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The Dresden Files => DFRPG => Topic started by: Baron Hazard on November 06, 2012, 12:52:12 AM

Title: Funny/Epic/Legendary moments
Post by: Baron Hazard on November 06, 2012, 12:52:12 AM
White Council Apprentice orphan, he has recently found his blood sister who has been practicing magic but not beneath the white council and until recently was hidden from them. Eventually her presence was reported to them and the Apprentices Mentor asked for the sister to take the test. He thought it would take at least a day for a Warden to make his way to the area.

Apprentice was working on a painstakingly long process to erect some nice wards. He spent the last few sessions putting together a list of ingredients, preparing aspects. He starts the ritual and.... Our resident wererat sneaks out of the shadows and spooks him. Kablooey. Hands are Burned to holy hell and she freaks out and starts throwing magic. when the wererat reveals himself to be a were and runs for the door, the Sister tackles him with a magical block and the two of them stalk out the door pissed off, brimming with magic.

And the block vanishes. I give just enough time for the players to go "what?" and look confused when I crack my voice out "WHAT IS GOING ON HERE" and tell them you see a gray cloak and shining sword in hand. ::evil grin:: "and we will call it there till next week."

One of the players was like "Gah!" Stands up and throws her chair over spinning in circles  cussing lol.
---------------
Also the same Apprentice in the first fight (the very first session) one of the Triad hitters tried to run and he popped a dresden-esque enchanted ring. Rolled REALLY well, the the punk rolled REALLY low. I was like "you catch him square in the back, he is hurled forward at great speeds smashing into the nearby brick wall with a sickening crunch audible from across the street.

The true magic of this was the player's response. Note: the apprentice is already under the Doom of Damocles for using magic to kill.

She goes "Yah!" super happy, and then like a split second later it dawns on her about the description and she goes. "ooooooohhhhh noooooo!" and like claps her hands over her mouth and her eyes go wide. lol.

[Since it wasnt clear and everyone freaked out. I did not force her to break a law of magic, the target survived he was just in the ICU. Also yes, she is supposed to deal with take-out. it was the first game. old habits die hard.]
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 01:38:10 AM
Isn't the player supposed to be the one who decides how Take Outs go?
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 06, 2012, 01:46:58 AM
Yep. You aren't supposed to be able to kill someone unless you decide to. There is not supposed to be a way to "accidentally" break a law of magic. The character might do it on accident but the player is supposed to decide that.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 06, 2012, 01:55:32 PM
That's true, but if the difference is some ridiculous amount, like 10 shifts or something, and narrative attack you used is potentially lethal, you're supposed to follow common sense and kill the person.
That situation sounds like it walks the line though.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 03:24:21 PM
The player still gets the choice. Especially if the kill is going to break a Law of Magic, which comes with a refresh cost and a very increased chance of getting your head chopped off.

If Baron Hazard is enforcing it as a kill, it's not walking the line so much as screwing the player. A player should never be punished for rolling well.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 04:45:32 PM
That's true, but if the difference is some ridiculous amount, like 10 shifts or something, and narrative attack you used is potentially lethal, you're supposed to follow common sense and kill the person.
That situation sounds like it walks the line though.
Added to that, a 10-shift success doesn't necessarily mean the character hits harder, or even hits at all--it means the character succeeded at whatever they're doing really, really well. In the case of magic, that tends to mean controlling the power really well--i.e., less chance of anything happening by accident.

A 10-shift success on a Weapon:5 attack could just as easily be the wizard blowing up the floor in front of the goon, having the goon surrender after seeing what the wizard is capable of. It doesn't have to mean that anyone was injured at all.
Title: Re: Funny/Epic/Legendary moments
Post by: Baron Hazard on November 06, 2012, 05:21:43 PM
Didnt kill him. Just got close. xP
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 06, 2012, 05:30:18 PM
I kind of do like that. I just reread the original post, and you never said he died but you gave the character the impression that she killed him. Love it.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 06, 2012, 06:26:45 PM
Added to that, a 10-shift success doesn't necessarily mean the character hits harder, or even hits at all--it means the character succeeded at whatever they're doing really, really well. In the case of magic, that tends to mean controlling the power really well--i.e., less chance of anything happening by accident.

A 10-shift success on a Weapon:5 attack could just as easily be the wizard blowing up the floor in front of the goon, having the goon surrender after seeing what the wizard is capable of. It doesn't have to mean that anyone was injured at all.

10 shift successful physical attack with weapon 5 means 15 shifts of physical damage. It very much means you hit him harder. If you wanted to do what you described it could be a maneuver to tag on an intimidate (social attack). Remember you figure out the action, before you roll the dice. So when some one decides to attack, with potentially lethal force, they've already made the choice to hurt the person, possibly to the point of killing them. To take it to real life, when you shoot some one, you have a real chance of killing them if you shoot well enough to get them in the torso. To take it the Dresden fiction, he talks about how he holds back his power, before attacking, in order to prevent any chance of killing a mortal with magic.

In my games, I try to highlight the consequences of my players choices. I won't automatically demand they kill someone if they succeed by that much, by I will ask them come up with a reasonably explanation of how the person is taken out. If they can narrate a way out, sweet I have no issues. If they come up with some ridiculous explanation like, "Because I impaled him on a giant shard of ice, his heart has slowed down due to the cold, so he passes out, but survives till we get him treatment" I'll give them the "are you serious" face.

If you want to give the players more narrative control over there own consequences, that's very much within the spirit of fate. But it's kinda out theme and tone for Dresden. It comes down to play styles and neither is right or wrong. I rob my players of a little control to give them the feeling of real consequence. You allow them to pick their own consequence, in order to preserve the co-operative nature of fate. 
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 06:47:32 PM
10 shift successful physical attack with weapon 5 means 15 shifts of physical damage. It very much means you hit him harder.
No, it does not. It means 15 shifts of physical stress that may or may not translate into any physical damage at all. How that stress manifests is entirely up to the players and the GM. There is nothing that says it has to mean that the weapon actually makes any contact whatsoever with the target.

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Remember you figure out the action, before you roll the dice.
You figure out your intent and how it works mechanically before you roll the dice. The actual, narrative result of the attack is decided after all the dice are rolled and the mechanics are decided. Nothing should lock you into a lethal result, unless the player is getting a fate point because that is a compel. Otherwise, the player always chooses how a Taken Out is narrated. The game is very clear on this.

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So when some one decides to attack, with potentially lethal force, they've already made the choice to hurt the person, possibly to the point of killing them.
No. The game isn't real life--it stresses repeatedly that the player has the final say in how any Taken Out result plays out.

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To take it to real life, when you shoot some one, you have a real chance of killing them if you shoot well enough to get them in the torso. To take it the Dresden fiction, he talks about how he holds back his power, before attacking, in order to prevent any chance of killing a mortal with magic.
The game is not real life. The books are not the games. In game terms, Dresden holds back because he's a high refresh character who doesn't have a ton of fate points to spend on buying out of compels or making invokes.

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In my games, I try to highlight the consequences of my players choices. I won't automatically demand they kill someone if they succeed by that much, by I will ask them come up with a reasonably explanation of how the person is taken out.
You have to remember that "Taken Out" just means "No longer participating in this conflict." It doesn't have to mean the person is physically rendered incapable of acting, only that the person will no longer be physically acting.

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If you want to give the players more narrative control over there own consequences, that's very much within the spirit of fate. But it's kinda out theme and tone for Dresden.
Not mutually exclusive. If you want to enforce an unintended consequence, that's probably a compel. Remember, Dresden is about dealing with consequences, but it's also about making choices that lead to those consequences.

Or put another way, it's about the characters getting bitten in the ass by the unintended consequences, not the players. The fate system exists so that the players always have the choice.
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 06, 2012, 07:39:51 PM
I think I have to agree a little with Mr. Death, Addicted, Technically a character at the lowest cost, should be able to take at least 20 stress, divided between whatever, and that doesnt include stress tracks. So 15 shifts could take them out but the npc would either have to concede or decide to be taken out. When it happens to PC's they dont die, they "go unconsious" or some effect and are unable to partake in the scene. I could take a 50 stress attack and I would still be considered taken out, not dead.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 06, 2012, 08:09:20 PM
No, it does not. It means 15 shifts of physical stress that may or may not translate into any physical damage at all. How that stress manifests is entirely up to the players and the GM. There is nothing that says it has to mean that the weapon actually makes any contact whatsoever with the target.

You're probably right, it doesn't say that explicitly. Reading the metaphor like that seems like a ridiculous stretch though.

Otherwise, the player always chooses how a Taken Out is narrated. The game is very clear on this.

It also makes it clear it's within reason.
 
You have to remember that "Taken Out" just means "No longer participating in this conflict." It doesn't have to mean the person is physically rendered incapable of acting, only that the person will no longer be physically acting.

Taken out doesn't mean that. But throwing a fireball or unloading a clip at someone does.

Not mutually exclusive. If you want to enforce an unintended consequence, that's probably a compel. Remember, Dresden is about dealing with consequences, but it's also about making choices that lead to those consequences.
Exactly. I want them to make the choice, knowing full well that that could cause a death. If I'm using a compel, I'm doing it before they even roll, I'm pushing them towards one particular type of action, as opposed to letting them try an action, then pushing them towards one type of consequence. The difference in our approaches is how much care needs to be taken when making the initial choice. I want consideration taken as the player considers their action. You appear to want the consideration, afterward.

Or put another way, it's about the characters getting bitten in the ass by the unintended consequences, not the players. The fate system exists so that the players always have the choice.

Maybe. I see the point of mechanics as providing the experience for the player, not the character. If I want to tell a story that feels like Dresden, but not create that feeling for the people who are helping me tell the story, I won't use a rules system. I'll just start talking about what would be cool story. It's like in Dread, the jenga tower exists to make the players feel the tension, not to make the characters feel the tension. I want my players to feel the consequences of choice, not just their characters.
Title: Re: Funny/Epic/Legendary moments
Post by: Haru on November 06, 2012, 08:19:31 PM
Taken out doesn't mean that. But throwing a fireball or unloading a clip at someone does.
Not exactly. I kind of have to agree with both of you. If a player makes it a habit for his wizard to throw high power fireballs at people, then yes, at some point I would enforce the lawbreaker. However, if it happened the first time, I would let him get away with it, but with a warning that keeping this up, he will most certainly kill somebody in the process. I would ask again before he rolls another of those fireballs. If he still wants to do it, he has made his choice.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 06, 2012, 08:33:11 PM
I think, though, there's a difference between hitting someone with a weapon 3 with 5 shifts of success (for 8stress), and hitting someone with a weapon 7 for one shift of success (8stress).

I could see that as valid argument during the narration of the take out.

I think I have to agree a little with Mr. Death, Addicted, Technically a character at the lowest cost, should be able to take at least 20 stress, divided between whatever, and that doesnt include stress tracks. So 15 shifts could take them out but the npc would either have to concede or decide to be taken out. When it happens to PC's they dont die, they "go unconsious" or some effect and are unable to partake in the scene. I could take a 50 stress attack and I would still be considered taken out, not dead.
Mooks don't take consequences so they have at minimum 2 stress they could eat before being taken out.
But I think you're missing a part. The NPC is assumed to be taken out by the hit in the scenario. The hit happened to be 15 stress. The discussion is what does 15 stress represent. It assumed to be unmitigated, so take into account that a car is weapon 5. You've been hit with the narrative equivalent of 3 cars. So while in a normal situation you might be able to cut that down, by saying, I take a couple consequences and the rest goes to stress, indicating you were able to avoid the full power of it somehow, that is no longer the case here. You've taken the full blow, and we should already know what the full blow is at this point, the only thing left to decide is what that blow does to you.

Unless you read the metaphor differently.

Not exactly. I kind of have to agree with both of you. If a player makes it a habit for his wizard to throw high power fireballs at people, then yes, at some point I would enforce the lawbreaker. However, if it happened the first time, I would let him get away with it, but with a warning that keeping this up, he will most certainly kill somebody in the process. I would ask again before he rolls another of those fireballs. If he still wants to do it, he has made his choice.

I handle this by just reminding them up front, hey, what your doing is pretty powerful, you sure you want to do this? They say yes, boom, gloves are off.
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 06, 2012, 08:41:35 PM
But I think you're missing a part. The NPC is assumed to be taken out by the hit in the scenario. The hit happened to be 15 stress. The discussion is what does 15 stress represent. It assumed to be unmitigated, so take into account that a car is weapon 5. You've been hit with the narrative equivalent of 3 cars. So while in a normal situation you might be able to cut that down, by saying, I take a couple consequences and the rest goes to stress, indicating you were able to avoid the full power of it somehow, that is no longer the case here. You've taken the full blow, and we should already know what the full blow is at this point, the only thing left to decide is what that blow does to you.

I do understand that, and I like how you run your game and you make the choice very clear. However I feel that if I, a PC, am able to take a 30 shift hit and decide that I have been taken out and still be alive instead of taking all of my consequences (and sometimes no consequences), then NPC's should be able to as well.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 08:57:23 PM
Taken out doesn't mean that. But throwing a fireball or unloading a clip at someone does.
Nope. A successful attack of any kind doesn't have to mean that the attack actually landed in a narrative sense. Just like a consequence from a Guns attack could be hurting yourself in dodging, there is no reason that a Taken Out result from a gunshot has to mean the bullets actually hit anyone. Just like a failed Athletics roll to jump a gap doesn't have to mean you tried, failed, and are plummeting to your death.

All it means is that the player attacking with guns made it so that their target is taken out of the conflict.

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Exactly. I want them to make the choice, knowing full well that that could cause a death. If I'm using a compel, I'm doing it before they even roll, I'm pushing them towards one particular type of action, as opposed to letting them try an action, then pushing them towards one type of consequence.
That's one way of doing it. The way I've tended to do it, particularly with wizards, is compel them at the start to say, "Here's a fate point. If you take one of these goons out with anything heavier than a Weapon:3 spell, it will be a kill." That retains the choice, encourages them to hold back, and keeps the consequences of going overboard.

Bottom line, for me? Any time a narrative choice is taken out of the player's control--except in the result of a failed roll--they deserve a fate point for it. Once again, a player should never be forced to take a negative, unintended outcome because they rolled too well. That, quite simply, isn't fair.

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The difference in our approaches is how much care needs to be taken when making the initial choice. I want consideration taken as the player considers their action. You appear to want the consideration, afterward.
You misunderstand. As I said above, I compel before--I let the player know beforehand that they're up against mortal goons, and they will kill if they throw too much power into taking one of them out.

What I'm saying is, if the player isn't getting a fate point for it, they should not be forced into a negative outcome by a successful dice roll. A player rolling really well should mean things happen the player wants them to.

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Maybe. I see the point of mechanics as providing the experience for the player, not the character.
This is true, but I don't see how that should mean taking the choice out of the player's hands.

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If I want to tell a story that feels like Dresden, but not create that feeling for the people who are helping me tell the story, I won't use a rules system. I'll just start talking about what would be cool story. It's like in Dread, the jenga tower exists to make the players feel the tension, not to make the characters feel the tension. I want my players to feel the consequences of choice, not just their characters.
And they can. But they still deserve the choice to accept and deal with those consequences--that's what the fate point system is all about. Most compels, at heart, boil down to the question of, "Will you accept this Fate Point in exchange for dealing with this consequence of this aspect?"

But I think you're missing a part. The NPC is assumed to be taken out by the hit in the scenario. The hit happened to be 15 stress. The discussion is what does 15 stress represent. It assumed to be unmitigated, so take into account that a car is weapon 5. You've been hit with the narrative equivalent of 3 cars. So while in a normal situation you might be able to cut that down, by saying, I take a couple consequences and the rest goes to stress, indicating you were able to avoid the full power of it somehow, that is no longer the case here. You've taken the full blow, and we should already know what the full blow is at this point, the only thing left to decide is what that blow does to you.

Unless you read the metaphor differently.
You're looking at it the wrong way. Once it's decided that it's a Taken Out, all 15-stress represents is, "They are taken out of this conflict in whatever manner the attacker decides." So does 5 stress. Or 3. Stress isn't hitpoints, where the number represents how much physical damage you can endure. It's an abstract meant to represent how much effort it takes to remove you from conflict.

A mechanical hit doesn't have to represent a narrative hit. Think of it like...GI Joe. The 80s cartoon. The Joes never hit anyone in Cobra ever, but still won the "battles." Put into game terms, the fights ended in a Taken Out result, where the Joes' players decided, "And Cobra Commander is forced to retreat."

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I handle this by just reminding them up front, hey, what your doing is pretty powerful, you sure you want to do this? They say yes, boom, gloves are off.
I'm just saying that should be a compel--if they're getting a bad outcome from a good dice roll, that's a compel.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 06, 2012, 09:04:04 PM
Bottom line, for me? Any time a narrative choice is taken out of the player's control--except in the result of a failed roll--they deserve a fate point for it. Once again, a player should never be forced to take a negative, unintended outcome because they rolled too well. That, quite simply, isn't fair.

Meh, They knew what was on the line and went for it. It was their choice. If they didn't intend that outcome, they shouldn't have made that choice.
I'll address the rest later.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 09:11:55 PM
Meh, They knew what was on the line and went for it. It was their choice. If they didn't intend that outcome, they shouldn't have made that choice.
That is something that should go for the characters. The players should always have a choice, unless they've accepted a fate point for the compel.

The book says explicitly that players always get to decide the outcome of a Taken Out. Nowhere does it ever say, "Unless they roll really, really well, then they're forced to accept an outcome they clearly do not want or intend."
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 06, 2012, 09:14:52 PM
That is something that should go for the characters. The players should always have a choice, unless they've accepted a fate point for the compel.

The book says explicitly that players always get to decide the outcome of a Taken Out. Nowhere does it ever say, "Unless they roll really, really well, then they're forced to accept an outcome they clearly do not want or intend."

They aren't forced to. They are forced to make their actions make sense. Also I'm not compelling them to do it, because I'm not always trying to force them into that situation.
that said, I'm fine with them calling it a self compel after.
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 06, 2012, 09:53:17 PM
I now feel that you are both right. If a wizard conjures up a 9000shift attack (im exaderating for effect) then its gonna kill someone. They could easily do a maneuver and if they end up having to take fallout then that is GM controled to hurting people (not necessarially killing them). However if a guy has a fists attack and has taken that skill that lets you roll 6 die instead of 4. Now lets say he has a 5 in fists. also he has taken Supernatural Strength so his fists are now pretty hard hitting weapons. He rolls and miraculously gets all + so thats 11. The guy defending rolls and gets only -  and his athletics was a 3 so thats a 0. Thats 11 shifts in a single punch. Now the guy swinging the punch was just trying to hit him. Doesn't mean that because he succeded by so much that he caved in his skull (though if thats what he was going for it could)

A wizard who conjures up 5 shifts of power (lets say fire) to hit someone and rolls an 8 to control it shouldnt have to immediatly kill them, it could easily blow them through a wall and now they are singed and unconsious. That person may have to take stress and consequences but they arent necessarially dead. Just like getting hit by 3 cars wouldnt kill you but you would be in pretty bad shape.

I feel that the higher roll could mean more damage but it could also mean that you had more control over what you were doing. I feel that a lower roll has a higher chance of causing you to unintentionally kill someone than a high roll, because you did not use the weapon right and clearly dont know what you are doing.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 10:07:16 PM
They aren't forced to. They are forced to make their actions make sense. Also I'm not compelling them to do it, because I'm not always trying to force them into that situation.
that said, I'm fine with them calling it a self compel after.
I think you're also misunderstanding what a compel is. It isn't "force the player into something." It's "introduce a complication the player has to deal with because of this aspect." It might limit their choices or encourage them to take one course of action instead of another, but it's not about forcing them to do anything.

A high roll doesn't mean "more damage." It means, "The player succeeds at what he is trying to do better than expected." A high roll and a large margin of success shouldn't ever be a bad thing for the player.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 06, 2012, 10:48:07 PM
@lavecki, if the narration he says makes sense with the mechanics he chose, it's fine. If he chose to be really strong, and wants to punch someone hard(which is what attacking someone with fist, intending to do damage is) and gets that excess, he better have a good narration why the skull isn't caved in. Maybe he does, sweet, we're all good. Maybe he doesn't. Sweet, he learns a lesson in restraint.
I'm not saying it has to kill him, I'm just saying it has to make sense.

I think you're also misunderstanding what a compel is. It isn't "force the player into something." It's "introduce a complication the player has to deal with because of this aspect." It might limit their choices or encourage them to take one course of action instead of another, but it's not about forcing them to do anything.

A high roll doesn't mean "more damage." It means, "The player succeeds at what he is trying to do better than expected." A high roll and a large margin of success shouldn't ever be a bad thing for the player.

No I understand what a compel is. The player has to pay their way out, and if they have no FP, they have to take the action after some negotiation. So it's very much trying to force something upon their character.

If a player wants to throw a fireball at someone, and they end up throwing a really good fireball, really well, that someone is likely dead. Maybe not, maybe something happened that saved them. If killing some one isn't an option, don't take actions that could possibly kill them. It shouldn't be a "bad" thing for the player, because they made that choice, knowing it was possible.

Mechanically it simulates the situations where highly capable people, Dresden, Karen, Micheal, have to hold back to prevent killing the other person, putting them at a disadvantage. If you want to simulate that complication with compels, it does work, but for me it strains the feel of the game. I'm fairly certain though that neither of us has introduced a new point in the past  few messages, so I'm guessing we aren't going to agree on this. I still haven't had a chance to read the long one though. Will do around 11 or 12
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 06, 2012, 11:15:46 PM
But what about when I roll 12 shifts but the guy rolls an 11? Its still the same amount of control he was just able to dodge better.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 06, 2012, 11:23:34 PM
No I understand what a compel is. The player has to pay their way out, and if they have no FP, they have to take the action after some negotiation. So it's very much trying to force something upon their character.
Clearly, you do not. I'd advise you reread the relevant section of the rulebook again--a compel means you're introducing a complication. That complication can be a certain action, but it by no means has to be.

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If a player wants to throw a fireball at someone, and they end up throwing a really good fireball, really well, that someone is likely dead.
So you're saying that if a player has high skills, and rolls really well, they should be forced into an action that they don't want? How is it at all fair for a good roll to take something out of the player's control?

If the player throws a really good fireball really well, that means the fireball does whatever the hell the player wants it to, outside of a compel.

Again: A hit mechanically does not have to mean it is a hit narratively.

A high roll means the character succeeds at what the player was trying to do. If the player decides that he doesn't want to kill someone, then that player does not kill that someone. That is RAW. The game is set up explicitly so that it's nigh on impossible to accidentally kill someone with magic.

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Maybe not, maybe something happened that saved them. If killing some one isn't an option, don't take actions that could possibly kill them. It shouldn't be a "bad" thing for the player, because they made that choice, knowing it was possible.
Being forced to take a lawbreaker--meaning a refresh cost and putting their lives in danger from the wardens--is a bad thing. Again, you're confusing narrative with mechanics. While the characters might be taking risky actions, the players have control over their own successful actions. If the player succeeds via the dice, the player decides what happens.

There is nothing--nothing--in the rulebook that says that a given mechanical action has to be a kill. There is nothing saying that beyond a certain threshold of success, the player loses that choice in how the roll plays out. There is nothing saying that a very good roll should be anything that is a detriment to the player without fate points changing hands.

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Mechanically it simulates the situations where highly capable people, Dresden, Karen, Micheal, have to hold back to prevent killing the other person, putting them at a disadvantage.
The game is not a simulation. If the player is at a disadvantage because of the nature of something outside of the dice, that is a compel.

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If you want to simulate that complication with compels, it does work, but for me it strains the feel of the game.
...Then why are you using Fate? Using compels to create complications is exactly what Fate Points and compels are for. It's like saying that using dice works if you want, but it strains the feel of the game.

I would seriously advise that you reread the relevant sections of the game books, because you are seriously off base with several of these points.
Title: Re: Funny/Epic/Legendary moments
Post by: HeadWound on November 07, 2012, 02:54:52 AM
My first post :)

Here are 2 sections of the rules that clearly indicate that a player cannot kill by accident.

Quote from:  page 200
If the attacker wins the roll, the shifts he
acquires translate into a stress value he can
inflict on the defender

He can inflict the stress on the opponent  if he chooses, not has to inflict it.

Quote from: page 203
If the damage exceeds the character’s stress track,
or occupied boxes “push” the stress off the right
side of the stress track, the character is taken
out, meaning the character has decisively lost
the conflict. His fate is in the hands of the opponent,
who may decide how the character loses.

No clearer than that. A winner of a conflict being unable to decide how his opponent loses is a house rule.
Title: Re: Funny/Epic/Legendary moments
Post by: UmbraLux on November 07, 2012, 03:10:17 AM
Welcome to the forums.  :)

You do need to read one sentence farther..."The outcome must remain within the realm of reason" so while I agree tentatively with your conclusion, any single player's description is subject to being overridden by the group when the group doesn't think it's reasonable. 
Title: Re: Funny/Epic/Legendary moments
Post by: HeadWound on November 07, 2012, 03:19:03 AM
You didnt quote the whole sentence :)
Quote
The outcome must remain within the realm of
reason—very few people truly die from shame,
so having someone die as a result of a duel of
wits is unlikely, but having him embarrass
himself and flee in disgrace is not unreasonable.


The realm of reason example was not dying from being taken out by a duel of wits, seems unrelated to accidental death so I didn't include it in the quote.
Title: Re: Funny/Epic/Legendary moments
Post by: UmbraLux on November 07, 2012, 03:26:35 AM
"In the realm of reason" isn't limited to not killing someone with embarrassment.  It also covers not dropping them off the 51st floor of a high rise and expecting them to live...and other shenanigans.  ;)
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 07, 2012, 03:32:20 AM
Yea but you usually dont do that with your attack. And if you do thats decided how to take someone out. That would also bring up the gray area.

*on top of building*
"I cast a 6 shift wind attack at him"
"You take him out, what happens?"

At that point the character can decide (and may be compelled to) do many things, force the opponent to the ground, push him off the building, disarm him. Whatever the outcome the opponent has been defeated. Only one of those things would kill him and it was the players choice.

The gray area I was referring to was, I pushed him off the building with magic, the fall is what killed him.
Title: Re: Funny/Epic/Legendary moments
Post by: HeadWound on November 07, 2012, 03:37:36 AM
Wouldn't that be gravity winning the fight, and thus declaring the outcome?

But, seriously, of course dropping someone off the 51st floor is the same as intending to kill someone and would be decided before it happened, not as an accidental result. The declared outcome could also be, I use my 15 shift air evocation hit to slam my opponent into the air handler on the roof and knock him out until next week.

Then, the game master could compel the player to accept an inflicted skull fracture on the opponent, thus forcing the player to either let the baddie die and still have a chance of catching the baddie's boss. Or stopping the pursuit of the main villain and trying to get the injured bad guy to a hospital for treatment before his death. Or paying a fate point to leave the scene as it was.
Title: Re: Funny/Epic/Legendary moments
Post by: Sanctaphrax on November 07, 2012, 03:51:25 AM
It's not impossible to survive a fall off of a skyscraper. Or an atomic bomb. People have survived both in real life, without the use of Toughness Powers.

That aside, it's kinda funny to see Mr Death making arguments that I was planning to make. I'm used to fighting over this stuff with him.

That aside, I'm totally willing to take flimsy pretexts to avoid giving PCs Lawbreaker. 0 Refresh is probably worse than death for a PC.

EDIT: Here, have a relevant link (http://www.jimbutcheronline.com/bb/index.php/topic,24546.0.html).

Also, go read the semi-official advice thread that's stickied up on top of this forum. It addresses this specifically.
Title: Re: Funny/Epic/Legendary moments
Post by: UmbraLux on November 07, 2012, 04:07:50 AM
The gray area I was referring to was, I pushed him off the building with magic, the fall is what killed him.
I'm not talking about lawbreaking or not - just discussing take out options and limitations.  Plenty of discussion on laws...I'm just not interested.

Wouldn't that be gravity winning the fight, and thus declaring the outcome?
FATE mechanics aren't really about simulating a fall (cough) or simulation much at all.  Boil them down to the bare bones and you're using the mechanics to manipulate the narrative in some way.  Create or find an aspect (assessments, declarations, and maneuvers), cause some stress (attacks), block some action (blocks & veils)...they're not really simulating anything.  They simply give you a defined window to narrate an action and result.  Long story short, you can't really throw someone to certain death except as a takeout.  Until then you haven't earned the narrative authority to kill.

It might be worth pulling up one of TheMouse's versions of tri-fold FATE (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B4v1xSux57vyMjU4NmRmM2ItZGIwOS00ZTUyLWI0NmMtMjQ4MmEyNmFjYmIz&authkey=COW2_dYB&hl=en).  They're about as close to bare bones as you can get.  Shouldn't need to be mentioned but those aren't DFRPG, they're simply FATE with few frills or add-ons.

While keeping things reasonable is important so is not being a d***.  Give players warnings (this may kill) and options (I'm compelling, spend a fate and he grabs hold of something long enough to survive)...don't spring "your character is now a murderer" on them.  That should never be a surprise to the player.  (Though it may be to the character.)
Title: Re: Funny/Epic/Legendary moments
Post by: HeadWound on November 07, 2012, 04:44:50 AM
I'm not talking about lawbreaking or not - just discussing take out options and limitations.  Plenty of discussion on laws...I'm just not interested.
FATE mechanics aren't really about simulating a fall (cough) or simulation much at all. 

I should have inserted a smiley face, my gravity comment was just a joke. I am enjoying the discussion as it helps me understand the rules better, so I hope I don't come across as argumentative.
Title: Re: Funny/Epic/Legendary moments
Post by: UmbraLux on November 07, 2012, 04:51:34 AM
It's all good.  :)  I figured you might not be serious...but that argument has been made in other threads.   ???

Even my 'cough' when talking about falling was at least a bit tongue in cheek.  ;)  DFRPG's falling rules gather some of the more derisive comments here. 
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 07, 2012, 03:19:01 PM
Tis true. However I was just trying to point out a few different ways that a person could be taken out with the same attack. While the character could easily kill the opponent, he could just as easily not.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 03:32:15 PM
@ mr. Death Just reread compels. Pretty sure I'm not abusing them. I add complication to players life, provided they don't pay off with a FP. If that compel is a limitation of choice, they are being pushed to a certain course of action. I was imprecise to indicate I controlled the action, the player still gets to decided how that action is played out, but the compel still pushes towards a course of action.

Fate also is a simulation, or at least DFRPG  is. It's not a simulation of reality, it's a simulation of the Dresden files novels. Which are in turn a *somewhat* realistic fantasy novel.



The reason I'm not going to put a compel after an action is because I'm not introducing the complication. The player is. They put forth a course of action "I'm going to try and shoot the bad guy" I confirmed "With your fifty caliber machine gun, that fires a minimum 3 bullets at a time and uses armor piercing explosive rounds?" They confirmed "Yup". They succeeded on their intended action, shooting the guy, and then decided that they don't want him to die. At that point, I'm still willing to listen to how their explanation of how that doesn't kill him, but I'm skeptical.

The point is they succeed on the action they attempted, which was a potentially lethal action. They tried to shoot him, and succeeded. That should mean they shot him. If you read the metaphor differently, fine, it's your table and all that, but that I find that strains verisimilitude, as well as straining the feel of restricted power, which is a recurring element in the series. Yes, I could compel when they come into a situation like that, (provided they have an aspect like that, which they might not) but unless it's ruminatively appropriate for which I can come up with examples, I'm not going to put forth the compel, forcing them to make a player choice. They can always say it's a self compel if it complicates their life though, and if it really does, great.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 03:44:49 PM
I forgot to address the point that this possibly gives creative players the edge. First off, Fate in general gives creative players and edge that games like gurps and certain incarnations of D&D don't. Second, if a player has trouble coming up with a reason and it's a serious problem that he kills the person, there are alot of options. Get the table involved to come up with an explanation, let it go with a flimsy explanation, retcon and reskin the attack, whatever. The point is that shouldn't have to happen. He should be aware of the potential consequence before the attack resolves. If it's a huge narrative deal, like this is the guy with the information they need, then I should have compelled him before he attacked to just kill the dude. You should be in a situation where it's a big deal that NPC X is likely dieing from an attack. It shouldn't blindside him. It shouldn't f him over. Because that's not fun, and if it's not fun, why are you doing it?
Title: Re: Funny/Epic/Legendary moments
Post by: Haru on November 07, 2012, 03:51:35 PM
The reason I'm not going to put a compel after an action is because I'm not introducing the complication. The player is. They put forth a course of action "I'm going to try and shoot the bad guy" I confirmed "With your fifty caliber machine gun, that fires a minimum 3 bullets at a time and uses armor piercing explosive rounds?" They confirmed "Yup". They succeeded on their intended action, shooting the guy, and then decided that they don't want him to die. At that point, I'm still willing to listen to how their explanation of how that doesn't kill him, but I'm skeptical.
I think what Mr. Death (and me too, to an extend) are trying to say is, that in the moment where you ask
Quote
"With your fifty caliber machine gun, that fires a minimum 3 bullets at a time and uses armor piercing explosive rounds?"
you would also offer a fate point, if the character has an aspect that makes him prone to overkill. That way, he knows what's at stake at this moment, and you can justify having someone come after him for that kill. On the other hand, if he has aspects suggesting the opposite, you'd compel him out of using that thing. I have often enough said stupid things as a player, that would have made absolutely no sense for my character in that moment, and we usually resolved it with a short discussion about that. Sometimes you just don't think about every single consequence, it just doesn't come to mind. Reminding the player in an obvious way is a good way to make him think about the scene and maybe change his action. For example, he could do an attack with the above mentioned gun and describe it as "I shoot a few feet behind the guy, keeping up with him and forcing him into a corner." That would still be an attack with the gun, and on a taken out, he would have him cornered.

And you partially agree with it already, the only difference is, that you let the player paint himself into a corner first and then let him try to find a way out of it. If that is the way your group likes to play, far be it from me to say that is a bad thing. But I thought you still didn't see what we mean, so I thought I'd give it another try in explaining our point of view.
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 07, 2012, 03:54:10 PM
I think that we are getting away from the original thread, which was awesome things that happened in your games. Its cool to argue theory but in the end its your game and you're gonna do what you want.

Does anyone have Funny/Epic/Legendary stuff that happened in their game that they would like to share, because I really want to hear it.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 03:57:23 PM
I think what Mr. Death (and me too, to an extend) are trying to say is, that in the moment where you askyou would also offer a fate point, if the character has an aspect that makes him prone to overkill.
And you partially agree with it already, the only difference is, that you let the player paint himself into a corner first and then let him try to find a way out of it. If that is the way your group likes to play, far be it from me to say that is a bad thing. But I thought you still didn't see what we mean, so I thought I'd give it another try in explaining our point of view.

A) what if he has no aspect related?
B) What if him killing this guy isn't really going to create any other consequence? Basically what if it's not interesting?

I get Mr Death and your approach. I don't think it fits the feel of the fiction. That's all.
Title: Re: Funny/Epic/Legendary moments
Post by: Baron Hazard on November 07, 2012, 05:18:25 PM
Thank you Lavecki, I was gonna say something, but in general the community is cool and i didnt wanna come off as a passive aggressive A-hole or bitchy... But I do kinda feel this whole thing was kinda rude. lol. No worries though, and again, I am also interested in any awesome moments in all your games. ^^
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 07, 2012, 05:22:49 PM
I have found that this seems to happen frequently. Its like "hey this cool story" then theology breaks loose
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 06:29:58 PM
I have found that this seems to happen frequently. Its like "hey this cool story" then theology breaks loose

RPG wanks are just more fun than RPG stories.  :P
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 07, 2012, 07:08:52 PM
A) what if he has no aspect related?
Weapons have aspects, scenes have aspects. Make a declaration and compel it.

Quote
B) What if him killing this guy isn't really going to create any other consequence? Basically what if it's not interesting?
Not to put too fine a point on it, but if it's not interesting either way, then who gives a shit?

Quote
I get Mr Death and your approach. I don't think it fits the feel of the fiction. That's all.
Once again, I think I have to point out that you're getting the narrative and the mechanics mixed up. The Fate system is set up in this game explicitly to let you replicate the feel of the fiction. Any time you see Harry narrate something to the tune of, "I could _____, but ______," that's him getting a compel. That is Jim Butcher choosing to put Harry through that complication instead of "buying out." The player, like the author, always has that choice.

A character being forced into action should always have the player compensated via a fate point, with the option to buy out with a fate point. That's the core of this game system.

If the players want to do one thing and the dice are on their side, but logical circumstances mean it doesn't work out, that is a compel. Any time the players' choices are limited by anything but a failed dice roll, that should be a compel.

If the dice say they succeed, and you take away their choice in how that success plays out without them getting a fate point, that's cheating your players.

When a player rolls Guns to attack, they're not by default saying, "I shoot him. The roll determines how hard." What he's saying is, "I'm using Guns in such a way as to stop my opponent. The roll determines how effective this tactic is." The rolls are an abstract for how the tide of the conflict is going, not a direct simulation of how much damage someone takes.

And yes, sorry Baron. This does seem to happen in every thread.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 07:23:07 PM
Weapons have aspects, scenes have aspects. Make a declaration and compel it.
Not to put too fine a point on it, but if it's not interesting either way, then who gives a shit?

a)I suppose, but that seems...cheap and forced. I don't see why it's a big deal to let the narrative play out.
b)The player? If they want to keep someone alive in that situation.

Any time you see Harry narrate something to the tune of, "I could _____, but ______," that's him getting a compel.

When a player rolls Guns to attack, they're not by default saying, "I shoot him. The roll determines how hard." What he's saying is, "I'm using Guns in such a way as to stop my opponent. The roll determines how effective this tactic is." The rolls are an abstract for how the tide of the conflict is going, not a direct simulation of how much damage someone takes.


I would read that as a player driven compel. Meaning they have asked for it. Which I already said I'm cool with.

You keep not addressing the point the player has already decided the action. This is not, I roll guns at him. It's I choose to summon up a gout of fire underneath his feet. The point is he's established a narrative action, succeeded at it, and no longer wants to follow the logical result. That's all I'm talking about. That specific situation. In that situation I don't feel I'm complicating there life, if they want the NPC alive.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 07, 2012, 07:44:39 PM
a)I suppose, but that seems...cheap and forced. I don't see why it's a big deal to let the narrative play out.
How exactly is a central part of the gameplay system "cheap and forced"? A compel is letting the narrative play out. You seem to be under some weird misunderstanding that compels are somehow not part of the narrative, when reinforcing the narrative is exactly what compels and fate points are for.

It's as if you said that dice are cheap and forced, and instead of using dice you should just let the mechanics play out.

Quote
b)The player? If they want to keep someone alive in that situation.
If the player wants to keep something alive, then the character dying is interesting and a consequence that they should be compensated for.

Quote
You keep not addressing the point the player has already decided the action. This is not, I roll guns at him. It's I choose to summon up a gout of fire underneath his feet. The point is he's established a narrative action, succeeded at it, and no longer wants to follow the logical result.
Because it's irrelevant and erroneous. If the player succeeds in his roll, then by the RAW, the result is whatever the hell he wants it to be, barring a compel.

This is negotiable, yes, and has to be within reason, but the result of a good roll by no means whatsoever has to mean, "You hit him full on with the full force of the attack." It doesn't even have to mean you hit him with any part of the attack.

A mechanical hit is not, and never has to be, a hit in the narrative. Your position revolves entirely around insisting that this isn't the case, when it is explicitly the case by the RAW.

Quote
That's all I'm talking about. That specific situation. In that situation I don't feel I'm complicating there life, if they want the NPC alive.
Then, quite frankly? You're wrong. If they want the NPC alive and you're saying the NPC is dead, that is a direct complication. I honestly do not understand how you think it couldn't be.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 07:55:40 PM
If the player wants to keep something alive, then the character dying is interesting and a consequence that they should be compensated for.
Because it's irrelevant and erroneous. If the player succeeds in his roll, then by the RAW, the result is whatever the hell he wants it to be, barring a compel.

This is negotiable, yes, and has to be within reason, but the result of a good roll by no means whatsoever has to mean, "You hit him full on with the full force of the attack." It doesn't even have to mean you hit him with any part of the attack.

A mechanical hit is not, and never has to be, a hit in the narrative. Your position revolves entirely around insisting that this isn't the case, when it is explicitly the case by the RAW.
Then, quite frankly? You're wrong. If they want the NPC alive and you're saying the NPC is dead, that is a direct complication. I honestly do not understand how you think it couldn't be.

I'm not saying the npc is dead. I'm asking them to tell me how he's alive. If you think saying I attempt to hit some one, succeed on the dice roll, means they can reskin what they were attempting to be something else as part of the success, they read the metaphor alot differently. Now maybe I'm missing a section as you keep saying that's RAW. Could you point to the passage that says, after deciding a course of action you can decide an outcome that is not the most likely result of succeeding on that attempt?
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 07, 2012, 08:07:12 PM
I kind of think you are both on opposite sides of the same coin. Death, you are saying that a character who hasnt decided to do a specific action shouldnt be punished for it, while Addicted is saying that if you decide to do something you are rolling to see that you did it.

Additionally Death is talking about trying to compel the character into getting the death, while Addicted is trying to get the character to self compel. They both have the same effect and the player is still rewarded if they have the character die.

However in Addicted's games (and I only know this because I have played them) he asks upfront "are you sure you want to do this thing even though it can kill him" then the player decides. I have had that come up multiple times and decided to go a different route.

The issue here is deciding what you do before or after the attack, narativly.

Let me try it with an example:

Mr.Death's Player: I want to shoot him...blah blah blah he is taken out, I got him in the leg and he is now taken out, busted knee, whatever

Addicted's Player: I want to shoot him in the head, that may kill him, dont care blah blah blah he is taken out, you cant really change that to say it didnt kill him. Reasonably
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 07, 2012, 08:20:06 PM
I'm not saying the npc is dead. I'm asking them to tell me how he's alive. If you think saying I attempt to hit some one, succeed on the dice roll, means they can reskin what they were attempting to be something else as part of the success, they read the metaphor alot differently. Now maybe I'm missing a section as you keep saying that's RAW. Could you point to the passage that says, after deciding a course of action you can decide an outcome that is not the most likely result of succeeding on that attempt?
The RAW says that on a Taken Out, the player decides what happens. The player decides if the target lives or dies.

Rolling to shoot someone and taking them out doesn't at all have to mean you actually shot them. All it means is that they're no longer fighting. It could mean the player missed by a mile, but in his haste to dodge the target fell and knocked himself out. It does not matter what the player said his intent was before he rolled the dice. If the player succeeds, and the target is Taken Out, the player decides how it plays out. It's an abstract. The only thing set in stone is the outcome after the player and GM decide it.

What you seem to want to do is lock the player's initial action in stone, which really isn't what the game is setting out to do. You're only setting in stone whether the action is a Block, Maneuver, Sprint, or Attack. All of the other details are decided in the outcome of the attack.

I kind of think you are both on opposite sides of the same coin. Death, you are saying that a character who hasnt decided to do a specific action shouldnt be punished for it, while Addicted is saying that if you decide to do something you are rolling to see that you did it.
Kind of. What I'm saying is that the player's action isn't set in stone until the outcome is decided.

Quote
Mr.Death's Player: I want to shoot him...blah blah blah he is taken out, I got him in the leg and he is now taken out, busted knee, whatever

Addicted's Player: I want to shoot him in the head, that may kill him, dont care blah blah blah he is taken out, you cant really change that to say it didnt kill him. Reasonably
Pretty much. What I'm saying is "I want to shoot him in the head" is narrating the outcome of a Taken Out.

And even then, the player's only saying, "I want to shoot at his head." There's still nothing in the rules that ever states that he has to actually hit him in the head. You could very easily narrate a non-lethal headshot taken out as, "I shoot at his head, and miss by inches, demonstrating that I can put a bullet in his eye at any time, which leads him to surrender."
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 07, 2012, 08:23:13 PM
D&D Stuff
Funny story, one of my players is also used to D&D, and I had to remind him of this proviso (that the player decides the outcome) when he finished off a guy with a Guns roll that he wanted to keep for questioning.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 08:33:33 PM
I don't see that in the RAW. You can read the metaphor that way, but I don't see that being the case. That's why they ask you to determine what is you want to do narratively before you decide maneuver, block, or attack. You seem to want to put mechanics first than come up with the narration based on what the mechanics did. Again I think we are just adjudication differently. Personally I feel that my version sticks closer to the write up in the DFRPG books(but then of course I would) and yours is closer to fate core.

@Taran, I agree that that D&D frustration is terrible. But I also don't like the cheesyness of throwing a car on someone and them surviving. I think there is a middle ground. You are given the option, provided it can make narrative sense. Also remembering GM rule number 1, don't be a dick. Don't F you're players, and in return ask them to try and keep some sense of realism in the game.
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 07, 2012, 08:38:08 PM
And even then, the player's only saying, "I want to shoot at his head." There's still nothing in the rules that ever states that he has to actually hit him in the head. You could very easily narrate a non-lethal headshot taken out as, "I shoot at his head, and miss by inches, demonstrating that I can put a bullet in his eye at any time, which leads him to surrender."

No see that is the issue. In Addicted's game we have players who say I want to shoot him in the head, do not say what you said. They say exactly that. Addicted will then stop and say "that can kill them if you roll and hit them there, are you ok with that?"

They have decided the outcome prior to rolling the dice.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 07, 2012, 08:39:49 PM
I don't see that in the RAW.
So you missed the post on the page before that quoted it directly as saying:

Quote
If the damage exceeds the character’s stress track,
or occupied boxes “push” the stress off the right
side of the stress track, the character is taken
out, meaning the character has decisively lost
the conflict. His fate is in the hands of the opponent,
who may decide how the character loses.

Emphasis mine.

Quote
You can read the metaphor that way, but I don't see that being the case.
What metaphor are you talking about? There's no metaphor there. There's the RAW directly and explicitly saying that the winner of the fight decides what happens to his opponent.

Quote
That's why they ask you to determine what is you want to do narratively before you decide maneuver, block, or attack.
Determining the intent of an action is not determining the outcome of the action. By that logic, the target can't decide on a non-lethal consequence to soak the stress, because the attacker decided he wanted to shoot him in the head.
Title: Re: Funny/Epic/Legendary moments
Post by: Baron Hazard on November 07, 2012, 09:11:28 PM
Mr. Death. Addicted. Kindly take your debate elsewhere.
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 07, 2012, 09:26:03 PM
So, I created a character Nicola Tesla as a spring court knight. He is trying to find out what happened to his court and he finally gets this guy in front of him who might know what the hell is going on. Has a huge battle with him while the rest of the party is stuck outside of a huge wall. Defeats him and is about to question him. Another character (whos goal was to kill this person) uses his gun and smites him in the head, while my character is standing right there saying I wont kill him if he tells me stuff.

So that happens and my character gets real mad at this other guy. But the house is on fire and we got to get out. Tesla rips the guys head off [to do some ritual and get some info] and starts walking down the street. Fire and Police show up and arrest Tesla for murder cuz he has the guys head. Tesla decided to not do the ritual but escaped custody and got the head back.

He walks into the bar that the party has made and throws the head down in front of the guy who killed him saying "here"
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 09:29:07 PM
@ baron, chill bro. It's a board. I took it to PM though. If you don't want rules discussions, put it in the title or OP.
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 07, 2012, 09:47:54 PM
Apologies, that was a bit harsher than it should have been. I've been frustrated in general today.
Title: Re: Funny/Epic/Legendary moments
Post by: Baron Hazard on November 08, 2012, 07:42:10 PM
Same game, not so much Holy shit bad ass extravaganza, but I think it paints a pretty awesome picture:

Wizard Apprentice (hands horribly burned -6 consequence), Mortal PI with a fae-re-inforced armored cloak and nothing but his wits, Midget Were-rat armed with nothing but his tenacity, smooth tongue and a single use of a boon of summer (that by current plan he CANNOT use yet), and shinto-mystically empowered courier sporting chi-blasts and Lord FREAKING Skavis (armed with a shotgun and broadsword) standing in the elevator with that grim determined look (and the PCs who have that grim I dont want to do this look) while heading from his penthouse skyrise office to fight their way through a faerie war.

Just painst such a dramatically awesome scene to end the game on.
Title: Re: Funny/Epic/Legendary moments
Post by: Taran on November 08, 2012, 07:52:13 PM
Our wizard had a farm and a Sickly Elderly Wife as his trouble.

The last 4 sessions they uncover some big plot involving the red court.  They'd just questionned a guy, found the location of the main head-quarters.  They had to race an informant to the location before the guy told the Reds a strike team was on it's way.

So they're there, just outside the building about to bust in on the Reds when a players cell phone rings.
It's the Wizards wife:  "John, the heifer's giving birth and I can't deal with it, please come home"

Wizard rolls his eyes but, then, on the phone,

"Oh, John never mind!  Phillip is here, I'll just let him in and he'll help"

Everyone stops and stares at each other.  Phillip is another PC and he's standing right next to the wizard.

I offer him a FP and say, "just before the phone dies, you hear her open the door and invite him in..."
Title: Re: Funny/Epic/Legendary moments
Post by: Baron Hazard on November 08, 2012, 07:54:32 PM
Ooooh Taran...Evil. I LOVE it.
Title: Re: Funny/Epic/Legendary moments
Post by: Mrmdubois on November 08, 2012, 07:56:03 PM
That's amazing.
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 08, 2012, 09:06:52 PM
That is soo awesome
Title: Re: Funny/Epic/Legendary moments
Post by: Jabberwocky on November 08, 2012, 09:10:39 PM
Very good, indeed!
Title: Re: Funny/Epic/Legendary moments
Post by: Baron Hazard on November 13, 2012, 05:42:29 PM
Aengus and Dragomir slip off from the path when they here a woman crying for help. They are currently trying to escort Lord Skavis through a Seattle turned Faerie Battlezone but both courts are under orders to stop the PC's and Skavis at all costs.

The two slip off and find a woman standing on a car surrounded by Shellycobbs, shes terrified and screaming for help. They act quickly and decisively, Aengus runs up and smash a shellycob with his crowbar, and then starts to run with the whole swarm scuttling after him.

Dragomir slipped up onto the car and the woman happily pressed herself against him, profusely thanking him and kissed him. He started to feel the uncontrollable draw into her as the glamour dropped and her skin flushed green. With a focused mind, the Mortal PI continued to kiss her of his own free will as he casually and quietly slipped his .44 out of his Duster pocket and put a stelljacketed round into her at point blank.

Like a boss.


-------------------------------

The Winter Knight rides up on a war mount and surrounded by Hellhounds. The White Council Apprentice goes for a hopeful

Jordan (PC): "Hail, Knight of Winter"
Winter Knight: "Hail, Envoy of the White Council."
There is a moment where Jordan waits and then realizes "oh thats me! right!": "So uhhh.. what can we do for you today?"
(rest of the table. "wait what?" "so are we offering to help him now?" "whats -")
Winter Knight: "I have been sent by my Queen to stop you from reaching your goal and to claim Oathbreaker for her."
Aaron (another PC): "If we could not do the whole END OF THE WORLD thing?"
Winter Knight: "That would be agreeable"
(rest of the table keeps talking over him not hearing his response, except Jordan, who shush's them)
Jordan (PC): He's basically a mortal guy, right? He doesnt want the whole World to end anymore than we do...::trails off::
::Winter Knight does the hand rolling move along gesture::
Jordan (PC) continued: "but he's under a gaesa by Mab, he has to try and stop us and.. Do you mind if we confer for a moment?"
Winter Knight: "By all means"
After a moment of debate and explanation, Jordan practically yells "look, no he has to try and stop us, but hes gonna do everything he can to makes sure he loses"
Winter Knight: "Look... if you could ya know.. keep your voice down about that?"
Jordan (PC): "Sorry"
Title: Re: Funny/Epic/Legendary moments
Post by: Lavecki121 on November 13, 2012, 05:55:14 PM
My character is trying to find some information and finds out that red court vamps have it. So he goes to go and kill some. With some declarations he determines they have an artifact that two other PC's are after and gets them to come along.

The reds own a night club so he walks in and tries to find out which ones are reds. So my character takes the self compel and drops his human form for his vampiric one and slices his hand open. Tons of Vamps look toward him with malice and the humans start to flee in panic.

Session Ends
Title: Re: Funny/Epic/Legendary moments
Post by: KnightOrbis on November 13, 2012, 08:06:39 PM
One of the most epic sessions my group has ever had was when our main damage (he was an immortal swordsman of some sort) challenged a powerful lord of the Winter Court to a duel, they both ended up choosing skill. The duel ended up taking almost half an hour because neither of them could land a blow until the last few minutes because they started tagging maneuvers, but just as our swordsman looked as he was about to lose he triggered his severe mental consequence and used four fate points and killed the faerie lord (Using flurry from Supernatural Martial Arts), I believe he made four attacks with Accuracy:12 Weapon:12.
Title: Re: Funny/Epic/Legendary moments
Post by: HumAnnoyd on November 13, 2012, 08:24:19 PM
I ran two games concurrently using virtually the same version of the city as well as the same villains.  It was interesting how different the games ended up being.  But both campaigns had a similar revelation that came at very different times in the game and in very different ways.  Here is the fist one.

To set it up you need to know that the PCs had gone to get some vital information from someone and when they arrived at the library he was nearly murdered by the bad guy's cannibal thugs.  That was what tipped them off that someone in their midst was a traitor.  Below is an adventure log write up one of my players did for how the session ended:

They went over everyone who knew they were headed to meet Adrian and set about to check up on them. Since they had promised to care for Caroline in Jack’s absence, they decided to check on her first. Casey dialed her number. After a couple of rings, Kennedy answered, “Hello?”

“Hi Kennedy, its Casey.” Casey replied.

“Oh. Hello Casey.” Her voice was cool and level.

“I just wanted to call and check up on you two. How is Caroline?” As Casey spoke, he could hear Jack’s doorbell ring over the telephone line and the faint sound of Caroline asking the visitor to hold one second.

Kennedy spoke again, “Oh, I wouldn’t worry about her.” she said, her voice changing slightly into something older and unbalanced. “I think she’s going to be just fine. In fact, I’m sure she’ll taste delicious…” The odd voice started to cackle horribly and Caroline’s shriek of terror could be heard in the background before the line went dead.

Casey set down the receiver slowly. He turned to face Bruno, his face white with anger and said, “I think we found our mole.”
 


-------------------------------------------

That was pretty cool but in the other campaign they started to suspect things a bit sooner.  The traitor was possessed by an ancient spirit that was sabotaging the PCs actions.  One of he players began to suspect some of the NPCs and decided to take action to vet them and find the traitor.  Unfortunately he didn't tell anyone else of his suspicions.  Below is the log from how that turned out:

They arrived to find the house immaculate, sandwiches and salads in the kitchen and even some chocolate chip cookies in the oven. Kennedy was obviously dealing with the stress through perpetual motion. Everyone went immediately to the kitchen to dig into the spread. Except for Zeb. He obviously wasn’t too suspicious but he decided to er on the side of caution and asked Karolynn to accompany him to his laboratory in the basement.

She followed him downstairs and he asked her to step into the circle. He wanted to check something. She balked and nervously asked him why he wanted her in the circle. Keeping his cards close to the vest Zeb said that it was nothing but he really needed her to get into the circle. She meekly agreed and started to move toward it.

But at the last second, catching Zeb completely by surprise, she turned and BLACK AGNES’S spirit flowed out of Karolynn and tried to possess the old wizard with a shriek! The battle was a psychic one and completely silent so no one above would hear it. Karolynn’s body dropped to the floor and Zeb realized that he had made a major mistake. He could not hope to prevail against a spirit as powerful as Agnes. His only hope lay in being smarter. Zeb did a lot of work in his lab over the years and had installed a powerful sprinkler system in the laboratory in case he needed to put out a fire or ground out some magic experiment that had gotten out of his control. Luckily, running water also grounds out spirits. With a shriek Agnes fled Zeb’s house going up through the kitchen floor scaring the crap out of the rest of the group who were happily devouring the food that Karolynn/Agnes had made for them.

Zeb ran up the stairs into the kitchen and told them to stop eating. Black Agnes had prepared the food while in possession of Karolynn! Osamu, covered in crumbs from the excellent sandwiches turned pale while Stacy spit out a mouthful of cookies. Silvio slowly and deliberately put down the salad he had been about to eat.


------------------------
It was an epic moment of a player using his Aspect: IF YOU DON’T HAVE THE POWER, YOU NEED TO BE TWICE AS CLEVER and making a declaration with a FATE point.  I have to say it saved my ass as a GM.  I had no idea what to do next if Zeb would have been possessed. 
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 13, 2012, 08:41:00 PM
I think my two favorite moments in the games I'm running so far are a wizard taking out the driver of a drive-by by hexing the airbag into deploying (the OOC exchange went, <Wizard'sPlayer> Does the car have an airbag? <Cop'sPlayer> ...I love you.) and the same wizard hijacking the Erlking's Chariot to get back a stolen magic sword (and prevent the Hunt from going through downtown LA) in my one game.

In the other, one of the best moments was when the Warden character was looking into the possibility that his mentor, who was thought killed by the Red Court in Cairo, might be alive, but captured. Because the Reds were patrolling the Ways, he had to hitch a ride with someone to get South of the Border, and in the process was talked into buying a gourd in a throwaway gag.

Then, several sessions later, the Warden's investigation ends up with him getting ambushed by a dozen were-panther warriors in league with the Red Court. The Warden's player decides to hit the first one with the gourd--which I had forgotten about up to this point--and rolled well enough to take the guy out in one shot.

In another instance, the Warden and a Temple Dog were stuck in Faerie, and were trying to find their way in a market between Summer and Winter. The Warden had been Compelled away from his sword for the scenario (which started with him waking up hungover after taking an elf to a dance club), so he went to a dwarven smith to procure another. The dwarf was asking several hundred gold pieces for a sword he said was wielded by Brynhildr. The Warden goes, "Do you take debit?" which does not amuse the dwarf.

On the other side of it, the Temple Dog is browsing and--through a dialogue-less exchange of sniffs, headtilts, and barks--buys a large bone from a wolf spirit with its own stall on credit. As they're leaving the market, the exchange goes...

<Warden> Where did you get that?
<Dog> *tilts head toward the market, chuffs*
<Warden> ...Did he take debit?
<Dog> *nods* Awoof.
<Warden> Son of a...
Title: Re: Funny/Epic/Legendary moments
Post by: Addicted2aa on November 13, 2012, 08:51:39 PM
<Warden> Where did you get that?
<Dog> *tilts head toward the market, chuffs*
<Warden> ...Did he take debit?
<Dog> *nods* Awoof.
<Warden> Son of a...

Classy.  8)
Title: Re: Funny/Epic/Legendary moments
Post by: blackstaff67 on November 20, 2012, 04:16:37 AM
We're traveling from Indiana to Chicago.  We as in me (sorceror), a White Council wizard and a Werebear.  One hour from Chicago out white wizard buddy decides to dial the number on his cell phone (after crafting a magic circle to keep magic out and see who answers.
"Hello?"
"Yes, this is the office of Harry Dresden, PI."
Me: "Who is this guy?"
My wizard friend: (To me) "A Warden." (To Dresden)"Yes, we were given this number by a mutual friend in Bloomington..."
Me, Self-Compelling as Aspect of mine: (Loudly) "We don't need any official White Council entanglements!" (I rub out circle, breaking it and allowing magic in, causing the phone to short out).
GM: Okay, you both just got the temporary Aspect "Harry Dresden is pissed at me."
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 20, 2012, 04:30:30 PM
[nitpick]Technically, it's the wizard's magic that would make the cell phone blow, so a wizard putting himself in a circle with the phone wouldn't do anything to help.[/nitpick]

I think my most "legendary" moment was the first time I got my players to go "Oh, crap." I had just taken over as GM for a campaign I'd been playing in. My character is a Valkyrie with Supernatural Toughness, a shield, and Weapons at Superb, so it had been a running gag that nothing short of a semi would actually be able hurt her (and even then, only if it snuck up on her). Before I'd taken over, the last my character was seen was going into a house suspected of being a Black Court scourge.

Over the next couple weeks of games, I got the rest of the characters' plot lines up and running and mostly coherent and was finally able to revisit what my character had been up to. The other characters found her grappled by what's likely to be the campaign's Big Bad--a Black Court Ruhk calling herself "The Queen--who had the Valkyrie by the throat and had taken her sword. As they talk, the Valkyrie makes a lucky roll and breaks the grapple, so the PCs (a cop and two wizards) let her have it, blowing the roof off the building as two high powered fire spells go off.

The Queen turns out to be far too fast for any of the bullets to hit and--to the wizards' shock--has an Item of Power making her immune to magic, and she promptly skewers the valkyrie on her own sword before she goes, leaving the most durable member of the team broken on the floor, while the biggest hitters on the team didn't even muss her hair. But what really made it hit home was just after the session, in the OOC chat:

Quote
<Mr_Death> Also, FYI: What happened to Brenda was entirely by the numbers. A few weeks ago, I busied myself rolling out her whole encounter. THe Queen ended up filling up all eight of her physical stress boxes and -all three- of her consequences. Without Brenda ever laying a finger on her.
<@[Helen]> Yikes
<[Roman]> Holy christ.
<[Maria]> Jesus fuck
<@[Helen]> Whelp, we're boned
Title: Re: Funny/Epic/Legendary moments
Post by: KnightOrbis on November 20, 2012, 07:55:18 PM
thats pretty epic lol, maybe you made the Black Court a wee to strong for your group.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on November 20, 2012, 08:03:52 PM
thats pretty epic lol, maybe you made the Black Court a wee to strong for your group.
That was the idea. This particular vampire is supposed to be far stronger than the rest of the vampires they've encountered before or since. That said, if she didn't have that item of power, she'd have been toast. One of the wizards can regularly throw around 6-9 shifts of power in fire, and had a handful of fatepoints to burn.
Title: Re: Funny/Epic/Legendary moments
Post by: Jack B on November 20, 2012, 09:50:53 PM
The party was extracting a group of scientists that were working in a secret underground lair controlled by, what turned out to be, an almost plot level challenging Black Court vamp.  During the scuffle with the minions the alarm went off and the vamp was on its way.

The group decided to stick around and fight.  The warden, who’s main offensive spell is to use air to pick up random objects and throw them at his target, puts up a ward while the other members of the party helped to make it a very strong one (the strongest that the campaign had yet seen).  The BCV shows up with a pack of hell hounds and disintegrates the ward with one wave of its hand.

The PCs look at each other and decide to run.  They go into the room with the scientists where the warden opens up a portal.  The party’s shapeshifter holds off the pack while the scientists make a run into the portal with the party’s swordsman. 

Meanwhile the BCV enters the lab as the shapeshifter jumps into the portal.  The Champion of God, seeing that the party won’t make it Concedes in the following way:

“Michel burns with the power of God and throws himself at the BCV.  Midway to the vamp he miraculously transforms into Holy Water and envelops the vamp.”

After some discussion between the group, the GM agrees and Michel is killed.

The BCV is horribly wounded with eyes burning for revenge. 

The warden, the last human in the room filled with hell hounds and the injured BCV, steps forward and does what he does best, he invokes a zone attack using the droplets and mist that were once his friend Michel and whirls them around the room in a huge attack that used up his remaining fate points and consequences.

The shapeshifter reached in and dragged the unconscious warden into the portal which promptly closed.

We changed GMs after that session but we kept the same PCs so we never did find out if the BCV was destroyed.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on December 10, 2012, 05:03:01 PM
Last night's session was almost entirely a fight scene, but it was probably one of our best--while the bad guys only landed a couple solid hits, the players had to adapt and get creative to win, they got a real kick out of the enemies, and I think I've finally gotten them out of the "roll an attack every round until the thing dies" approach.

To make a long story short, the party is a Warden, a wizardess/seer in training, a half-demon, a corruption spirit, and an amnesiac who they rescued from the Red Court and who can throw fire from her hands. While seeking out information about the latter, they're approached by four Kappa demons--one wearing blue-lined samurai armor and wielding a Sephiroth-scale katana (Mozart), one wearing violet robes and wielding a Naginata (Beethoven), one wearing little but blood red strips of cloth with Wolverine-style claws bound to his hands (Salieri), and a fourth wearing light wooden armor highlighted in orange and wielding a Kusari (Bach).

Yes. Ambushed by the Ninja Turtles. When my brother (playing the Warden) recognized the theme naming, he facepalmed, which I consider a victory in and of itself.

It quickly turned into a vicious melee--Mozart dueling the Warden (with a compel to keep it sword to sword, they were evenly matched), while Beethoven did his best to shut down the apprentice, Salieri took on the half-demon, and Bach tried to trip up and re-kidnap the amnesiac. I'd deliberately put most of their combat stats at 4 or 5, with a stunt or power thrown in here and there to boost them to 6 (like Mozart, who rolled his defense from there).

After the first couple rounds, the party had survived a couple of near misses (some courtesy of hasty invokes), but hadn't done much in the way of damage, when they finally started getting creative--the apprentice was able to blind Beethoven, opening him up to an attack from the half-demon, while the corruption spirit played havoc with the arena. The amnesiac ended up Blocked by Bach, her hands bound by the chain of the Kusari--until the player declared that since metal conducts heat, she could just send fire through -that- and the player invoked some earlier fallout to draw in heat from an accidental fire to boot, both things that I simply hadn't considered. The Warden was able to make a handful of declarations and--with a defensive stunt of his own--was able to beat Mozart's defenses. Then the corruption spirit hit him with just barely enough mind-whammy to knock him into a Severe consequence, after which his team conceded (the terms being that Mozart would not bother them again this scenario if the rest of his brothers showed up, and they had time to question him).

All in all, a satisfying fight on both sides, interesting enemies that my players want to come back and fight again, some good exposition, and now they're asking me to stat up Splinter for next time.

Funniest part of the session: The spirit's attack on Mozart came right after the Warden wounds him with a cut above the eye and along his arm. Mozart responds to the mental attack by falling to his knees and crying out in anguish. The Warden blinks and goes, "Oh come on, the cut wasn't that deep."
Title: Re: Funny/Epic/Legendary moments
Post by: admiralducksauce on December 10, 2012, 10:02:46 PM
Quote
four Kappa demons--one wearing blue-lined samurai armor and wielding a Sephiroth-scale katana (Mozart), one wearing violet robes and wielding a Naginata (Beethoven), one wearing little but blood red strips of cloth with Wolverine-style claws bound to his hands (Salieri), and a fourth wearing light wooden armor highlighted in orange and wielding a Kusari (Bach).

YES. ZOMG YES.

If you don't mind, I need to steal this. Did the kappa have the little bowls of water on their heads?
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on December 10, 2012, 10:07:57 PM
YES. ZOMG YES.

If you don't mind, I need to steal this. Did the kappa have the little bowls of water on their heads?
Yes, but with coverings over them so the water doesn't spill out easily.

And go ahead and steal. I wrote them up here (http://www.jimbutcheronline.com/bb/index.php/topic,22322.msg1606422.html#msg1606422), in fact.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Ghostbuster on December 10, 2012, 11:22:43 PM
The very first session my group played. It started with the group's only Pure Mortal at a club, dancing with a cute girl. The pure mortal is an "Elusive Drifter", two of his aspects are "Blinding Ego" and "Dangerously Passive Aggressive". So, he's dancing with this girl when this big guy in a suit pushes him roughly aside and cuts in. How does he respond? He immediately sneaks up behind the guy and sets his coat tails on fire. The scene ended with the big guy (who turned out to be a Red Court vampire) and a bunch of his buddies taking the Drifter out back and beating the hell out of him.

Flash forward and his date is being fished out of the river and my character, an ex-soldier and Newly-Cloaked Warden ends up investigating. Long story short, he calls in an old colleague for backup, an Aura-Seeing Detective when the investigation leads to the local Summer Court. They end up heading to the Nightclub's Ballroom night undercover. Meanwhile in a parallel storyline the Drifter and his friend the Alchemist Hacker are trying the track down the guy who beat him up (the Red vamp) so he can "kick his ass".

So, it's a high-class ballroom dance. My Warden is in a tuxedo (packing a concealed hold-out pistol) and the Detective is in a beautiful gown with a small set of throwing knives. We're stealthily investigating the joint. Its all very classy and James Bond-ish. In bursts the Drifter (wearing a tattered canvas duster) and the Hacker (bright green hoodie). The Drifter walks up to the bartender and calls him a "Stupid, frog-humping @sshole f*cktard." All four of us immediately find ourselves surrounded by Red Court vamps. The GM politely informs us that we are not ready for such a confrontation and advises us to run.

Both the Detective, who has the aspect "Protective Mama Bear", and my Warden, who has the aspect "Tortured by the Red Court" both immediately decide to stay and fight so the GM tosses us both a fate point each. The Drifter immediately bolts and leaves us all behind and the Hacker self-compels his "Know Idea How Much I Don't Know", tries to help but ends up setting off the sprinkler system (rendering my Newbie Warden's magic virtually useless). So, the Drifter abandoned us, we have mortals fleeing in every direction, water grounding out my Warden's magic and we are surrounded by vampires.

How does it all end? With four dead vampires, a captured bartender,a bloodied detective,a tired Hacker, a soggy Wizard and a flooded Nightclub. It was a good night.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on December 24, 2012, 02:29:15 AM
One of my players, early in the campaign, played an Egyptian Temple Dog with entropic powers. From early on, I'd planned to run a scenario around the Phoenix myth, and have it be that the group had to go to Heliopolis, which is in ancient Egypt. I joked early on with the player that it would be hilariously ironic if the temple dog knew what was going on, where to go, and how to get there, but couldn't tell anyone else.

He stuck around for a couple scenarios before he found playing a dog too difficult to roleplay, and switched, to a wolf-person spirit.

So now I've gotten to the Phoenix scenario, and the group's found out where they have to go, but don't know how to get there. Until one player remembers the Egyptian Temple Dog, and I remember that the wolf-person spirit has Echoes of the Beast, and therefore can probably talk to the dog.

So now a Warden of the White Council is trying to get a dog on the phone to ask directions.
Title: Re: Funny/Epic/Legendary moments
Post by: Oblyss on December 28, 2012, 09:56:04 AM
Ninja turtle parodies

That is hilarious. I only just started playing so I don't have many stories yet.

The first mission was to help a changeling girl escape her father, Jack Frost, who wanted her to turn full faerie so she wouldn't die of old age. And the problem was, she had managed to get herself indebted to him.

My wizard ended up managing to negotiate her debt with him saying that he wouldn't force her to become a faerie, she wouldn't choose to become mortal, and she'd come live with him for a year or so to give him time to convince her to become faerie and see life there isn't so bad.

We got back to the church where she was hiding and started talking and explaining how it was in her best interest. She finally agreed. Then my character said, "Well in any case, he never agreed that she had to go live there immediately."

My GM suddenly face palmed.
----

Then in one of the next sessions, I had human thugs trying to assassinate me. This involved my car not starting, later finding out it didn't start because the ignition was rigged with C4 and my wizardness broke it.

Then they caught me stealing bones from a museum and tried to shoot me up. I later found their friend's hide out, knowing the secret knock I decided to blow the door down anyway and do a Dresden style entrance like at Marcone's diner.
(click to show/hide)

I tried to intimidate them, the GM said they were too dumb to know they should be scared and tossed me a fate point. Negotiations for information fail. I threaten them some more and Rod says, "Ha! You can't hurt me!" Then he held up a crucifix in my wizard's face.


I busted out laughing at that point, the rest of the scene was less of a joke. Even my GM declared that Tod must be "On a mission from God" rolling +4 on all his dice to avoid my enchanted bullets(I had at this point been punched in the face for 3 straight stress, and this is also what lead to me training my athletics up a bit higher and reconsidered my life choices. So I was less worried about breaking the first law, but I was aiming low..)

I managed to get some spirit armor up before any more blows hit me, and at that point they realized they weren't going to hurt me again and they decided to talk. Which eventually ended up being:

"Oh we were hired by the local red court leader."

So that's how today's session ended. And now my wizard has 8 hours to plot an assassination of the Local Red Court leader and frame someone else for it if they want to kill her. We've set it up so she's not an important/smart vampire, but she's a mouse trap set by actually important red courts meaning they'll come down on whoever kills her.

Title: Re: Funny/Epic/Legendary moments
Post by: Ulfgeir on January 01, 2013, 04:14:48 PM
Funny moment we had in the campaign I play in..
All characters are students at the university of Boston, and live on campus.

One character, a normal human who is a bit of an agitator always looking for various causes, was supposed to go on a date with a guy from the computer-club as a sort of payment for him helping her get lots of info. Another character who was an emmissary of power (for Ferrovax) decided to play a bit of a joke on her. So, on the date, the guy from the computer-club took the girl to a movie. A bad cheesy horror-movie. The emmissary of power had managed to get hold of a love-potion (with a short duration), and followed the couple. He manages to sneak in and get said potion into her drink. Then he hangs back and watches.

Things didn't quite go as planned. The agitator, ended up paying attention to a young(er) girl sitting besides her instead, as the guy from the computer-club was totally ignoring her. So the two girls left the cinema, without the computer guy noticing. They then went to a cafe and started chatting. The younger girl had a total crush on the agitator. Sadly the player there metagamed a bit too much and wouldnt let anything happen. So when the effect of the potion wore off a few hours later, the agitator, excused herself and ran away, leaving a devastated 17-year old girl with a huge crush and a bit of confusion behind.

The agitator later went to the local pub at campus. The emmissary of power, worked there as a bartender. He chatted a lot with her, claiming he could see that she was very upset. For extra giggles he made sure the song "I kissed a girl" by Kate Perry was played a lot that night in the pub. The agitator of course couldn't put two and two together about what had happened.

And yes the 17-year old started stalking the agitator, sending gifts etc.

To make things even better, the agitator later talked to my character (focused practitioner specializing in Divinations) about what had happened on the date, but only giving the girl's first name. I basically told her that well, she might have been the victim of a supernatural attack, or could have been something at the theatre that didn't even target her. But as it had been quite some time between she told me and it had happened I couldn't find out anyhting, as the effect had long since wore off. My character later got to know the 17-year old girl who turned out to actually have powers. (Fellow member of the paranet. The younger girl could do pyromancy but lacked control. Hmm, that sounds familliar). She told my character of her unrequited love for another girl but without naming names at all. So my character doesn't know that it is the same person, and being a romantic goth girl of course encourages the 17 year old girl...
Title: Re: Funny/Epic/Legendary moments
Post by: Haru on January 01, 2013, 07:42:05 PM
Not really an ingame scene, but quite awesome anyway:
A player of mine ha made a new character, a white council wizard at chest deep level. When it came to name the character, he chose "Tiberius Grimm", and I immediately asked "Related?". He looked at me quite puzzled for a moment, trying to figure out what I meant, then realization struck his features, and his mouth opened in a "too awesome to speak" sort of way. This filled the character with all kinds of ties, hooks and backstory in just one simple question. We were very pleased. :)
Title: Re: Funny/Epic/Legendary moments
Post by: Ulfgeir on January 06, 2013, 10:55:32 PM
And today we learned just how bad things can get when a powerful wizard/witch deliberately hexes something. In this case the witch was my characters girlfriend (an NPC with a lot higher refresh-rating and magical abilites), and her family had sent mercenaries to kill her for breaking with the family. What happened was that the npc hexed a helicopter that the mercenaries had used to gain entrance into the apartment through the windows in typical SWAT-style. Let's just say that between gravity and a helicopter where the rotor suddenly stops working while it is flying, gravity wins heads down. That helicopter crashed spectacularily bad.

And yes said NPC had already before this broken some of the Laws of Magic, so I have a certain feeling that the Wardens will come looking again. Prior to what presceded that attack, my character knew nothing about that, so could get a free pass as she hadn't done anything with magic that was even near to breaking any of the laws and was actually totally innocent (mortal authorites might disagree if they connect the dots that she had been present when some of the other characters engaged in violence, or when we stopped a really powerful ritual earlier, but where some people died). But I do think they will take a dim view of not turning in a known lawbreaker after she learned about it.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on January 25, 2013, 03:16:09 PM
Big ending fight to a scenario. Will give details later, but for now, a bit from our OOC chat, said to a character playing a pixie:

<[Karci]> The entire fact that you hit, and caused damage with, a piece of chicken should make you proud
Title: Re: Funny/Epic/Legendary moments
Post by: bobjob on January 25, 2013, 04:37:31 PM
One epic moment that is still spoken about a year and a half later...

One of my players had statted up a holy hobo (named Lucky) who had very high social skills, but would get the fact that he was homeless and a little unkempt, and smelled like the street thrown in his face (social compels ahoy!). The group, made up of said hobo, a chinese wizard, and two demon scions (one of which works for a Red Court affiliated gang, her name is Syrena) are hiding out in one of the gang's safe houses. They are running from a were-bear enforcer who they had just thwarted from beating their new client to death.

In the safe house, Lucky is on watch. He hears a noise outside the door, but had been told not to answer the door and to pretend nobody is home. Against the urgings of the other players, Lucky peeps past the curtains and sees this mangy little dog holding it's paw up like it's been injured. I compel one of his aspects (I can't remember which one) but basically I told him "You see a lonely soul outside, one hurt and dirty and abandoned... probably much like how you feel sometimes in this city. For a Fate Point, will you let him in?" Lucky accepts the compel and the dog comes in and starts licking his hand and whining all happy like. The whining wakes up Syrena who comes out and starts to berate Lucky for letting the dog in. After a few minutes, the dog manages to win itself into her heart as well. It even walks over to the door, sniffs, and then growls. Everybody gets quiet as they are waiting for something to happen. The tension finally dies down when the dog walks back over wagging it's tail.

Syrena takes over watch and Lucky goes to give his dog a bath. After the bath, he falls asleep with the dog snuggled up next to him. As soon as he's asleep, the dog moves and then shifts... it's actually a skinwalker who is the main villain in this campaign. The werebear works for him and after the goons lost their mark decided to get involved with a little ritual tracking spell. The skinwalker shifts into a rat and moves across the hallway, but gets spotted by Syrena, who follows it into the bathroom where it disappears into a grate. She resolves to call pest control in the morning.

Cut to a few minutes later where she hears some odd muffled noises coming from the room where her client is asleep. Syrena opens the door to see a pillow-just the pillow-pushing down over the client's head. Pushing down so hard that his head is about 8 inches into the mattress  and his feet are kicking up into the air. Syrena makes an alertness roll and manages to see through the weak veil (although subsequent characters do not). She takes out her knife and starts to wrestle with the skinwalker, who increases his strength and wrestles the knife from her (another compel, which she accepts). She wants to wrestle it back and jumps forward to grab the handle. The other players rush into the room in time to see what appears to only be Syrena driving the knife through the pillow and in to the head of their client.

It was a beautiful moment for me and the point that I determined that I really did enjoy the Fate system. I still get crap for taking away Lucky's hobo dog.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on January 25, 2013, 08:48:25 PM
So, elaboration time. This was the culmination of a 20-session scenario, by far the longest single scenario I've had in any of my games, chiefly because the White Court are slippery, sneaky, deceitful bastards so unraveling the web of who was backstabbing whom took a long-ass time.

The final fight involved two fronts--a Warden and Valkyrie stopping a bunch of Black Court villains from disrupting Inari Raith's wedding on one front; on the other, a cop, two wizards and a pixie stopping a pair of traitors to the White Court and their Black Court backer from sneaking into the reception area and stealing one of the wedding gifts (a powerful book of Norse spells that had been stolen from an NPC earlier).

The Black Court Knight (they go with a chess theme) had been riling up the Cop earlier in the scenario--dropping by to watch the cop's daughter's softball game, asking which one she was, etc. And then shows up to the reception wearing a ballcap from the girl's team, which sets the cop off, and a bizarre and eccentric melee ensues (the Knight is...odd. Among his arsenal of weapons is bouncy balls) that tears up the reception hall. As this happens, the pixie's player declares that on the menu is garlic chicken, and the pixie veils, grabs a drumstick, then tags the veil to ambush the Knight and cause a three-shift hit (well, two-shift, but rolled up from previous stress), much to the Knight's surprise.

Eventually, that end of the fight concludes with the cop, having had enough, tagging one of the Knight's consequences, a blindness aspect, and invoking his own aspect to boost his roll by +6, and ends up rolling all +'s on the dice for a roll of 15. The steel shot (he'd been expecting Faeries) blows off the entire right side of the Knight's ribcage, and one of the wizards declares the steel's in him, and slaps him with a magnetics block to keep him pinned. The party allows the Knight to concede, with the terms of not showing up for at least two scenarios, and taking an Extreme consequence (losing his arm, being terrified of the cop now). One of the White Courters grabs the book and flees, only to be arrested by some of the cop's buddies, while the other (who had tried to frame Lara) is left for Lara herself to deal with.

On the other side of it, the Valkyrie is busy lopping off vampire heads, while the vampires' wizard tries to get through the wards the Warden had set up around the wedding. To get around a block on attacks, the Warden gets creative and starts flinging vampires into the sunlight--starting with the one named vampire, a thinly veiled pastiche of my own PC from a different game, for which the Warden's player is the GM. ("You've been waiting to do that for a long time, I take it." ":D") The vampires' pet wizard (who has been nicknamed Doc Brown and who speaks like Mordin) veils and gets the hell out, and the other vampires flee...just as the White Court wannabe King of a rage-eating house (whose son the Warden torched several scenarios ago) shows up.

He reveals two things: First, that he had been waiting for the Warden to wear herself out fighting the Black Court, implicitly admitting he'd set up most of the scenario's strife in the first place. Second, that he knew the Valkyrie's weakness and had informed one of her own enemies of it earlier--and this he reveals by beating her senseless in a single turn, having been quietly hitting her with Rage maneuvers during the previous fight.

Of course, he had miscalculated, and was unaware the Warden still had some juice left--as well as three fate points, which the player spent all at once (and declaring that the mistletoe oil he'd used on the Valkyrie has soaked his arms) to blast him with an absurd amount of fire while declaring she was, "sick of your White. Court. Bullshit!" The total shifts of stress he took meant he would need an Extreme consequence to survive, and, well, he didn't.

The scenario ends with a quick q/a session with Lara on a few things (final fates of the White Court traitors, for one), and one of the characters getting a startling--and entirely on the ball--realization: Not only did Lara end up benefiting from the whole scenario, but she set it up in the first place by hiring the Warden, knowing it would goad the Rage King into rash action.

And then we all vowed to leave the White Court the hell alone for a good while because damn they're a confusing bunch of bastards.
Title: Re: Funny/Epic/Legendary moments
Post by: bobjob on January 25, 2013, 10:07:06 PM
Not only did Lara end up benefiting from the whole scenario, but she set it up in the first place by hiring the Warden, knowing it would goad the Rage King into rash action.

And then we all vowed to leave the White Court the hell alone for a good while because damn they're a confusing bunch of bastards.

Yay, you used a Rage King too. I've created a Rage King and plan on using him in my own game. :)
Title: Re: Funny/Epic/Legendary moments
Post by: Mrmdubois on January 26, 2013, 08:35:34 AM
Rage Kings are all the rage.
Title: Re: Funny/Epic/Legendary moments
Post by: Dr.FunLove on January 27, 2013, 03:58:46 AM
@Mrmudubois: Sounds like a bad pun my brother might say...damn pun masters...
Title: Re: Funny/Epic/Legendary moments
Post by: Mrmdubois on January 27, 2013, 06:06:42 AM
Runs in the family.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on January 28, 2013, 08:58:37 PM
Last night was a fun session, the climax of my other game. Again, the climax was on two fronts (I tell you, challenging a party is much easier when you can break it down into groups of two or three).

The group was trying to get an amnesiac phoenix-woman to Egypt in time for the Summer Solstice (specifically, a temple in Ancient Heliopolis, which is important to the Phoenix myth).

They arrive in Egypt and I throw out a bunch of compels--the Phoenix and the Seer have to hurry to reach the ritual site, a spirit (who'd made a deal with a villain selling the seer for her life) was compelled to join them and make up for that deal; the Warden, however, was compelled to stay and fight (but doesn't know what, yet). They step out of the Way, and are greeted by the another character...who immediately decks the Warden, who was greeting her with open arms.

I'll note here that said party member, a half-demon, had dipped off for her own side adventure that only one of the other players was around for, and the other two never asked about, where she was ambushed by a villain exploiting her demonic nature, putting a powerful binding spell on her to discard her humanity. The Warden's player missed this session, and had no idea what was coming. The half-demon's character, however, had been eagerly awaiting it (and even more eagerly for a different reason, when the Warden's player was absent unexpectedly and we had to postpone the game).

The Phoenix and Seer jack a Harley Davidson and make a break for it, pursued by two demons and the aforementioned villain, who leaves the Half-Demon behind with a trio of Hecatean Hags to beat down the Warden. As part of it, the Half Demon transforms into a winged, clawed, hooved demon.

So on one side, we had a thrilling highway chase, and on the other, an emotional confrontation between friends. The former includes the villainous warlock and the Seer trading spells until the Seer tags him with a bolt of lightning. At which point I mention to the Phoenix's player that she spots the back of a ramp truck up ahead.

Now, part of the amnesiac's deal was that I'd been compelling the character to not reveal her true nature or powers because she didn't remember, letting them come out a bit at a time, and I wanted to save the best for last. So that side of the fight ends with her jumping the ramp, ditching the bike, grabbing the Seer, and sprouting flaming wings to make the trip to the temple. A nice touch being the painful transformation of the half-demon contrasted with the painless, glorious wings of the phoenix.

On the other side of it, the Warden manages a few solid maneuvers, which he tags as a compel to a soulgaze with a little help of the half demon's adopted father (who sneaks up on and blows one of the Hags' heads off). Through the soulgaze, he manages to free the half-demon's mind, and they quickly make short work of the Hags, leading to one of the more genuinely emotional and touching moments we've had so far in the game.

It was hilarious watching PVP--at one point there was seriously a chance of three or four fate-point-based rerolls all on one turn. And I've discovered my players seem to like playing the Boss Fight sometimes--one of the best moments in a previous game (in the Mega Man X verse) had the party tank unexpectedly turned on the players.
Title: Re: Funny/Epic/Legendary moments
Post by: Wyntonian on January 28, 2013, 11:35:59 PM
This is why I play DFRPG. You, sir, are awesome.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on May 29, 2015, 03:13:00 PM
Last night, as the Fenris wolf spent half the fight distracted by conjured up Kanye West shades and getting The Song That Doesn't End stuck in its head, I was reminded why I let one of the players play a pixie.

During the finale climax of my longest running game, the players were up against Ragnarok; one wizard one-shotted a goddess (after spending the whole fight maneuvering), three of them (an Egyptian temple dog, a werewolf, and the aforementioned pixie) took down the Fenris Wolf, and then they banished Nidhogg back to Hel with a MacGuffin, the power of friendship, and an eldritch abomination that had been living on the other wizard's head for the last several games.
Title: Re: Funny/Epic/Legendary moments
Post by: zakmo86 on May 30, 2015, 08:05:43 PM
I'm the GM of a Roll20 game and have a player whose character is a Spirit of Loss (or Regret). The Spirit has lost its memories and the player plays it very cheeky and brash. Especially where corporeal creatures are concerned.

During the final session of a story arc, the group was facing down a warlock who was attempting to summon an Outsider. Before the session, I gave the player a choice between statues his character could possess to use in the battle (a la Bob and lion statue in Skin Game). He chose a Buddha statue. Two players in the group snuck into the warehouse-lair of the warlock, while the Spirit/Buddha smashed his way through like an enlightened Kool Aid Man. The first round of minions he encountered ran away out of confusion and fear rather than being taken out from physical conflict.

The game gets better. As the other players are attempting to take out the warlock and his last minions, the ritual to summon the Outsider finishes and a portal to the Outside opens inside a magic circle. The other players are trying to figure out how to safely close the portal behind cover as the warlock and crew rain down magical attacks. From out of nowhere, the Spirit/Buddha rushes the portal, breaks the circle and launches himself at the Outsider. He narrated his high Athletics roll as him throwing himself through the portal, tackling the Outsider before it could come through to this side. For just a moment, I sat there with my mouth hanging open, thinking, "He just killed his character..."

But the player has one more trick. Earlier in the game I gave him and another player pins from the Summer Court that would transport anyone pricked by them into the court of a powerful Summer sidhe who was seeking a pair of twin sorcerers that had been brainwashed by the warlock. The players were suppose to save the twins and deliver them to the sidhe who would offer sanctuary. The player "pricks" the statue with the pin, transporting him to the court of this sidhe.

I stumbled through the rest of the combat in shock and glee. It was the funniest, most epic moment so far. It launched a new story line I hadn't really thought much about and now there's a Buddha statue collecting moss in the lands of Summer. In another session, the same player surprises me when he asks the spellcasters in the group to help him with a ritual to turn a portion of the NeverNever into his demesne. They were successful and now the game is going a completely different route than I first imagined.

This guy constantly surprises me in the best ways possible.

Z
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on May 31, 2015, 02:41:47 AM
Before the session, I gave the player a choice between statues his character could possess to use in the battle (a la Bob and lion statue in Skin Game). He chose a Buddha statue. Two players in the group snuck into the warehouse-lair of the warlock, while the Spirit/Buddha smashed his way through like an enlightened Kool Aid Man.
I've been giggling like an idiot at that description for the last few minutes.

Thank you.
Title: Re: Funny/Epic/Legendary moments
Post by: Ruan on May 31, 2015, 12:58:50 PM
We've had some fun moments in the campaign that I've run.  I'd need access to one of my player's notes to really post up (he has a list of the best quotes from sessions).

Buuuut...

Probably some of the most fun came from what I chose to use as a 'first boss', letting the players (and to a lesser extent myself) figure out the game.

Basically, I created mogwai - as in, classic Gremlins movie style, don't feed after midnight, don't get wet, mogwai (with liberties taken - for instance, they need to deliberately choose to breed instead of it happening automatically).  Their leader was powerful enough to use a glamour and ran a Chinese restaurant with... dubious ingredients.

At that time, we had two apprentice wizards, a were-ox, and one I can't remember what he was playing.  They ended up getting into a fight with the mogwai in the forest, which could've been bad for them... except (with no 'fudging' from me) the mogwai were constantly, consistently failing miserably at everything they did.  With fireworks and traps and everything.  Which worked perfectly, because epic fail is kinda what gremlins do best, even when it's happening to them.  Eventually they defeated them, and then eventually their boss as well, but it didn't end there, somewhat to my surprise.

They ended up... well, not exactly adopting, but took in one of the mogwai.  They ended up calling him Mog, since when they asked him what his name was he said "Mog... wai?"  Effectively, one of the apprentices ended up taking him in, and he lived in the fridge.  It was something of an ongoing joke for quite awhile, because every so often he'd pipe in from the fridge and they'd shut him up with a corndog.  And he kept getting bigger, and bigger...

Later on in the campaign, a black court vampire attacked the house - they didn't think Mog was safe, so they told him take all the corndogs and run down to the river.

... yes, they told a mogwai to run outside at night, to water, with a bunch of food.

Soooo they dealt with the black court vampire, and then the vampire's master... only to soon after hear about strange sightings and disturbances down by the river.  Sighing, they geared up, and went to investigate... to find Mog holding a rave in a run-down old shack, MUCH bigger, very urbane (think Brain-Gremlin from Gremlins 2), with a bunch of smaller mogwai following after him.  After a bit of talking, they find out that the ones causing the disturbance is a splinter group that broke off from Mog's 'tribe'.

They investigate (it's winter at this point, by the way), and they end up confronting Wai - the leader of the splinter sect.  It turned out that the main reason that they split off from Mog's tribe was that they don't like corndogs - HERESY!  Only problem was, instead they were hunting livestock and the occasional pet - given time, it might have even escalated further.  The group challenged the tribe to a fight, but they didn't want to hurt them, and the mogwai tribe was more in the mood for mischief and fun anyway...

Cue epic snowball fight that lasted the last half of the session - the kind that can only occur when one of the (by now) wizards in the party is a water mage.  Who, of course, won in the end, getting Wai with a huge snowball and taking him out.

After the more serious arc prior with the master black vampire, the players all appreciated the breather, and had a lot of fun with the session.  Much laughter and shenanigans were had, they got some solid roleplay in, and they had a combat where no one actually got hurt.

Fun times.
Title: Re: Funny/Epic/Legendary moments
Post by: Powderdry on June 27, 2015, 04:59:56 PM
One of my characters is an earth mage with a penchant for gravity. He likes to turn gravity off for certain players when they did something stupid. He made two of the party members into balloons.
Title: Re: Funny/Epic/Legendary moments
Post by: Lakaz on August 12, 2015, 05:52:51 PM
So i was running a game set around the fae, set in a sort of blend of the Dresden Files universe and The Secret World. A summer fae hired the Phoenicians (Kind of a much, much less scrupulous version of Monoc Securities) to kidnap Jack Frost and the Green Man of the Spring during the solstice to interrupt a ritual to end summer and begin winter in the world.
We had four players, only two of whom are relevant to this story. We'll call them Player 1 and Player 2. Player one was an active member of our group, playing a sort of elementalist/spirit talker who communes with the elements, and also the face of the group. Player 2 was married to player 1 IC'ly and OOC'ly, being her husband, and was clearly just along because his wife asked him to come. For the opening first half of the starting session he pretty much said nothing, when intereacted with he mostly shrugged and murmured something non-commital. I was cool with this, he made it pretty clear he didn't much want to be here (Although he was never rude about it) and i didn't want to force him to play if he didn't want to so i eventually stopped trying quite so hard to get him involved.
Anyway, right at the end of the game the party came across a squad of phoenicians out in the woods with a campervan, having crashed into a ditch. The party came along pretending to be passers by looking to help whilst really looking for clues inside the van, and a social encounter started, the party trying to keep up the act of just being some passers by (And finding nothing but a bunch of digging equipment, like shovels and whatnot). Player one failed a few rolls and one phoenician punched her inside the van and drew a gun. At this point we hear a voice, IRL, going "I hit the phoenician on the back of the head with a shovel".
It was player 2, and i swear to god everybody looked around for a moment or two wondering who was speaking, because nobody had heard him properly speak all game. He continues "They had digging equipment right? So i hit him on the head with a shovel". As it turns out, there is ONE way to get player 2 to take part in the game: Threaten his wife, if only ic'ly.
A roll later and the phoenician is unconscious and the other slips away (There were only two), and the group decide to question the phoenician and player 2 goes into full-on "Psycho cop" mode, putting a bucket on the phoenician's head to blind him, striking the bucket a few times and, i quote "Saying things like 'if we don't get home soon to watch Downton Abbey i'm gonna snap'". The poor guy never stood a chance, and spilled everything he knew more or less on the spot.
P2 sadly seems to have gone back into "Non-commital murmur" mode, and we've gotten very little out of him since, but it's only been one session since then, and if i ever want to get him involved again... i now know what to do
Title: Re: Funny/Epic/Legendary moments
Post by: Jabberwocky on January 31, 2016, 06:26:29 PM
A currently broke Red Court vampire (https://toonstore.net/Jabberwocky/Peterova/): "F*ck this! I'm supposed to be the horror of the night! Not to be dragging myself through the city on a tram!"

:-D
Title: Re: Funny/Epic/Legendary moments
Post by: Taran on February 29, 2016, 03:04:18 PM
I just need to add this as it just happened.  (19 refresh game) Long story short:

Hired by a secret Greed Eating White Court Vampire to take a 7 tonne bomb (largest non-nuclear bomb built) into the Deeps to destroy the White Court Leadership.  After my character fights his way down to the centre of a meeting in the Deeps (my character had killed Lord Raith the previous evening which is why they were meeting), I approach the detonation site but, suddenly....

the bomb goes off prematurely....
Title: Re: Funny/Epic/Legendary moments
Post by: blackstaff67 on February 29, 2016, 06:07:06 PM
I'm GMing a DFRPG and not all the layers have read the novels.  We finally get done explaining to this gentleman (who didn't want to bother reading the books, just wanted to play) about the differences between the Red, White and Black Court Vampires, their various powers and the like.  He looks at us and says:

"This Jim Butcher guy, he role-plays a lot, doesn't he?"
Title: Re: Funny/Epic/Legendary moments
Post by: Hogeyhead on March 04, 2016, 09:46:43 PM
Alright I have finally finished reading this thread, so I will now contribute.

So session before last I was minding my own business in my Mansion (resources 5 and filthy lucre) you know helping a native American shaman cast a ritual to banish a Nagloshi, when the Red court decides that this is a good tome to attack with 45ish vampires. 3 out of 4 players are present, but as I live literally surrounded by the red court (they occupy all the mansions around me, I just don't feel like moving, oh I'm a warden and they know that, it's coo) I doo have like 3 dozen heavily armed guards and 2 enherjaren on staff.

3 red court go direct for me with supernatural everything I fill all my consequences except my extreme before conceding (a guard helps me back into the house). Despite this the fight goes well and the ritual just barely succeeds because of a potion I gave the shaman earlier (we sort of maybe didn't understand how magic items worked then it probable would have failed it we used the actual rules, but I digress). Eventually all the red court are dead, and only injuries on our side (massive ward on the mansion). However I'm feeling somewhat vengeful.

At the beginning of the last session I spend a fate point to declare that they will attack my compound again the next night. I have everyone who could hex anything leave my mansion, then I have my guards pretend to prepare a final defense, and pretend that most of them are dead or incapacitated. Meanwhile I hire re-enforcements from Monoc securities (resources like ten-ish?), and have my two resident einherjaren rig my entire grounds with explosives (a declaration of resources 7 that I'd had that in my vault).

Stuff happens and while downtown talking to some red court we hear and explosion. My butler later told me that the attacked with 120-160 red court and that their casualties were total (many didn't die outright from the explosion, but my men had brought in the big guns from the vault, like my mini-guns etc plus a chopper or two full of enherjaren and Valkyries). Three of my men died and one of my einherjaren (he'll get better though).

I come back to my mansion and it's surrounded by police firefighters and FBI. They ask me a few pointed questions about just what was going on. Why was there a massive explosion? What's with all the blood? Why do you have a small army armed with fully automatic weapons? Why is there an AA gun on top of your mansion? There are strange rooms in your Mansion, do you worship Satan? Another Player (who I have hired as my lawyer) declares with a scholarship roll of 8 (plus 3 on the dice) that I do in fact have licenses for all the guns even the AA gun on top (it's there for historically significant reasons), the explosion was technically not illegal under a fireworks act, and why yes you did find strange rooms in my mansion, I'm rich so obviously I'm extremely eccentric. Also that blood isn't human go ahead and test it.

To avoid a month of house arrest with one of those ankle things I'd inevitably hex I pay for labs to test the blood. So in the down time I spend a week with the FBI while my butler sees to my comfort. The place is guarded and I'm a gest so I just stay in like a reception room mostly. I'm going to need to renovate a bit (though my wards saved my mansion (mostly)), thankfully professional extortion-ism pays well.
Title: Re: Funny/Epic/Legendary moments
Post by: Lawgiver on March 08, 2016, 11:19:06 PM
Added to that, a 10-shift success doesn't necessarily mean the character hits harder, or even hits at all--it means the character succeeded at whatever they're doing really, really well. In the case of magic, that tends to mean controlling the power really well--i.e., less chance of anything happening by accident.

A 10-shift success on a Weapon:5 attack could just as easily be the wizard blowing up the floor in front of the goon, having the goon surrender after seeing what the wizard is capable of. It doesn't have to mean that anyone was injured at all.
Isn't there an option in the "quality" talk about that that indicates that instead of improving quality of outcome, you can reduce the time it took to do it?  So with that many extra shifts, perhaps instead of taking the character's entire exchange to do that... the excess shifts shorten the task down to a supplemental action and he still gets his exchange turn?  Not sure, but seems reasonable.
Title: Re: Funny/Epic/Legendary moments
Post by: Hogeyhead on March 11, 2016, 07:54:03 PM
Isn't there an option in the "quality" talk about that that indicates that instead of improving quality of outcome, you can reduce the time it took to do it?  So with that many extra shifts, perhaps instead of taking the character's entire exchange to do that... the excess shifts shorten the task down to a supplemental action and he still gets his exchange turn?  Not sure, but seems reasonable.

Actually there is a rule. If you succeed by x you can choose to have another non attack action for x shifts. I don't know where that is I just know I read it. I believe it's in the combat section.
Title: Re: Funny/Epic/Legendary moments
Post by: Sanctaphrax on March 11, 2016, 08:17:01 PM
Page 214.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on August 01, 2016, 03:41:49 PM
My werebear managed to beat a lycanthrope without ever actually rolling an attack against him.

Said Lycanthrope was part of a huge melee involving Red Court, Elves and trolls on one side, with wizards and the PCs on the other. My werebear charges and tries to disarm the lycanthrope, then dodges an attack. For my next action, I see one of the Trolls is sprinting at a guy behind me -- so I roll a maneuver, shoving the lycanthrope in the path of the troll.

On the troll's turn, I tag the lycanthrope's UNDERFOOT aspect to make the troll's Athletics roll act as an attack the lycanthrope has to dodge.

Troll rolls absurdly high, Lycanthrope blows his dodge roll to the point he has a -1, and the troll kicks him clear out of the combat zone like a football.
Title: Re: Funny/Epic/Legendary moments
Post by: blackstaff67 on August 24, 2016, 04:28:46 AM
Vanilla mortals (one modeled on The Punisher, the other on The Transporter) in my game come rushing out of the Nevernever with giant Orb Spiders hot on their trail...into a state park.  Running into a DNR officer (whose eyes bug out at seeing the spiders), they ask her if she's got a shotgun in her vehicle.  She replied, "I'm only a tier III officer, I'm not allowed to carry firearms!" Reaches into her pockets: "Here, use my taser!"   
Title: Re: Funny/Epic/Legendary moments
Post by: Taran on March 12, 2017, 01:11:02 PM
Thread Resurrection.  Anyways, I thought this was cool.

 Martin,  An ally of my character, Chip,  is trying to hunt down the King of the  White Court Greed Vampires and is systematically destroying its investments and turning its allies against it.

My character gets a phone call.  Martin is in a fight asking for help.  He's at a Goldman Sachs office and seems to be taking a heavy beating.  Here's how it plays out after my character gets to the office:

GM:The door wasn't locked. It slams open, sustaining some damage in the process.

The hallway behind it is not well-lit; about half the lights are broken or burnt-out. The walls aren't in great shape, either. Looks like Martin entered through one of them...he's lying in a heap of blood-splattered debris next to a big hole in one of the walls.

A humanoid block of pitch-black muscle, about eight feet tall, stands over Martin. It turns to look as the door opens, and its gaze falls upon you like a hammer. You're pretty sure it can see you, veil or no veil, desk or no desk.

"Identify yourself."

Chip: "Some people call me Condor and I'm no-one of consequence.  I'm simply here to retrieve that poor guy who has, unfortunately, found himself in the wrong place and the wrong side of your fists.  If it's the same to you, I'd like to just take him with me and we'll leave you alone."

GM: "No"

Chip: Why?

GM: "It has harmed the world economy. It has attacked my corporate holdings. It has made trouble for me.

I intend to ensure that it does not do so again."

Chip: "...  Who are you anyways? What should I call you and what do you care if the world economy goes to shit?"

GM:  "I am the Dragon Pecunax."

"Much of the economy belongs to me. Harming the economy harms my wealth.

I will not answer further questions without an equivalent exchange."
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on March 12, 2017, 02:45:15 PM
Bwhahaha, I always love dropping a dragon on my players.

One was a friendly dragon (based on the protagonist of Lord Demon, by Roger Zelazny). The other was less than friendly.

And that second one arrived after the main characters had concluded that rumors of the big bad having a dragon on call were a metaphorical reference to the Black Queen of Vampires.

Turns out sometimes rumors delivered by a fae bard are indeed literal.
Title: Re: Funny/Epic/Legendary moments
Post by: Taran on March 12, 2017, 03:29:43 PM
Quote
Bwhahaha, I always love dropping a dragon on my players.

I have to say this was just one of many cool things that has happened in this game.  A big thanks to Sanctaphrax for running such an awesome pbp. 
Title: Re: Funny/Epic/Legendary moments
Post by: Sanctaphrax on March 14, 2017, 06:44:53 AM
(Takes a bow.)

Fun fact: Pecunax isn't a new character. I introduced him back in 2012, but never got to do anything with him because Blackblade stopped posting right after he showed up.
Title: Re: Funny/Epic/Legendary moments
Post by: blackstaff67 on April 03, 2017, 01:15:15 AM
My 16 y.o.son joined my game(his first ever RPG).  In the last two sessions, he's added his fair share of rib-ticklers:

1) "Well, the guys on bikes staqrated shooting at.  We tried to get away, but couldn't so we ran them over. By the way, that was the driver's decision, he totally was the guy that made that decision."--As told to the police.

2) Player A to him via cell phone:  "Do.Not. Engage."
Him (to driver): "Run them over.  No, wait, don't run them over!"

3) Me:So, the cops want to know why you had a shotgun AND a .357 Magnum in your vehicle while visiting a city park."
Him:"I wanted to go duck hunting!"

Title: Re: Funny/Epic/Legendary moments
Post by: Cadd on April 07, 2017, 04:07:51 AM
3) Me:So, the cops want to know why you had a shotgun AND a .357 Magnum in your vehicle while visiting a city park."
Him:"I wanted to go duck hunting!"

All funny, but this one is pure gold!
Title: Re: Funny/Epic/Legendary moments
Post by: blackstaff67 on April 07, 2017, 05:19:49 AM
All funny, but this one is pure gold!
Especially since I had described said park (with large duck-filled fountain) as sandwiched between a hospital and a grade school--rather like a real-life park where I live.
Title: Re: Funny/Epic/Legendary moments
Post by: Mr. Death on June 16, 2017, 05:19:00 PM
So, starting a new campaign with some friends, and I decide to play an apprentice wizard because up to now, I've only ever played wizards as the GM. For the sheer fun of the concept, he has a Conviction of 4 and Discipline at a whopping 1. He is slightly better off getting into a fist fight than he is trying to throw magic around, and his trouble is "Cocky Little Shit."

So, naturally, he leads the rest of his party right into a trap that turns into a fight.

Against a couple of junior league Redcaps, I decide to let off his first real attack spell -- a Weapon:4 blast at a Redcap in the cage with us. Said Redcap has been maneuvered against, so I tag both its aspects and even throw in a fate point to invoke my high concept, which for those following along at home, means I'm rolling from 7.

I roll a ++++. The Redcap rolls a -1 total for his defense.

I then get to describe my apprentice wizard staring in feared awe at his own hand as the blast simultaneously solves both the Redcap problem and the "we're locked in a cage" problem.

And then two rounds later I give myself a mild consequence in backlash on a Weapon:2 spell. The dice are a fickle mistress.
Title: Re: Funny/Epic/Legendary moments
Post by: Ulfgeir on June 17, 2017, 12:17:37 PM
We ended our campaign with a gigantic battle, and Boston in smoking ruins.

First an NPC Warden, who was the girlfriend of one of the characters, killed herself with a deathcurse, where she drew upon all the power of the the Walker that had possessed her. That vaporized a huge area near Chicago with a diameter of many miles, it burned with an purple flame that didn't even leave ashes behind. And even things like steel and concrete burned. All electronics in a 30-mile radius from the blast was destroyed.

And then came the events in Boston: Turned out that a bunch of dwarves that had been living in a below-gorund comlex undeer the house of one of characters, had dug too deep, and had been to greedy. The city had first been hit by a couple of major Earthquakes and a huge sinkhole had appeared right where said house had been. And from that sinkhole cama a huge fiery being (a balrog, or one of the characters who was a svartalf said it was Surtr, the fire-giant who would destroy the world), and it was followed by an army of goblins and svartalves.

The national guard came. Lots of wardens of the White council came, along with an army of Winter trolls that we were on firendly terms with due to their king being the adoptetd son of one of the characters. We had 3 old faeire queens wo where now vassals of said troll king, Harry Dresden arrived, Vadderung came with a host of Valkyries and Einhärjars, One of the characters who was a changeling summer prince (he had just gotten promoted to duke and been turned a full shidhe came with his retinue)... My character's girlfriend who was an extremely powerful (reformed) necromancer animated the fallen soldiers so they could keep fighting. I did what I could with divinations to act as a living  comm-center and give information to my master who was there and helped the wardens.

In the end, it was our Genie who decided to take a huge fire-form and battle the balrog with her magical sword. We all pooled out recources to help out. I gave it all to find some weakness that the Genie could use, the summer prince used his magic, as did the wizard whose girlfriend had sacrificed herself erlier to destroy the walker.  So we beat the Balrog, and then the others could deal with the rest of the army.

/Ulfgeir