01:23:40 AM
With a lack of actual spellcasters in my game, I let players roll Lore for basic effects, kind of like what they get up to in Supernatural.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 16, 2012, 08:36:03 PM
Calling up HWWB in Blood Rites could possibly be considered a common ritual if it weren't for the rule book example and the fact that the people performing it were practitioners.

It's the definitive common ritual, I have no idea why the heck they gave those two characters Ritual.

Thomas is that one side story does something common ritual-esque too.

Anyway, it looks like they do get some use. Just not much.

Also the rules for common rituals do differ slightly from the normal temporary power rules.

Is anybody else slightly surprised by the fact that common rituals use Conviction and Discipline? I figured from what Harry says that they require no real strength or talent.
Title: Re: Common Rituals
Post by: Mrmdubois on October 16, 2012, 08:39:48 PM
I would think Discipline and Lore make more sense.

Lore would be knowing what to use and how.
Discipline for keeping the right mindset during the ritual.

Conviction I would take out, just think of all those stories where they're doing a ritual for kicks and holy crap a demon!

Although there are also plenty of examples of at least one of them really believing.

Only Madge should have had Ritual in the HWWB example, she was the only one with a talent, she typically loaded the "gun" and had two others one to aim and the other to pull the trigger.  Although obviously she felt confident she could do the whole thing personally.
Title: Re: Common Rituals
Post by: Mr. Death on October 16, 2012, 08:41:23 PM
I think in that case, it was that the practitioners were able to control and direct it better. The one of the three had no real talent, and when she was directing the spell it was random and unfocused and ended up A. giving Harry time to deflect it, and B. resulted in things like waterskiers being hit by trucks and poultry descending from the heavens.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 16, 2012, 08:43:57 PM
Then why do all three of them have at least one spellcasting Power?
Title: Re: Common Rituals
Post by: Mrmdubois on October 16, 2012, 08:45:10 PM
Because the rule books aren't always consistent.  Come on, that's a frequently reoccurring topic.
Title: Re: Common Rituals
Post by: UmbraLux on October 16, 2012, 09:47:07 PM

Also the rules for common rituals do differ slightly from the normal temporary power rules.

Is anybody else slightly surprised by the fact that common rituals use Conviction and Discipline? I figured from what Harry says that they require no real strength or talent.
Common rituals use the "temporary access" rules from YS289, not the temporary power rules.  Though there are similarities.

As for skills used, I'm not convinced any thaumaturgy requires strength or talent.  They just need declarations.  That's one issue with those rules.  :/
Title: Re: Common Rituals
Post by: GryMor on October 17, 2012, 07:59:11 AM
Common rituals use the "temporary access" rules from YS289, not the temporary power rules.  Though there are similarities.

As for skills used, I'm not convinced any thaumaturgy requires strength or talent.  They just need declarations.  That's one issue with those rules.  :/

To perform Thaumaturgy safely takes a modified discipline of 5, be that from raw talent or having done enough preparation, above and beyond that needed for complexity, that you have tags and aspects to handle the low rolls. To do it quickly without melting your brain, you also need reasonably conviction. To do it really quickly takes high conviction and a willingness to eat consequences just to control it.
Title: Re: Common Rituals
Post by: UmbraLux on October 17, 2012, 08:24:30 AM
To perform Thaumaturgy safely takes a modified discipline of 5, be that from raw talent or having done enough preparation, above and beyond that needed for complexity, that you have tags and aspects to handle the low rolls. To do it quickly without melting your brain, you also need reasonably conviction. To do it really quickly takes high conviction and a willingness to eat consequences just to control it.
Not really.  It just takes dedicating a couple declarations to each given roll.

That's the RAW at least.  Not my preferred method of dealing with thaumaturgy.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 17, 2012, 09:07:26 PM
Declarations require GM approval, moreso than most things. The GM has to actually allow them rather than simply not ban them.

Speaking personally, I use scaling difficulties and I generally don't let tags last into the casting part. So skill is still needed.

The issue with Thaumaturgy isn't that the RAW forces people to take a particular approach...quite the opposite actually, the main issue is a lack of guidance.
Title: Re: Common Rituals
Post by: Addicted2aa on October 17, 2012, 09:58:20 PM
Declarations require GM approval, moreso than most things. The GM has to actually allow them rather than simply not ban them.

Speaking personally, I use scaling difficulties and I generally don't let tags last into the casting part. So skill is still needed.

The issue with Thaumaturgy isn't that the RAW forces people to take a particular approach...quite the opposite actually, the main issue is a lack of guidance.

Isn't RAW on Declarations a default of 0 and add 2 for each of the three questions they don't answer, provided the declaration isn't stupid?
Title: Re: Common Rituals
Post by: Sanctaphrax on October 17, 2012, 10:23:04 PM
I think you're thinking of the Spirit Of The Century rules.
Title: Re: Common Rituals
Post by: GryMor on October 17, 2012, 10:33:08 PM
I think you're thinking of the Spirit Of The Century rules.

Nope
Quote from: Your Story pg 313
The difficulties for declarations should,
honestly, be based on how interesting the
proposed fact or aspect is. Ideas that would
disrupt the game or are just unreasonable should
simply be vetoed. These are the questions to ask
yourself when determining difficulty:
1. Is the declaration interesting (or funny)?
2. Will the declaration have interesting
consequences if it’s acted upon, whether
it’s right or wrong?
3. Does the declaration propose a specific
and interesting course of action?
Each “no” adds 2 to the base difficulty of
Mediocre. If the proposed fact is very amusing,
proposes an interesting course of action, and
has interesting consequences (three “yes”-es), a
Mediocre difficulty is appropriate—you want
to provide a good chance that the detail is true.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 17, 2012, 10:35:11 PM
Huh, go figure.
Title: Re: Common Rituals
Post by: GryMor on October 17, 2012, 10:49:29 PM
Huh, go figure.

It's the basis of my assumption that declarations are going to be scarce if they aren't funded by fate points. As a player, I generally assume a difficulty of 4 for the first deceleration on a ritual for a particular skill and character, if the GM thinks otherwise, he'll tell me. Generally, about half of my ritual aspects end up coming from maneuvers rather than declarations.
Title: Re: Common Rituals
Post by: Addicted2aa on October 18, 2012, 12:27:03 AM
Huh, go figure.
Yeah.
Personally I'm against it, but my group has yet to abuse it so I haven't had to clamp down on it yet.
Title: Re: Common Rituals
Post by: atavistic on October 19, 2012, 12:54:27 PM
The end result of using a common ritual regardless of your skill or the ritual complexity is that you end up with sponsor dept.  Most likely you don't "need" skill or power but if you don't you are probably going to fail or end up eating a great deal of mental and physical stress as you take backlash after backlash.  That's a lot of consequences and aspects and dept to get compelled at a later date.  That's how you put the "crazed" in Crazed Cultist, and how 'bizarre suicide' ends up in the obituaries.
Title: Re: Common Rituals
Post by: Addicted2aa on October 19, 2012, 01:13:43 PM
Since Declarations got brought up, and I didn't want to make a new thread...
If I have NPC "crazed Cultists" practicing their crazy zany rituals, and doing magic via some entity, can I make declarations as the GM? I know I can just say, it happens, cause it's off screen, but in case something is happening on screen or I don't particularly care whether they succeed or not, I just want to see how the dice fall, do I have the declaration option or is that purely the realm of the PC's?
Title: Re: Common Rituals
Post by: UmbraLux on October 19, 2012, 02:11:35 PM
You can and, technically, you need to for thaumaturgy.  I tend to treat them as maneuvers - helps keep things simple.
Title: Re: Common Rituals
Post by: Addicted2aa on October 19, 2012, 03:19:51 PM
You can and, technically, you need to for thaumaturgy.  I tend to treat them as maneuvers - helps keep things simple.

Well, my question stems from what happens if i want the cultists to be trying to get a ritual off, as the PC's are trying to stop it. If they make a maneuver each exchange, they won't be able to Chanel any energy into the ritual will they?
Title: Re: Common Rituals
Post by: Tedronai on October 19, 2012, 03:30:24 PM
The use of the term 'declaration' in the Thaumaturgy preparation rules actually seems to be different than that used elsewhere such that it includes maneuvers.  Or rather, it includes things that are otherwise most similar to maneuvers (since they're described as the results of 'mini-scenes' and maneuvered aspects do not normally extend beyond the scene in which they are created).
Title: Re: Common Rituals
Post by: UmbraLux on October 19, 2012, 03:54:20 PM
Well, my question stems from what happens if i want the cultists to be trying to get a ritual off, as the PC's are trying to stop it. If they make a maneuver each exchange, they won't be able to Chanel any energy into the ritual will they?
While I do sometimes choose to spend an action, that wasn't what I meant by 'treat as maneuvers'.  There I was referring to how target numbers are selected.

The declaration target method is entirely subjective.  I tend to use more objective methods for NPCs when possible - unless it introduces other problems.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 19, 2012, 10:25:42 PM
I really don't want to go over the maneuver argument again, but I'm pretty sure you can't maneuver to get complexity for a ritual. If you try, you'll end up declaring instead.

Honestly, though, by that difficulty set literally the entire game is about talking your GM into not shutting down your Declarations. The only thing standing between you and infinite power is your GM saying "don't be a prick".

Given the sketchy definition of prickishness and how unpleasant playing policeman is, that's a bad thing.
Title: Re: Common Rituals
Post by: Taran on October 20, 2012, 02:15:27 AM
Honestly, though, by that difficulty set literally the entire game is about talking your GM into not shutting down your Declarations. The only thing standing between you and infinite power is your GM saying "don't be a prick".

Given the sketchy definition of prickishness and how unpleasant playing policeman is, that's a bad thing.
By those rules, most declarations, for doing thaumaturgy, are going to be 6. 
"I use Discipline to focus my mind"  (I hate this declaration, btw)

1. unfunny
2. Nothing interesting will come of it
3. boring

So what's your system?

I ask because I have someone in my group who can really push the limits of the written rules.

Title: Re: Common Rituals
Post by: Sanctaphrax on October 20, 2012, 03:17:35 AM
Difficulty 6 is easy, if you can just keep trying.

Generally, I set Thaumaturgy Declaration difficulties at 3 or. Then, for each Declaration you make with a skill, I add 2 to the difficulty of future Declarations with that skill. If you start using every skill on your list, I'll probably raise the base difficulty for the later skills by a bit.

Then I make arbitrary adjustments based on how cool the Declaration sounds.

Basically, my system is just GM discretion with a difficulty increase for repeated Declarations. GM discretion because I can't think of any other method that would work, and scaling difficulty because it limits silliness without making me play policeman and without making Declarations really hard.
Title: Re: Common Rituals
Post by: Addicted2aa on October 22, 2012, 02:17:10 PM
By those rules, most declarations, for doing thaumaturgy, are going to be 6. 
"I use Discipline to focus my mind"  (I hate this declaration, btw)

1. unfunny
2. Nothing interesting will come of it
3. boring

So what's your system?

I ask because I have someone in my group who can really push the limits of the written rules.

That's not a declaration though. A declaration is a fact about the universe. That's not even an assessment, it's just a straight maneuver, which I believe the book suggests as a difficulty 3. They should be able to do that, and do it once. Now that it's done they can't do it again and they need to find something else.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 22, 2012, 06:52:02 PM
By my reading, maneuvers are only possible in certain special situations like conflicts.

Attempts to establish Aspects outside of those situations are Declarations.

The Make Declarations entry on page 269 of YS backs me up on this. But in the interest of fairness, I should point out that this interpretation isn't universal. IIRC UmbraLux disagrees strenuously.
Title: Re: Common Rituals
Post by: Mrmdubois on October 22, 2012, 07:09:10 PM
Yeah, I tend to disagree as well Sancta.

For the example above of a "declaration" of using Discipline to focus your mind, that seems a lot more like pulling a navel-gazing maneuver on yourself than it is that you're declaring a Truth about the world.  I suppose it could be a Truth, but if it is it's a pretty transient one which seems a little weird.

I think it was also mentioned somewhere that to keep the spell caster from hogging the spotlight every time he wants to enact a bit of thaumaturgy that it's not a bad idea to let others join in on the creation of aspects to meet complexity costs.  Which I think is awesome.  Although that might make meeting complexity costs too easy and efficient, but it is true that the point of the game is for everyone to have fun and be involved in telling a story.

Back to the original point of this thread, I was wondering about a passage that's in one of the Dresden books.  He basically says that people like himself are capable of feeling the energy that makes up magic, which makes it a heck of a lot easier to manipulate.  What this seems to mean to me is that regular joe schmoes even if they can't feel that energy are able to manipulate it by following exacting procedures to that end.  So Ritual magic for mortals, either burn Fate points to temporarily pay for the Ritual power, or maybe let them use Thaumaturgy but double all complexity costs.  Let the actual setting up for the ritual draw in power automatically equal to the Conviction score of the person setting it up.  I figure this makes it too dangerous and difficult for Pure Mortals to do most types of thaumaturgy that venture over a certain thresh hold of complexity but it shouldn't be impossible to be able to get a wide range of effects that can be counted as "common" rituals.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 22, 2012, 07:32:23 PM
It's pretty weird, I know, but it's pretty explicitly stated in YS that Thaumaturgy Declarations are often the sort of thing you'd call a Maneuver.
Title: Re: Common Rituals
Post by: Tedronai on October 22, 2012, 07:36:38 PM
It's pretty weird, I know, but it's pretty explicitly stated in YS that Thaumaturgy Declarations are often the sort of thing you'd call a Maneuver.

Which is why I routinely find it necessary to point out that Thaumaturgy Declarations are not what would normally be referred to as Declarations elsewhere in the rules.
Title: Re: Common Rituals
Post by: Addicted2aa on October 22, 2012, 08:36:46 PM
It's pretty weird, I know, but it's pretty explicitly stated in YS that Thaumaturgy Declarations are often the sort of thing you'd call a Maneuver.
Can you point to a specific passage? The one on page 269 says it functions like normal declarations.
It talks about acquiring assets and saying you have circumstances that help, but nothing about navel gazing or other things I would consider purely the place of a Maneuver.
Title: Re: Common Rituals
Post by: UmbraLux on October 22, 2012, 10:28:00 PM
By my reading, maneuvers are only possible in certain special situations like conflicts.

Attempts to establish Aspects outside of those situations are Declarations.

The Make Declarations entry on page 269 of YS backs me up on this. But in the interest of fairness, I should point out that this interpretation isn't universal. IIRC UmbraLux disagrees strenuously.
Here's why I tend to disagree (http://www.faterpg.com/2011/the-grand-unified-theory-of-maneuvers/) if it matters.  In the end it's just creating or identifying temporary aspects - doesn't really matter what we call it.  However, Fred states it better than I do.  ;)
Title: Re: Common Rituals
Post by: Sanctaphrax on October 23, 2012, 12:44:33 AM
That's a sensible viewpoint, but it directly contradicts what Your Story says.

In Your Story, character actions like buying stuff and browbeating people qualify as Declarations for Thaumaturgy. The same passage also says that Conviction and Discipline are standard skills for Thaumaturgy Declarations. Given what those skills do, it's pretty obvious that your standard power-gathering Declaration is intended to work.

There's no Maneuver option when it comes to gathering power for a ritual. But there is a Declaration one.

You can call those actions Maneuvers if you want, but you can also call them ostriches. It won't change what they are.
Title: Re: Common Rituals
Post by: UmbraLux on October 23, 2012, 01:18:54 AM
There are a lot of things 'not in the book' including most of the content created here.  ;)
Title: Re: Common Rituals
Post by: Sanctaphrax on October 23, 2012, 01:23:48 AM
Well, yes.

But it's important to keep track of what's RAW and what's RATSB (Rules As They Should Be).
Title: Re: Common Rituals
Post by: GryMor on October 23, 2012, 01:35:03 AM
That's a sensible viewpoint, but it directly contradicts what Your Story says.

In Your Story, character actions like buying stuff and browbeating people qualify as Declarations for Thaumaturgy. The same passage also says that Conviction and Discipline are standard skills for Thaumaturgy Declarations. Given what those skills do, it's pretty obvious that your standard power-gathering Declaration is intended to work.

There's no Maneuver option when it comes to gathering power for a ritual. But there is a Declaration one.

You can call those action Maneuvers if you want, but you can also call them ostriches. It won't change what they are.

To remain consistent with the other parts of the rule set, I use Deceleration to indicate something that is already true (but unrelieved) in the now and Maneuver to indicate something that a character makes true by action in the now. A subset of Declarations will consist of actions by the character in the past that are being revealed now.

This could (should?) lead to mechanical differences in how much 'now' time they consume in the current scene, the difficulty to perform them and what sorts of interference are possible in the present. The main place where this matters is in the use of spells to create aspects and tags for use in other spells.

This is actually supported in the rules:
Quote from: Your Story pg 268
Invoke Aspects
An easy way to ease spellcasting is to invoke
aspects and describe the invocations as being
tied to a part of the preparation process. This
gives you two shifts toward the deficit for every
aspect invoked.

As maneuvers generate aspects (and tags!) and tags are consumed to create invokes that don't eat Fate points.
Title: Re: Common Rituals
Post by: Mrmdubois on October 23, 2012, 03:22:47 AM
You can call those action Maneuvers if you want, but you can also call them ostriches. It won't change what they are.

What do you do?

I ostrich! 

That has me cracking up.
Title: Re: Common Rituals
Post by: Taran on October 23, 2012, 03:27:18 AM
A subset of Declarations will consist of actions by the character in the past that are being revealed now.

The only thing I don't like about this is that a very large thaumaturgical spell can be whipped up in one scene.  Players don't need to aquire pixy dust because they just declared that they already had it.

I always interpreted the declarations as being a summing up of events.  So instead of role-playing out an entire exchange between you and the pixy, you just role the dice and say it happens.  I still like to tell the player it'll take a week to do that, though.  If they role well it'll take less time.  IF they role REALLY well, then maybe they really do already have it.

IT's supposed to take lots of time and prep, but the way declarations work, it takes no time at all.
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 03:35:23 AM
Here's why I tend to disagree (http://www.faterpg.com/2011/the-grand-unified-theory-of-maneuvers/) if it matters.  In the end it's just creating or identifying temporary aspects - doesn't really matter what we call it.  However, Fred states it better than I do.  ;)

This got ranty. TL;dr. It matters because of the way you come up with Target number, and Declarations are inherently better for Thaum.


Actually it kinda does matter if you're adjudicating based on the book. A maneuver is a target of, I believe, 3unless opposed. A declaration, between 0-6, and an assessment(worth noting do to the link) anything up to the GM's discretion. It seems Assessments are just maneuver to discover GM truth, giving it a different target value. The opposition is the GM's fiat, as opposed to an opponent rolls.

So if it's an action of some type the PC is doing, to affect(effect?) the scene, they only need to hit a 3, unless opposed. If it's them discovering something already there, it's a whatever the GM decides. If it's something the PLAYER, decides should be in the game, it's between 0-6.

As Thaumaturgy isn't really supposed to get a scene, maneuvers are out. Plus, any actions being done are supposed to be them creating the spell. The "Maneuvers" that you would normally set up are all the prep that happens off screen. So that leaves Assessments and Declarations as ways of generating aspects. But assessments are actions and furthermore, just GM opposed maneuvers, so they are out too. That leaves declarations.

You can't have a navel gazing moment as a declaration though, because a declaration isn't an action. It's a truth about the world. The declaration might be, I declare I have the money and contacts to but the uranium needed for ghost dust, but it's still not the action of going, finding the seller, and buying it. It's nit picky, but it still seems like an important bit of pedantry (yes yes, I know, oxymoron). It's important because of the difference in what target number the Player is shooting for, but also in the way it is determined. There is no rule that enforces interesting behavior on a Maneuver. Such a rule does exist in declarations. If it's a really boring aspect, lets take the navel gaze equivalent declaration, it will be a difficulty 6.
"My character is a master magician and can focus for days at a time for no food. So I want the aspect. Mind like David Blaine"
Well, that's boring, stupid, and leads nowhere. So it's a target 6. Roll your discipline
If it's a really interesting aspect, it will be a 0
"I'd like to have the stolen the wedding ring of the finger of a powerful witch 6 years ago."
Well shit, that's awesome. 0. Roll your burglary. Or deceit, or stealth. That's so awesome I don't care.

But what if they have a 5 in that skill so they can make 6's easily? Well, You can shut them down out of hand, "You already made your shitty discipline declaration, Try for something with a little more jazz" But maybe that's not your style. Personally, I hate saying no. So instead I'll say, yup. and then make their house explode before they have time to cast the spell. If they aren't going to be interesting, be interesting for them. Either way, use the guide as way of judging declarations. If they are coming up with 0 and 2 difficulty declarations, the story is probably benefiting from it. If they are making 4-6, then you know the story is getting boring at it's time to do something else.

The point being, Declarations provided a way of measuring how valuable the contributing aspect is to the story, with an incentive to make it more interesting. Since Thaumaturgy is inherently boring to RP, use the system that mitigates that by design.
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 03:39:36 AM
The only thing I don't like about this is that a very large thaumaturgical spell can be whipped up in one scene.  Players don't need to aquire pixy dust because they just declared that they already had it.

I always interpreted the declarations as being a summing up of events.  So instead of role-playing out an entire exchange between you and the pixy, you just role the dice and say it happens.  I still like to tell the player it'll take a week to do that, though.  If they role well it'll take less time.  IF they role REALLY well, then maybe they really do already have it.

IT's supposed to take lots of time and prep, but the way declarations work, it takes no time at all.

Double post. YAY!!!

Anyway, if them taking a week to do it is no more interesting then them taking a day to do it, it shouldn't matter. But if it's time sensitive and it's more interesting both if they fail and they succeed, well then you have two options. A, Demand a scene. Have them go chase down a pixie. That would make a great beat for a story before the big ritual type magic goes off and a giant special effect occurs.
B, Tell them they get another -2 off the target if it takes them a week to collect it. The declaration is they know where and how to gather the ingredients, not that they actually already have it.
Title: Re: Common Rituals
Post by: UmbraLux on October 23, 2012, 05:05:42 AM
This got ranty. TL;dr. It matters because of the way you come up with Target number, and Declarations are inherently better for Thaum.
I find it mildly amusing, but you're reacting to something I didn't say.  I said it doesn't matter what we call it...and it doesn't.  It's just a label made up for a game.  We could rename assessments, declarations, and maneuvers to ssamessents, tedioclarans, and vermaneus without changing anything about how they work.  A name is nothing more than a label!  ;)

I even pointed out declarations are the only aspect creation action used by the text's thaumaturgy a couple of pages ago.

As for comments on target numbers, both are set by the GM / table.  A target of 3 for maneuvers is a default for magically invoked aspects...and it's still supposed to be modified by how likely / difficult something is...or even simply by how much you want it in the game.  I don't think it's mentioned as a default for non-spell maneuvers - it does state "...the maneuver is performed as a simple action against a fixed difficulty set by the GM, which is usually very context-dependent. "  So, if you choose to use maneuvers in thaumaturgy, the target should depend on the context - how well it fits the narrative.

About scenes - important thaumaturgy should be a scene.  That's why they say to "Tell the Story of the Spell".  It doesn't have to be a scene of course and there's no reason to make every little spell into one...that'd bog the game down. 

Regarding navel gazing declarations...what is "I took a bath to Purify Myself" if not an aspect applied to yourself?  You don't have to call it 'navel gazing' but see previous comments on labels.  ;)

But none of that matters - using maneuvers and other non-declaration temporary aspect rules for thaumaturgy isn't enshrined in the text.  It's simply something I do so the entire party can be involved when a spell becomes important enough to be a scene. 

In the end, it's the aspects which are your story...not the mechanics used to create them. 
Title: Re: Common Rituals
Post by: Sanctaphrax on October 23, 2012, 06:28:43 AM
This is actually supported in the rules:
As maneuvers generate aspects (and tags!) and tags are consumed to create invokes that don't eat Fate points.

You could say the same about Declarations, but there's still a section on them. A section that says nothing, incidentally, about the actions in question being in the past.

PS: Addicted2aa, I'm pretty sure I disagree with you. But I'm having trouble deciphering your post so it's hard to be sure.
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 06:04:40 PM
You could say the same about Declarations, but there's still a section on them. A section that says nothing, incidentally, about the actions in question being in the past.

PS: Addicted2aa, I'm pretty sure I disagree with you. But I'm having trouble deciphering your post so it's hard to be sure.

It kinda does though. It says they are truths, or facts being revealed. That kinda implies it has to be in the past. It also implies that it shouldn't be an action as it talks about using knowledge skills to know a fact. As to understanding I tried to clear up my point below. Basically I'm arguing the only important difference is whether you're using the declaration model of coming up with a TN or Maneuver model. You should be using the Declaration model because it rewards interesting concepts with easier TN.

I find it mildly amusing, but you're reacting to something I didn't say.  I said it doesn't matter what we call it...and it doesn't.  It's just a label made up for a game.  We could rename assessments, declarations, and maneuvers to ssamessents, tedioclarans, and vermaneus without changing anything about how they work.  A name is nothing more than a label!  ;)

Snip SNip snip.

Regarding navel gazing declarations...what is "I took a bath to Purify Myself" if not an aspect applied to yourself?  You don't have to call it 'navel gazing' but see previous comments on labels.  ;)

But none of that matters - using maneuvers and other non-declaration temporary aspect rules for thaumaturgy isn't enshrined in the text.  It's simply something I do so the entire party can be involved when a spell becomes important enough to be a scene.   

I reacted to the article that said assessments, Declarations, and Maneuvers are inherently the same thing. Which isn't true. Well, it true in the same way a Cat is inherently the same thing as a dog, a domesticated mammal, but there are important differences between them, so we give them different names. I understand Fred's point, but for this application there is an important distinction. Declarations have an incentive to be interesting. The other 2 don’t. The authority model matters this time, to use his terms.

Purifying yourself is a maneuver. You’re not revealing a truth, you’re performing an action. I would take I have a bath, or I have a purification ritual that I use each time. Both of those would be declarations If you want to call that navel gazing fine, the point is that it isn’t an action, cause it takes no time, and establishes a fact. Yes, splitting hairs. Important hairs though.

Why is it important? Because most of the time, Thaumaturgy isn’t worth a scene, it's boring. If it is worth it, allow maneuvers, assessments, hell, allow combat. Because then it’s already interesting. If it isn't worth a scene by itself, don’t allow anything but declarations, make the players work to come up with interesting bits of setting and background, so that things don’t become even more stale when performing thaumaturgy.
 
That said there’s no reason you can’t apply the same criteria for judging a declaration to an assessment and just move on from there. If the actions are as interesting as the revealed facts, then the same issue has been solved. That requires changing the rules, which may be worthwhile, and may not. Once you accept the declaration criteria, than I have no more dog in the fight. At that point, the names really are meaningless.

Title: Re: Common Rituals
Post by: Sanctaphrax on October 23, 2012, 07:19:26 PM
It kinda does though. It says they are truths, or facts being revealed. That kinda implies it has to be in the past.

In the general section on Declarations, yes. But the section on Thaumaturgy Declarations contradicts that.

Basically I'm arguing the only important difference is whether you're using the declaration model of coming up with a TN or Maneuver model. You should be using the Declaration model because it rewards interesting concepts with easier TN.

No, no, no. Interesting concepts are easier with maneuvers, too, since the difficulty of a maneuver is whatever the GM says it is.

Which, incidentally, is a much better way to determine Thaumaturgy Declaration difficulty than the normal Declaration method.

I reacted to the article that said assessments, Declarations, and Maneuvers are inherently the same thing. Which isn't true. Well, it true in the same way a Cat is inherently the same thing as a dog, a domesticated mammal, but there are important differences between them, so we give them different names. I understand Fred's point, but for this application there is an important distinction. Declarations have an incentive to be interesting. The other 2 don’t. The authority model matters this time, to use his terms.

False.

This just is not true.

Purifying yourself is a maneuver. You’re not revealing a truth, you’re performing an action. I would take I have a bath, or I have a purification ritual that I use each time. Both of those would be declarations If you want to call that navel gazing fine, the point is that it isn’t an action, cause it takes no time, and establishes a fact. Yes, splitting hairs. Important hairs though.

I don't follow.

Why is it important? Because most of the time, Thaumaturgy isn’t worth a scene, it's boring. If it is worth it, allow maneuvers, assessments, hell, allow combat. Because then it’s already interesting. If it isn't worth a scene by itself, don’t allow anything but declarations, make the players work to come up with interesting bits of setting and background, so that things don’t become even more stale when performing thaumaturgy.

If you don't like Thaumaturgy, don't use it. Don't pretend that the rules are different in order to make it less painful, just don't use it.
 
That said there’s no reason you can’t apply the same criteria for judging a declaration to an assessment and just move on from there. If the actions are as interesting as the revealed facts, then the same issue has been solved. That requires changing the rules, which may be worthwhile, and may not. Once you accept the declaration criteria, than I have no more dog in the fight. At that point, the names really are meaningless.

Again, I don't follow.
Title: Re: Common Rituals
Post by: Richard_Chilton on October 23, 2012, 07:51:52 PM
A good example of prepping for a rite can be found in Proven Guilty.  In order to get in to the mind set to cast a spell, Harry mediates, lights candles, burns incense, takes a ritual shower - all of which are wasted when the phone rings.  In other words, a series of maneuvers and declarations, which are no problem as long as he has unlimited time to cast the spell.

Later in the book he tries the same spell - but doesn't have time to do any prep work.  He ends up with a headache (consequence) and probably spent FATE chips.

Richard
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 07:55:12 PM
In the general section on Declarations, yes. But the section on Thaumaturgy Declarations contradicts that.
I don't see that. It says you can make declarations to say you have things. As in you already have them. Is there something I'm missing?

No, no, no. Interesting concepts are easier with maneuvers, too, since the difficulty of a maneuver is whatever the GM says it is.

If the GM allows maneuvers to be easier because things are interesting, people will just be Errol Flynning all over the place. Which is fine, if you want to leave the feel of Dresden behind. I would argue you should be playing a game where that type of thing is more encouraged, like Wushu, or fits the theme better like SoTC, but eh, whatever works.
Per the current rules maneuvers are context dependent but the guidance is that context matters within the scene. It's a simulation mechanic, not a narrative one. I was wrong about it being a TN 3 but it's still not based on "how interesting" the aspect is. Without changing the rules.

Which, incidentally, is a much better way to determine Thaumaturgy Declaration difficulty than the normal Declaration method.
Agree to disagree. That's essentially GM fiat. Fiat is fine in a game about GM fiat. This isn't that game. A player may ask, why is this the TN? With declarations you can point and explain your logic. With Maneuvers, you can point to an adjective and say, it seems that activity would be this hard, due to these factors. If you add in how interesting the Maneuver is, you say the above and add in, I thought it was boring so I added a 2 to your target. Be more funny. And to some one else, I thought that aspect was great, I'll subtract 1 from your target. Can it work that way without GM's being a dick? Of course. The RAW solution is simply neater and probably more fair.

This just is not true.

I made a couple of points there. Care to tell me which is not true and why?

If you don't like Thaumaturgy, don't use it. Don't pretend that the rules are different in order to make it less painful, just don't use it.
 
When did I say I don't like it? I said it isn't worth a scene and boring. I did leave out the implied "Prepping" Thaumaturgy, and for that I apologize. Casting can in fact be interesting.

Again, I don't follow.

The things you don't follow.
The first was just saying that I have no issues with declaration that acts the same as a navel gazing maneuver. I just want it to be put in terms of a declaration.
The Second, was saying that maneuvers that follow declarations rules
Title: Re: Common Rituals
Post by: Taran on October 23, 2012, 08:05:58 PM
I don't see that. It says you can make declarations to say you have things. As in you already have them. Is there something I'm missing?

Yeah.  This is what I have trouble with.  I've said it before in the same thread.  Using contacts to get that illegal Dolphin Heart.  So yeah, you're not going to waste time rping that out.  It's handled by a roll which is played out as a "mini-scene".  This doesn't mean you already have a dolphin heart sitting in your fridge.  Which is why I think declarations for Thaumaturgy work slightly differently.
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 08:28:35 PM
Yeah.  This is what I have trouble with.  I've said it before in the same thread.  Using contacts to get that illegal Dolphin Heart.  So yeah, you're not going to waste time rping that out.  It's handled by a roll which is played out as a "mini-scene".  This doesn't mean you already have a dolphin heart sitting in your fridge.  Which is why I think declarations for Thaumaturgy work slightly differently.

Well, you can play with words to make it work. The truth revealed is that "I have a contact that can get me dolphin hearts" with the aspect Fishy friends or something, as opposed the the truth being "I have a dolphin heart in my fridge." It's not that hard to fit a Maneuver to a declaration. There's no guidance in the book that makes me think it would work different, but please point me at some if you think it's there.

Note I'm mainly defending RAW as a devil's advocate, I think using maneuvers is fine, if you use the same criteria to determine difficulty, and I would even mess with that criteria a little if it seemed like it needed it. I think the thing to keep track of is you want aspects like "illegal dolphin hearts" over "intently focused mind" One provides flavor, the other provides boredom.
Title: Re: Common Rituals
Post by: Mrmdubois on October 23, 2012, 08:35:50 PM
Plus there's got to be a plot hook in illegal dolphin hearts that can come back to bite you later.

Is there any other opinions on common rituals and how to handle them though?
Title: Re: Common Rituals
Post by: Lavecki121 on October 23, 2012, 08:39:31 PM
The truth revealed is that "I have a contact that can get me dolphin hearts" with the aspect Fishy friends or something, as opposed the the truth being "I have a dolphin heart in my fridge."

Either way, the point is that you have the dolphin heart at the time of the Thaumaturgy, which is why the delcaration can be made to improve your spell in regards to being prepared for it. There is also no way to do maneuvers based on RAW.

Quote from: YS 262
Invoke aspects: Every aspect you can invoke to narrate a part of preparation adds two shifts toward the deficit.

Make declarations: You can declarea mini-scene relevant to preparation,
where you use a skill and create a temporary aspect to tag. When successful, this is worth two shifts toward the deficit. If the effort fails, the spell isn’t automatically a bust, but no forward progress is
made, either.

Accept or inflict consequences: For every consequence you are willing to take or inflict on others for the sake of preparation, add the value of the consequence in shifts toward the deficit: so, a mild consequence would add two shifts. (Blood sacrifice is a dark but very potent path many a black magic practitioner can take.)

Skip a scene – For every scene you can participate in during a session and choose to skip in favor of preparing the spell, you can add one shift toward the deficit.
Title: Re: Common Rituals
Post by: GryMor on October 23, 2012, 08:48:25 PM
Either way, the point is that you have the dolphin heart at the time of the Thaumaturgy, which is why the delcaration can be made to improve your spell in regards to being prepared for it. There is also no way to do maneuvers based on RAW.

You quoted how to do maneuvers:
Quote
Invoke aspects: Every aspect you can invoke to narrate a part of preparation adds two shifts toward the deficit.

Or spelled out in more detail:
Quote from: YS 269
These aspects may come from any relevant
source: personal aspects the wizard already
has, temporary aspects that are in place, or even
previously taken consequences that the wizard
might be able to use in a clever way.

Maneuvers create temporary aspects with a free tag, you can consume a free tag to invoke it's associated aspect, you can reduce the complexity deficit by two by invoking aspects (even, explicitly, temporary ones). Ergo, you can Manauver as part of Thaumaturgical Ritual Preparation.


On the topic of Declarations, a Deceleration is the narrative introduction in the present (specifically, in the scene where the ritual is cast) of a Truth that is already true, part of adjudicating whether or not it is reasonable at the time of the ritual, for things that the character needed to make true in the past, is whether or not the character reasonably (and entertainingly) had the opportunity to create the truth. If the Truth of the Decleration already happened in a previous scene, it resolves to a simple Aspect Invocation. If you decide you need something to be true, that it's not true yet but that you can make it true, but not in the timeframe of the current scene, then you aren't casting the Ritual in the current scene, and when you skip forward to the point where you are casting the ritual, again, the scene for the Deceleration will be in the past (but unlike the player unanticipated Deceleration, it will be trivial to demonstrate that it's reasonable for the character to have anticipated the need and taken the nescessary actions to make it a Truth).
Title: Re: Common Rituals
Post by: Lavecki121 on October 23, 2012, 08:52:35 PM
You quoted how to do maneuvers:
Or spelled out in more detail:
Maneuvers create temporary aspects with a free tag, you can consume a free tag to invoke it's associated aspect, you can reduce the complexity deficit by two by invoking aspects (even, explicitly, temporary ones). Ergo, you can Manauver as part of Thaumaturgical Ritual Preparation.
I did not quote how to do maneuvers at all, actually. A maneuver cant be done durring a thaumaturgical ritual preparation, you can only invoke (which means that you have to spend a fate point) aspects that are already on you.
Title: Re: Common Rituals
Post by: Mr. Death on October 23, 2012, 08:58:54 PM
You can maneuver, just not toward the complexity of the spell--meditation, personal cleansing, removing distractions, those are all maneuvers you would do not to help the complexity of the spell, but to give yourself something to tag if you need to boost a roll.
Title: Re: Common Rituals
Post by: GryMor on October 23, 2012, 09:01:25 PM
Quote from: Lavecki121
I did not quote how to do maneuvers at all, actually. A maneuver cant be done durring a thaumaturgical ritual preparation, you can only invoke (which means that you have to spend a fate point) aspects that are already on you.

You can maneuver, just not toward the complexity of the spell--meditation, personal cleansing, removing distractions, those are all maneuvers you would do not to help the complexity of the spell, but to give yourself something to tag if you need to boost a roll.

Where are you two getting this from? As part of the complexity, you can invoke aspects (including temporary aspects, it's spelled out on 269). A Maneuver creates a temporary aspect and provides a tag, a tag can be expended in lieu of a fate point to invoke an aspect.
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 09:03:17 PM
Edited to make me seem smarter...

As to common rituals specifically, I think I'm reading it incorrectly. I just read it and it says they must do the preparation, but nothing about controlling it when cast. I have to be missing something no?
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 09:05:02 PM
Can you find somewhere in the book that talks about maneuvers outside of conflicts? I've done alot of double checking recently and feel lazy, but I don't remember them being for anything besides combat. Except for assessments, which are kinda different from other Maneuvers.
Found it.
It's under teamwork. Though that bit seems to only apply to helping others.
Title: Re: Common Rituals
Post by: Mr. Death on October 23, 2012, 09:07:49 PM
Where are you two getting this from? As part of the complexity, you can invoke aspects (including temporary aspects, it's spelled out on 269). A Maneuver creates a temporary aspect and provides a tag, a tag can be expended in lieu of a fate point to invoke an aspect.
I got it mostly from the book mentioning that when doing a ritual, it pays to have a few maneuvers you can tag beforehand.
Title: Re: Common Rituals
Post by: GryMor on October 23, 2012, 09:11:02 PM
Can you find somewhere in the book that talks about maneuvers outside of conflicts? I've done alot of double checking recently and feel lazy, but I don't remember them being for anything besides combat. Except for assessments, which are kinda different from other Maneuvers.

All scenes are conflicts, at a minimum you have the Scene itself and your own Character. You can perform navel gazing maneuvers with no opponent and scene maneuvers with the environment as your opponent. Additionally, Maneuvers are one of the things Thaumaturgy can explicitly do (in fact, you can explicitly stack multiple maneuvers in a single spell, paying complexity for each individually), so to the extent that Maneuvers require a conflict, Thaumaturgy itself constitutes a conflict.
Title: Re: Common Rituals
Post by: Lavecki121 on October 23, 2012, 09:11:28 PM
Where are you two getting this from? As part of the complexity, you can invoke aspects (including temporary aspects, it's spelled out on 269). A Maneuver creates a temporary aspect and provides a tag, a tag can be expended in lieu of a fate point to invoke an aspect.

Right but in your same quote it said that you may invoke temporary aspects that are already in place, not maneuver new aspects. Unless I am reading it wrong.
Title: Re: Common Rituals
Post by: GryMor on October 23, 2012, 09:16:09 PM
Right but in your same quote it said that you may invoke temporary aspects that are already in place, not maneuver new aspects. Unless I am reading it wrong.

Right, so you have:

Scene start
As a non action, decide you are going to perform a ritual in this scene
As actions, perform maneuvers you anticipate will help you with your ritual
As an action declare the ritual, do normal complexity calculations, make declarations to fill in complexity (and validate the truths of the ritual), invoke aspects to fill in complexity (potentially including the ones from the maneuvers you just performed)
As a sequence of actions, channel and control the power to actualize the spell.
As a non action after all power has been controlled, resolve the spell.

Edit: The actual sequence doesn't need to precisely follow this, but it should end up being equivalent.

I got it mostly from the book mentioning that when doing a ritual, it pays to have a few maneuvers you can tag beforehand.

Which is in fact, a good idea, but that does not indicate you can't use some of those tags for complexity, instead of saving them for avoiding blowing yourself up.
Title: Re: Common Rituals
Post by: Mr. Death on October 23, 2012, 09:27:51 PM
The way I look at it, what you need to build complexity are components. Objects of power or linked to the spell's outcome or structure, or significant changes (consequences). Whatever it is, it has to be solid or lasting in some way, not transient like a maneuver.
Title: Re: Common Rituals
Post by: Lavecki121 on October 23, 2012, 09:38:27 PM
Can you do maneuvers in order to improve your declaration roll??
Title: Re: Common Rituals
Post by: GryMor on October 23, 2012, 09:53:12 PM
The way I look at it, what you need to build complexity are components. Objects of power or linked to the spell's outcome or structure, or significant changes (consequences). Whatever it is, it has to be solid or lasting in some way, not transient like a maneuver.

Which is a fine adjudication, but isn't RAW (I again refer to the Invoke Aspect section of thaumaturgy preparation on pages 268 and 269). I personally believe it's fine for some of the aspects to come from maneuvers like "Banished the clutter" or "Torn business card on her back". The first is a reasonable scene aspect resulting form an evocation maneuver to clear a space in a normally cluttered arcane lab because you need to use the ritual circle RIGHT NOW. The second is a reasonable combat maneuver, that could be then used in a rushed combat exorcism (Lore 5; Mana overload; Hyper focused; Operating from a place of sanctuary; Torn business card on her back; gets you to 13, 3 casters controlling 4, 4 and 5 power each; and the demon possessing your little sister that the combat monster can barely even slow down is going home express... assuming none of your wonderfully compelled temporary aspects doesn't turn you, your circle and your Circle into a scene out of Eva)

Can you do maneuvers in order to improve your declaration roll??

Yes and no (but really maybe). Yes in as much as you can create aspects with maneuvers and use those aspects on appropriate rolls. No in as much as most aspects you can create shouldn't impact most deceleration rolls. So, mechanically, yes, table willingness? Probably not in most cases.
Title: Re: Common Rituals
Post by: Lavecki121 on October 23, 2012, 10:07:41 PM
Yes and no (but really maybe). Yes in as much as you can create aspects with maneuvers and use those aspects on appropriate rolls. No in as much as most aspects you can create shouldn't impact most deceleration rolls. So, mechanically, yes, table willingness? Probably not in most cases.

Well then the same would apply to a Thaumaturgy since it is considered an uber declaration

Quote from: YS 268
The basic idea behind running preparation is that you’re making a kind of über-declaration (page 116)—namely, that the wizard is set to cast the spell.

EDIT: Also aren't Thaumaturgy Ritual Preperations taken over long periods of time (such as several days or at least hours) Which would make maneuvers impossible because even with 21 shifts they would still only last 21 rounds which are less than a minute a piece.
Title: Re: Common Rituals
Post by: Addicted2aa on October 23, 2012, 10:20:17 PM
All scenes are conflicts, at a minimum you have the Scene itself and your own Character. You can perform navel gazing maneuvers with no opponent and scene maneuvers with the environment as your opponent. Additionally, Maneuvers are one of the things Thaumaturgy can explicitly do (in fact, you can explicitly stack multiple maneuvers in a single spell, paying complexity for each individually), so to the extent that Maneuvers require a conflict, Thaumaturgy itself constitutes a conflict.

No. That's why the explicitly separate Conflict and Contest. You may be able to maneuver to help yourself outside of conflict, but I can't remember where in RAW it suggests you can. As for the maneuver's, I would say you explicitly can't. Check out page 264. It says for spells the perform the EQUIVALENT of a maneuver... suggesting that no, in fact it is not a conflict, and you can't use it for maneuvers. Though it might contradict itself elsewhere
Title: Re: Common Rituals
Post by: UmbraLux on October 24, 2012, 02:15:52 AM
I reacted to the article...
In that case you'd be better off quoting the article. 
Quote
...that said assessments, Declarations, and Maneuvers are inherently the same thing. Which isn't true. Well, it true in the same way a Cat is inherently the same thing as a dog, a domesticated mammal, but there are important differences between them, so we give them different names. I understand Fred's point, but for this application there is an important distinction. Declarations have an incentive to be interesting. The other 2 don’t. The authority model matters this time, to use his terms.
Mechanics differ, the end result doesn't.  I suspect Fred's point is simply that - an aspect is an aspect is an aspect and assessments, declarations, and maneuvers are all "a skill roll that gives rise to an aspect, which offers a free invocation (tag) out of respect to the successfully skill roll.".  The similarities far outnumber the differences.

Quote
Purifying yourself is a maneuver. You’re not revealing a truth, you’re performing an action. I would take I have a bath, or I have a purification ritual that I use each time. Both of those would be declarations If you want to call that navel gazing fine, the point is that it isn’t an action, cause it takes no time, and establishes a fact. Yes, splitting hairs. Important hairs though.
"I took a bath" is a statement of fact which happened in the past - a declaration. 

I don't see that. It says you can make declarations to say you have things. As in you already have them. Is there something I'm missing?
Declarations are statements of fact not just statements of possession or existence.  Knowing something or having accomplished something in the past are both facts...as are buckets in hallways and having your favorite pipe with you.

Quote
If the GM allows maneuvers to be easier because things are interesting, people will just be Errol Flynning all over the place. Which is fine, if you want to leave the feel of Dresden behind. I would argue you should be playing a game where that type of thing is more encouraged, like Wushu, or fits the theme better like SoTC, but eh, whatever works.
Perhaps I've missed a post or two but who was advocating making maneuvers easier?  I think many should be more difficult than the "target of 3" you mentioned.  It's context that matters.  Lighting a fire in a downpour is difficult while lighting a fire with dry wood and good tender is comparatively easy.

You can maneuver, just not toward the complexity of the spell--meditation, personal cleansing, removing distractions, those are all maneuvers you would do not to help the complexity of the spell, but to give yourself something to tag if you need to boost a roll.
If you're talking about boosting your Discipline rolls it's technically possible but functionally difficult...as long as you're paying attention to aspect duration.  Most will go away long before you finish casting a spell of any complexity. 

If you're talking about boosting declaration rolls I don't see it.  I'm open to being convinced though...can you describe an action you take now which makes a fact from yesterday (or even a minute ago) more likely?  Have to admit I'm skeptical.  ;)
Title: Re: Common Rituals
Post by: Addicted2aa on October 24, 2012, 03:07:30 AM
In that case you'd be better off quoting the article.
Well, since you linked the article and said Fred said it better than you, I figured I didn't have too. It was kinda implied that you were using his words.

Mechanics differ, the end result doesn't.  I suspect Fred's point is simply that - an aspect is an aspect is an aspect and assessments, declarations, and maneuvers are all "a skill roll that gives rise to an aspect, which offers a free invocation (tag) out of respect to the successfully skill roll.".  The similarities far outnumber the differences.

But the end result depends on the mechanics. So it matters. Some systems will allow an aspect easier than others. Some systems will generate more interesting aspects.

"I took a bath" is a statement of fact which happened in the past - a declaration. 

ehh, kinda. It is a fact, I agree, but I'm not sure it's a declaration. I come back to a specific passage on page 269, where it says,
"As part of preparation, you can use your skills
to declare you have access to some resource or
advantage that will help you cast the spell."
So it seems to be something you have. So you have taken a bath, but it seems to be really stretching it, by letter of the law. That said in this instance the end effect is the same and the way of getting there is the same, so it truly is nit picking and not that important. For this example.

Perhaps I've missed a post or two but who was advocating making maneuvers easier?  I think many should be more difficult than the "target of 3" you mentioned.  It's context that matters.  Lighting a fire in a downpour is difficult while lighting a fire with dry wood and good tender is comparatively easy.
Sancta did. I was wrong about 3. Not sure where I pulled it from yet, some one mentioned it might have been in the magic chapter, but I haven't gone to look. Sancta was advocating judging maneuvers based on how interesting they were. Read response 50 in this thread if your interested. I may be putting words in his mouth as he was kinda vague in his statement.


If you're talking about boosting your Discipline rolls it's technically possible but functionally difficult...as long as you're paying attention to aspect duration.  Most will go away long before you finish casting a spell of any complexity. 

If you're talking about boosting declaration rolls I don't see it.  I'm open to being convinced though...can you describe an action you take now which makes a fact from yesterday (or even a minute ago) more likely?  Have to admit I'm skeptical.  ;)

I agree with you here.
Though I would certainly allow other PC's to be present and making maneuvers to allow the caster to control the spell. They just better be aware that I would be throwing compels left and right in that situation.
Title: Re: Common Rituals
Post by: UmbraLux on October 24, 2012, 03:29:47 AM
ehh, kinda. It is a fact, I agree, but I'm not sure it's a declaration. I come back to a specific passage on page 269...
Need to look at YS116 first - that's where they describe declarations in detail.  The specific text states "But in The Dresden Files RPG, these skills also allow for declarations. That is to say, using these skills successfully can allow you to introduce entirely new facts into play and then use those facts to your advantage. These new facts might also take the form of an aspect."  Emphasis added.
Title: Re: Common Rituals
Post by: Tedronai on October 24, 2012, 03:34:27 AM
"I took a bath" is a statement of fact which happened in the past - a declaration.
So is "I killed you".  That doesn't mean we stop asking for attacks and just let people Declare their actions in combat.


I think many should be more difficult than the "target of 3" you mentioned.  It's context that matters.  Lighting a fire in a downpour is difficult while lighting a fire with dry wood and good tender is comparatively easy.
Given that you'd be fine with 'I lit a fire' using Declaration rules that entirely bypass that difficulty or ease, I'm not sure I understand this objection.

If you're talking about boosting declaration rolls I don't see it.  I'm open to being convinced though...can you describe an action you take now which makes a fact from yesterday (or even a minute ago) more likely?  Have to admit I'm skeptical.  ;)
Failure of a Declaration roll does not necessarily mean that the Aspect is not true, but merely that it does not come to the forefront as a truth known to the character.
It could be not true.  It could be true but the character doesn't know about it.  It could be true and the character knows about it, but it just doesn't matter enough to be represented as an Aspect.
Title: Re: Common Rituals
Post by: Sanctaphrax on October 24, 2012, 03:38:25 AM
I don't see that. It says you can make declarations to say you have things. As in you already have them. Is there something I'm missing?

Yes.

Taran covered what.

Your response to him was incorrect, since the Declaration is actually about acquiring a dolphin heart. It's not about what you already have. The fact that you're playing out a mini-scene should make that obvious.

If the GM allows maneuvers to be easier because things are interesting, people will just be Errol Flynning all over the place. Which is fine, if you want to leave the feel of Dresden behind. I would argue you should be playing a game where that type of thing is more encouraged, like Wushu, or fits the theme better like SoTC, but eh, whatever works.

Two things.

1. You're wrong. I judge maneuvers based on interestingness and it doesn't lead to anything that seems out of place in Dresden. Whatever Errol Flynning is.
2. In my experience, "that seems more suitable to a different game" is generally a fancy way to insult someone or something.

Per the current rules maneuvers are context dependent but the guidance is that context matters within the scene. It's a simulation mechanic, not a narrative one. I was wrong about it being a TN 3 but it's still not based on "how interesting" the aspect is. Without changing the rules.

The mechanic is, "whatever the GM feels like". That's going to take into account how interested the GM is, for obvious reasons.

Agree to disagree. That's essentially GM fiat. Fiat is fine in a game about GM fiat. This isn't that game.

Yes it is.

I hate to break to you, but the entire Aspect system is 98% fiat. You can't get around that. Fiat also controls what concessions and take-out narrations are acceptable, what the limits of skills are, what complexity a ritual needs for a given effect, what NPCs do, etc.

Pretty much all games, when you get down to it, involve a lot of fiat.

And I don't agree to disagree. You're wrong, and that's not okay. I might not be able to do anything about it, but I'm going to try.

I made a couple of points there. Care to tell me which is not true and why?

The animal analogy is not accurate and there is an incentive to be interesting.

When did I say I don't like it? I said it isn't worth a scene and boring. I did leave out the implied "Prepping" Thaumaturgy, and for that I apologize. Casting can in fact be interesting.

Saying something is boring is generally the same as saying you don't like it, you know.

The things you don't follow.
The first was just saying that I have no issues with declaration that acts the same as a navel gazing maneuver. I just want it to be put in terms of a declaration.
The Second, was saying that maneuvers that follow declarations rules

1. If you put it the terms of a Declaration, it does not act like a navel gazing maneuver. Particularly since it's not an action in a conflict. So you do actually have a problem with Declarations that act like navel gazing maneuvers. (Unless you've changed your mind about the other stuff, that is.)
2. That sentence means literally nothing. Did you accidentally post without finishing writing it?
Title: Re: Common Rituals
Post by: UmbraLux on October 24, 2012, 04:05:03 AM
So is "I killed you".  That doesn't mean we stop asking for attacks and just let people Declare their actions in combat.
This is so obviously weak I shouldn't have to respond.  Is it a statement of preexisting fact when the subject is alive in front of you?

Quote
Given that you'd be fine with 'I lit a fire' using Declaration rules that entirely bypass that difficulty or ease, I'm not sure I understand this objection.
a) You're inserting your own assumptions.  I've already stated a preference for using maneuver style target numbers for some declarations.
b) You're also forgetting the 'intent first, mechanics second' approach recommended by the game.  Whether it's a maneuver or a declaration (or even an assessment) probably depends on the situation - the context.
c) Whether the target number would be more or less difficult is open to question. 

In spite of the fallacies noted above, I don't have an issue with using a maneuver to create a fire in one scene and a declaration in another.  Even with potentially different target numbers.  Aspects are contextual!  They need to fit the situation to be used / created. 

Quote
Failure of a Declaration roll does not necessarily mean that the Aspect is not true, but merely that it does not come to the forefront as a truth known to the character.
It could be not true.  It could be true but the character doesn't know about it.  It could be true and the character knows about it, but it just doesn't matter enough to be represented as an Aspect.
In the case of a declaration, failure means you don't get to create an aspect.  So yes, one similar or even identical to your intent may be available via assessment or even GM declaration...but so what?  I don't see how that has anything to do with trying to make an action now affect the truth of something in the past.  Unless you're playing some time travel game.

It could be possible, I simply can't think of a situation where context fits.  Perhaps maneuvering to enhance memory preparatory to a knowledge declaration?  But that begs the question of what you're doing to enhance memory...which is why I asked for an example.  ;)
Title: Re: Common Rituals
Post by: Sanctaphrax on October 24, 2012, 04:15:02 AM
Hold on, what exactly is the disagreement here?
Title: Re: Common Rituals
Post by: Tedronai on October 24, 2012, 04:27:41 AM
This is so obviously weak I shouldn't have to respond.  Is it a statement of preexisting fact when the subject is alive in front of you?
It it a statement of preexisting fact to have bathed when you are standing there unbathed?
If the Declaration succeeds, the aspect is retroactively true.

It could be possible, I simply can't think of a situation where context fits.  Perhaps maneuvering to enhance memory preparatory to a knowledge declaration?  But that begs the question of what you're doing to enhance memory...which is why I asked for an example.  ;)
I direct you to my second case of a failed Declaration, where the would-be-Aspect is true, but the character simply doesn't know about it.
Any aspect that could be invoked to increase a knowledge roll (such as Contacts-related aspects, research-maneuver-generated aspects, library-esque-resource aspects, intelligence/education-related aspects...) can potentially increase a Declaration roll.


It's late and I'm tired.  I'll respond to the rest when I get around to it.
Title: Re: Common Rituals
Post by: UmbraLux on October 24, 2012, 12:54:39 PM
It it a statement of preexisting fact to have bathed when you are standing there unbathed?
Ah, but was I bathed or unbathed?  Had that fact been established?  Was it relevant to the story prior to the creation of the aspect?

For the record, I bathe at least once a month, need it or not.   ;D

Quote
If the Declaration succeeds, the aspect is retroactively true.
I'd phrase it differently but that's close enough I won't look for nits.  However, the roll is not the only requirement when creating an aspect.  It also must fit the situation / context and get agreement of the group / GM.  Declaring "I own a Ferrari" isn't just a Resource roll at a TN between 2 and 6.  It also needs to fit the situation (How likely is it for your character to own a Ferrari?) and the group / GM (Do they think a Ferrari fits?).  Said Ferrari might actually be a kit car replica after negotiation...or perhaps just an old Pinto.  ;)  As a side note, aspects also have to be relevant to be used even if they've been established in the past.  You can't use every aspect you have in every situation (unless you have extremely generic aspects.)

Finally, you need to figure out intent and choose mechanics to fit before even deciding it's a declaration.  If you're trying to take someone out for the first time you probably want the conflict rules instead of the declaration rules.  If you're looking for a bonus against an undead revenant you killed in the past, a declaration may well be appropriate.

Quote
I direct you to my second case of a failed Declaration, where the would-be-Aspect is true, but the character simply doesn't know about it.
Any aspect that could be invoked to increase a knowledge roll (such as Contacts-related aspects, research-maneuver-generated aspects, library-esque-resource aspects, intelligence/education-related aspects...) can potentially increase a Declaration roll.
Yep, not arguing this...except to remind everyone that a roll is not the only requirement.

The game world is kind of like Schrodinger's Cat...until something has been established it's fair game.  You could declare the cat either dead or alive.  (Assuming relevant context and buy in from GM & group.)  But once someone has established a game truth it's there until changed...and declarations don't change things, they state facts.
Title: Re: Common Rituals
Post by: Lavecki121 on October 24, 2012, 02:56:50 PM
So is "I killed you".  That doesn't mean we stop asking for attacks and just let people Declare their actions in combat.
I feel this actually would work for the Delcaration. It would impose the aspect "Dude I killed You" and now the character is dead but he is still there so probably a Zombie. Declarations aspects stay forever because they are a fact on the world (unless they are consumable aspects). But as long as the group approves of this, it can still be reasonable (as long as its not some big baddie who you would have no ability to kill on your own). There is approval from the group needed and it should move the story or create a better scene.

Remember the point of a declaration is to take the stress of creating everything off of the GM. I also think there is something somewhere that says you cant be selfish with it but I cant find it right now.

EDIT: I Just found this Quote, which would state that if something is set (such as that guy is alive) You cant make a declaration to change it.
Quote from: YS 196
There are some situations where a declaration isn’t appropriate, and the GM actually does have things charted out and “set in stone.”
So yea


Hold on, what exactly is the disagreement here?
I think it originally was can you use maneuvers on Thaumaturgy.
Title: Re: Common Rituals
Post by: Taran on October 24, 2012, 03:33:09 PM
So, can you use common rituals to do simple wards?  Like a block against some supernaturals using Lore?  Can it be used in combat?

Sorry for digressing back onto topic ;)  but I actually have a question about it.

What are the types of things a character can do with this?

Can a regular joe supe up a houses defenses against BCV's by hanging garlic over the door and sprinkiling salt in the corners?  How are those kind of things adjudicated?
Title: Re: Common Rituals
Post by: Lavecki121 on October 24, 2012, 03:51:46 PM
Haha, thats fine. I think addicted wanted to as well. Also I dont fully understand them either and would like to actually know what they are.

Maybe the other convo could be moved to another post, or should we start another common ritual thread??
Title: Re: Common Rituals
Post by: Addicted2aa on October 24, 2012, 09:07:20 PM
And I don't agree to disagree. You're wrong, and that's not okay. I might not be able to do anything about it, but I'm going to try.
2. That sentence means literally nothing. Did you accidentally post without finishing writing it?
1)  After spending close to an hour at work double checking rules, writing up examples, and editing my argument, I decided, I don't care. I understand your opinion, disagree with it, and don't think it's worth arguing over anymore, at least not in this thread. The argument has gone pretty far afield anyway and my response would have gone even farther. If my being wrong is that big an issue, feel free to start a new thread of PM.
2) Yes I did. I had intended to say that maneuvers that follow declaration criteria are fine by me at my table.

Back to the topic.
So, can you use common rituals to do simple wards?  Like a block against some supernaturals using Lore?  Can it be used in combat?
What are the types of things a character can do with this?
Can a regular joe supe up a houses defenses against BCV's by hanging garlic over the door and sprinkiling salt in the corners?  How are those kind of things adjudicated?
1) I would say no, or rather, it's a waste. Rituals, in general, are borrowing power from another source(though there have been people who say that making a circle should count). Put in quarter, get power. The power for a simple ward seems like a waste when drawing on ancient, and most likely not benevolent powers. Though now that I've said that, there might be some attached to benevolent gods. Maybe a forgotten saint of the catholic church.
2) pretty sure anything you can do in thaumaturgy but I could be wrong. Actually after just reading, it seems you could do evocation, but I can't think there's any ritual quick enough to be worthwhile as evocation. The trick is finding a ritual. Which is something a player can introduce if they want or something the GM can throw out as a temptation. A ritual that just happens to solve plot issue X, but at cost Y. Watch them argue over what to do.
3)That stuff is just putting aspects in place. No ritual needed.
I posted this earlier
As to common rituals specifically, I think I'm reading it incorrectly. I just read it and it says they must do the preparation, but nothing about controlling it when cast. I have to be missing something no?


Anyone have any thoughts?
Title: Re: Common Rituals
Post by: GryMor on October 24, 2012, 10:22:46 PM
Back to the topic. 1) I would say no, or rather, it's a waste. Rituals, in general, are borrowing power from another source(though there have been people who say that making a circle should count). Put in quarter, get power. The power for a simple ward seems like a waste when drawing on ancient, and most likely not benevolent powers. Though now that I've said that, there might be some attached to benevolent gods. Maybe a forgotten saint of the catholic church.
2) pretty sure anything you can do in thaumaturgy but I could be wrong. Actually after just reading, it seems you could do evocation, but I can't think there's any ritual quick enough to be worthwhile as evocation. The trick is finding a ritual. Which is something a player can introduce if they want or something the GM can throw out as a temptation. A ritual that just happens to solve plot issue X, but at cost Y. Watch them argue over what to do.

1) Each instance of a ritual will have a particular source, it is possible there is a "benevolent" source for 'ward that cooks $creature' style rituals, likely offered by an entity that finds $creature to be anathama and wants to promote their eradication.
2) Concur, the trick is finding the ritual you want at the price you are willing to pay from a source that hasn't already been burned out.
Title: Re: Common Rituals
Post by: UmbraLux on October 24, 2012, 10:52:25 PM
@Adicted2aa - Controlling the spell is covered in basic thaumaturgy.  I don't think any of the themed subsets go back through all the mechanics.  In general, I suggest using the basics unless specifically overridden. 
Title: Re: Common Rituals
Post by: Sanctaphrax on October 25, 2012, 12:29:50 AM
1)  After spending close to an hour at work double checking rules, writing up examples, and editing my argument, I decided, I don't care.

Fair enough.
Title: Re: Common Rituals
Post by: Addicted2aa on October 25, 2012, 01:38:07 AM
@Adicted2aa - Controlling the spell is covered in basic thaumaturgy.  I don't think any of the themed subsets go back through all the mechanics.  In general, I suggest using the basics unless specifically overridden.

That's what I figured, but there's this one sentence that seems to disagree with that and I'm wondering if perhaps I'm reading too much into it.

Quote from: Leonard Balsera pg290, Your Story
Always, this is a single, specific spell with
pretty much everything other than the target
predetermined. The ritualist must still go
through the steps of preparation, and skills
such as Lore, Discipline, and Conviction do
come into play. But that and the step-bystep
ritual instructions are all that’s needed;


Highlighted the relevant part. It specifically mentions the preparation, and then says, that's all you need. I read this as, that's all you need, but I seem to be in the minority here. This time I'm pretty sure I am wrong, just not sure what I'm missing.
Title: Re: Common Rituals
Post by: UmbraLux on October 25, 2012, 02:33:30 AM
It appears to be discussing 'in character' requirements ("...the ritualist...") rather than game mechanics.  It also states you still need the skills used by standard thaumaturgy - Lore, Discipline, and Conviction.  I don't think you'd need all three if you weren't controlling the power.
Title: Re: Common Rituals
Post by: Taran on October 25, 2012, 03:29:00 AM
Highlighted the relevant part. It specifically mentions the preparation, and then says, that's all you need.

Maybe they just mean that you don't have to go through all the declarations to make the power deficit based on your lore.  So if you find a 36 shift ritual, you can just start casting it...
Title: Re: Common Rituals
Post by: Addicted2aa on October 25, 2012, 04:37:46 AM
It appears to be discussing 'in character' requirements ("...the ritualist...") rather than game mechanics.  It also states you still need the skills used by standard thaumaturgy - Lore, Discipline, and Conviction.  I don't think you'd need all three if you weren't controlling the power.
Well, not to start that whole argument up again, but those are pretty standard skills for making declarations to help summon power for thaumaturgy. I think we can all agree on that. And Lore really only comes into play in the preparation, not in the casting. So that argument could go both ways. Also they occasionally use "the wizard" or "wizards" in the thaumaturgy section when discussion mechanics
Quote from: Leonard Balsera pg 268 Your Story
a wizard can just go straight to
casting if the complexity falls within the wizard’s
Lore.

Maybe they just mean that you don't have to go through all the declarations to make the power deficit based on your lore.  So if you find a 36 shift ritual, you can just start casting it...
Possible. The temporary access passage says the user pays 1 debt in order to access the sponsored magic ability. I've been reading this as, 1 to get the ability and benefits, and for any more shifts the sponsor covers, they have to continue to accrue debt. So that suggests that you would still have to make the declarations, unless I'm also reading that wrong.

If common ritual's only benefit is that it lets non casters have access to magic, then yeah it seems like summoning power and controlling it should be the same. It just seems like there's something missing
Title: Re: Common Rituals
Post by: UmbraLux on October 25, 2012, 03:20:48 PM
Well, not to start that whole argument up again, but those are pretty standard skills for making declarations to help summon power for thaumaturgy. I think we can all agree on that.
Eh, not really.  Any skill could potentially be used for declarations.  In my experience, knowledge and resource related skills are most commonly used.  It would be easy to avoid using Conviction or Discipline for prep and declarations...which would make them unnecessary unless you're also controlling power.

Shrug.  Interpret how you will. 
Title: Re: Common Rituals
Post by: Addicted2aa on October 25, 2012, 11:56:34 PM
Shrug.  Interpret how you will.
OK. Done. Lore counts as the trigger, so using a ritual that calls on powers from beyond as the main source works just like thaumaturgy, but lore can(doesn't have to be) substituted for either conviction or discipline, but not both. Any have any thoughts?


Now, Sanctaphrax said in the OP he thought one of the main problems was a lack of cool examples. As I've lost 2 of the casters from my group, and the remaining one may be leaving soon as well, I'm thinking throwing these around might be a really good idea. So some ideas. I didn't spend that much time checking the math, so the mechanics might be a bit off, but I think the flavor is there.


Secret for a Secret, Divination ritual.
This ritual trades information for information. The user must collect artifacts of knowledge as preparation material, and share one secret no one else knows in order to summon the power. In return the entity will give knowledge that the asker was unaware of. Comes in 3 flavors, Specialized knowledge (limited to 1 a type of people EG, Practitioners, Criminals, Doctorates of physics) 5 complexity, Protected Knowledge (limited to a single small group, The White council, Las Cosa Nostra, Brain Surgeons) 10 Complexity,   Hidden Knowledge (Limited to a few specific individuals, The Senior Council, the People involved in the JFK assassination, Mathematicians who have solved Fermi’s last theorem.)

GM’s Note, when compelling the sponsored debt focus on knowledge for the spirit summoned. Reveal to it True names, or aspect of Individuals, including the debtee. Reveal to it secrets that the player or someone else may want hidden. Destroy access to knowledge that the spirit has, that it wants no one else to have. Any extra points of debt the caster wishes to call after the first must be paid off during the spell, offering up some form of information in trade.


Shadow Assassin, Summoning/Binding Ritual. This ritual trades a servant for service. User must arrange candles and figures to create a pentagram of shadows on the floor. Stand in front of significant source of light and cast their shadow in the middle of the pentagram. Three drops of virgin blood must be dropped onto the shadow. They must then fix in their minds their target and the offering they have brought forth. Erribus, The Lord of Shadow, will accept the offer or strike down the prideful mortal that dared offer so meager a bounty. If he accepts the shadow in the pentagram will disappear to destroy its target, powering itself off the casters life-force

This ritual will call up 1 of 2 assassins of shadow. The first requires 9 shifts of complexity to summon from the depths of shadow and 9+ shifts equal to take the caster out mentally including a mild consequence(13-15). The second, more powerful assassin requires 11 shifts of complexity to summon and 11+ shifts to take the caster out mentally, including a mild and moderate (19-21). If successful this monster will appear and go to kill the target. Any stress dealt to the shadow will be dealt to the caster and any consequences will also be dealt to the caster including extreme. Taken out results cannot kill the caster.

Shadow Stalker
-3 Shadow Walk, This is the rapid teleportation power from the custom list, reskined. The entity can disappear in to any shadow and appear in another within the distance covered in the above power.
-2 Silent as a shadow. Cloak of shadow, also immune to senses other than and touch
-3 Amorphous form with all trappings.
-2 Inhuman Toughness, Potent Catch +3 sunlight
-2 Inhuman Recovery
-2 inhuman Strength
-11 refesh
Fists 3, Stealth 3, Alertness 2, Athletics 2, Conviction 3,

Death from the Shadows
-3 Shadow Walk, This is the rapid teleportation power from the custom list, reskined. The entity can disappear in to any shadow and appear in another within the distance covered in the above power.
-2 Silent as a shadow. Cloak of shadow, immune to senses other than and touch
-3 Amorphous form with all trappings
-5 Potent Armor Piercing Ranged Area Weaponry
-4 Supernatural Toughness, Potent Catch +3 sunlight
-2 Inhuman Recovery
-2 inhuman Strength
-19 Refresh
Fists 4, Stealth 4, Alertness 2, Athletics 2, Conviction 5, Endurance 2, 
Title: Re: Common Rituals
Post by: atavistic on October 30, 2012, 11:03:46 PM
My quick take on actual use of common rituals:  you find the instructions, which tells you what the complexity and effect of the spell are.  The actual instructions should also state what the some or all of the decorations which are required to complete the ritual as if the instructions were the wizard designing the ritual.

  Once you're ready you attempt to cast the spell, you take your sponsor dept and then start discipline rolling to build up your power, with shifts less then your conviction just like normal, and if you're not a caster you'll probably be taking some damage, or paying fate or taking more dept during the ritual to avoid backlash. Then boom, it goes off like any other thaumaturgy spell without actually having to possess the ritual or thaumaturgy power.
A wizard would probably have little to no reason to use common rituals unless it was for a kind of magic outside of his realm of knowledge.

IT might just be me, but I always took it to be that determining the aspects/decorations of a ritual was part of the ritual design and not just done ad hock or done on the fly as the spell is cast, thus the working together or doing mini-scenes to complete the prep, and give it a good narrative feel.
Title: Re: Common Rituals
Post by: Mrmdubois on November 12, 2012, 12:40:13 AM
Just had a thought on another example of a possible common ritual.  At the end of Death Masks, Marcone invokes the equivalent of an EMP on Dresden's tracking spell.  He probably learned it from Gard but since he was traveling alone it's unlikely he had someone else with power to do it for him.
Title: Re: Common Rituals
Post by: Haru on November 12, 2012, 03:06:48 AM
The way I look at it, what you need to build complexity are components. Objects of power or linked to the spell's outcome or structure, or significant changes (consequences). Whatever it is, it has to be solid or lasting in some way, not transient like a maneuver.
What is transient about a maneuver? I could do a resources maneuver and buy, for example, a silver chalice. I have now created, through a character action the aspect "silver chalice", that I can tag on the ritual. But the chalice will not suddenly disappear, not even after the ritual, it will probably just become unimportant.

Just had a thought on another example of a possible common ritual.  At the end of Death Masks, Marcone invokes the equivalent of an EMP on Dresden's tracking spell.  He probably learned it from Gard but since he was traveling alone it's unlikely he had someone else with power to do it for him.
That's pretty much my take on the preparation phase, too. If you don't have enough shifts for the complexity of the spell, you'll have to earn the rest. If the player is suggestion something that won't fit his character or the ritual or is just plain boring, I as a GM will happily veto it, until he comes up with something better. This will especially go for declarations, where I would only allow very few, and only if it actually makes sense. Lore is the number that decides how far you can go without getting something extra, it is what you are usually prepared for. Why then should you have half a dozen aspects suddenly lying around that you can tag? No, you are going to have to go and buy/steal/make/bargain for them. Sometimes, that can be resolved in a single roll, sometimes that will be a scene or even a campaign in itself, all depending on what you are trying to accomplish.


On the topic of common rituals, I just had a game last night, and one of my players wanted to play a Supernatural style hunter, a mortal who has a lot of guns and weapons and knows a few security rituals, like those pentagrams and angelic sigils in the show. I chose to use the common ritual part for that, since it seemed fitting, and it isn't really enough to warrant a supernatural power. At one point,  I had them run into an old bunker, where the big bad was summoning a demon, and he stopped for a moment to put a sign on the bunker door, so if the demon was summoned and they were to retreat, it would buy them a few moments to regroup. Together with the heavy bunker door, it made for a pretty good barrier, enough to let them catch a few breath and enough to clear their stress, which otherwise wouldn't have happened. I think it worked pretty well.
It is obviously not for putting up wards or something big like that, but for minor stuff like the above, I think it works rather nicely. It is basically a slightly ramped up magic circle, which pretty much everybody can do anyway.
Title: Re: Common Rituals
Post by: Tedronai on November 12, 2012, 06:22:27 AM
What is transient about a maneuver? [...] it will probably just become unimportant.
Asked and answered.
Title: Re: Common Rituals
Post by: Haru on November 12, 2012, 07:50:59 AM
Asked and answered.
Not quite. The aspect will still be there, it just doesn't matter for what is going to happen AFTER the ritual. And up until and during the ritual, it will be an important part of the story.
Title: Re: Common Rituals
Post by: Tedronai on November 12, 2012, 02:19:52 PM
Aspects are Truths of the world that matter.
If it stops mattering enough, it can stop being an aspect for that reason alone.
Thus the impermanence of some aspects.
Thus is your question answered (in some cases).
Title: Re: Common Rituals
Post by: Mrmdubois on November 12, 2012, 03:29:09 PM
Like an apple eventually going bad and losing its "Delicious" aspect.  If it gets thrown away because its no longer useful then the aspect passes away completely.
Title: Re: Common Rituals
Post by: Tedronai on November 12, 2012, 03:38:33 PM
An apple going bad, and thus losing its Delicious aspect is more an example of an aspect disappearing because it is no longer True.
An aspect disappearing because it no longer matters is probably more easily shown in characters' permanent aspects, where, just because Harry loses his Dirt Poor (paraphrased; I don't recall what OW used, and I'm away from books) aspect doesn't actually necessitate him having more money to spend, it just means that that facet of his story will no longer be taking center stage regularly.
Title: Re: Common Rituals
Post by: Mrmdubois on November 12, 2012, 03:40:36 PM
Which was basically my point because I was agreeing with you, but yeah thanks for elaborating.
Title: Re: Common Rituals
Post by: Mr. Death on November 12, 2012, 03:50:41 PM
What is transient about a maneuver? I could do a resources maneuver and buy, for example, a silver chalice. I have now created, through a character action the aspect "silver chalice", that I can tag on the ritual. But the chalice will not suddenly disappear, not even after the ritual, it will probably just become unimportant.
That's not really a maneuver, though, at least the way I see it. That's more of a declaration--declaring true that "I have a silver chalice" or, alternatively, "I have enough money and know a store to get a silver chalice."

What I mean by transient is that a maneuver is supposed to create a temporary advantage--things like meditating, or a ritual cleansing for thaumaturgy, or tripping someone up in combat.
Title: Re: Common Rituals
Post by: Haru on November 12, 2012, 05:48:21 PM
That's more of a declaration--declaring true that "I have a silver chalice"
I would interpret that to mean "My wizard is regularly going through antique stores to find interesting things, and just last week, he's found this silver chalice, that I think would be perfect for this ritual. I'll get it out of the cabinet and add it to my ingredients."
Time spent creating that aspect: none.

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or, alternatively, "I have enough money and know a store to get a silver chalice."
This I would take as "My wizard often goes to this one goldsmith that specialized in making things for the magical community. He's probably got something that I could use, I'll visit him to see what he's got available."
Time spent creating that aspect: as long as it takes to get to the goldsmith, find something and get back. Maybe an hour, hour and a half.

The first one I would call a declaration, the second one I would call a maneuver. The big difference to me is if the character is taking action or the player is revealing something. That reveal doesn't necessarily have to be something the character has done, it can be anything that is a fact in the story right now.

In the example above, If the roll failed, the declaration would simply not be true. The maneuver on the other hand could still be made true by taking shifts from the time table. So the goldsmith doesn't have anything that suits your needs, but when you tell him what you need, he says he is just about to finish something along those lines for another customer. After you explain to him what you need it for, he decides that it is a worthy cause, and he just has to make a new one for the other customer. It takes him two more hours to finish, but he can incorporate some symbols you describe to him, that will make the chalice even better for a use in this specific ritual.

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What I mean by transient is that a maneuver is supposed to create a temporary advantage--things like meditating, or a ritual cleansing for thaumaturgy, or tripping someone up in combat.
Yes, maneuvers can be transient, but so can declarations. The transientness (is that a word?) has nothing to do with how the aspect is created, but what the aspect is. A wet street can be declared (it rained an hour ago), or it can be maneuvered (pushing over a rain barrel). It will in effect basically the same, one will not be more transient than the other. The difference is just how you come up with the aspect, and often enough, there is a cool way and a boring way to go, and I think maneuvers tend to be more interesting than declarations, since they are an action rather than a fact. There can be cool declarations, too, don't get me wrong, but the scale tips heavily towards maneuvers in my book.
Title: Re: Common Rituals
Post by: Tedronai on November 12, 2012, 09:45:57 PM
In the example above, If the roll failed, the declaration would simply not be true.
Or it might be true and simply not matter, possibly because, while it will help with the ritual, it won't help enough to be represented numerically.  It fades into the background to exist only as fluff, unrepresented by any mechanics.