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Messages - rdonoghue

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1
DFRPG / Re: The nature of enchantments...
« on: November 30, 2006, 01:18:03 AM »
Well, here's the cheat - so long as a reasonable case can be made for an explanation (as is the case with both 2 and 3/4 here) then the best answer is th eone that works best for play, which is often going to be #2.

My litmus test is this: do we imagine that, if Harry were to hand the item over to someone else, it would continue to function?  I generally answer "no", partly because I think there's a component of being a wizard to make them go, and partly because if he _could_ do that, and in all this time he hasn't given Murphy _something_, then he's kind of a tool.

Now, part of the power of #2 is that it's very, very vague.  Does the item need time in the lab, tunig it up?  Does it need to stay within the wizards aura? Does it need to be occaisionally dipped in puppy blood?  On one level, this is purely color: since we're talking maintenence that has to be done occaisionally, it's easy to just assume the wizard does whatever he needs during downtime.  Sometimes these can be plot seeds (Your usual source of puppy blood isn't answering calls, and wasnt' that fire you read about near his shop?) but the last thing I want is to turn every possible magic gimmick into a bookeeping extravaganza. 

That's a strong case for #2 and #3, but #3 has it's own problems.  Most of the abusive scenarios that i can immediately conceive of for magic items are at least moderately curtailed by "It's hard to make something that works without you keeping an eye on it."  This won't stop every abuse, and frankly I don't want to - coming up with creative uses of magic is half the fun.

So ultimately, there are three goals:
* Be consistent with the books
* Minimize bookeeping
* Cut down egregious abuses
* Makes for a good story/game

And those are the goals that lead to that sort of breakdown.

Now, here's the other really dangerous part.  Magic in the books has its own rough sort of physics, and in an ideal universe, we could express those principals so clearly that the capabilities of magic are as clear as the extent of physics, and it will be as obvious that a threshold stops power as it is that you can't jump to the moon.  That's not entirely doable, and it creates a dangerous situation where we have an incomplete set of rules.

Figure day to day physics has a lot of implicit checks on crazy things we might want to do, and we naturally understand them.  Magic is the same way, and when presented with a magical proposition that takes advantage of the rules we have and has no apparent check, that's when we need to start thinking like Jim.  See, for all the magic, the Dresdenverse _hasn't_ been split in half by some wizard's perpetual motion machine or magic eating tribbles or god know what else.  Some of that is because if you do something like that, someone will probably punch you in the face, but mostly it's because the world of magic is robust and dynamic and because Jim can make stuff up that fits within the _less_ strict logic of the setting.

Which brings us back to sunrise.  Really, do you know what spells are disrupted by sunrise?  The really inconvenient ones.  Oh, if you've got a black belt in Dresden Logic, as Jim does, you can easily enough justify it according to some nuance or detail, but the reality is that it's a decision that mostly hinges on what makes a good story, or in our case, game.

And that's why you'll find some waffling.  If we lay down specific details without the whole supporting web of logic behind it, we're begging for trouble, and honestly, I get enough trouble from the shield bracelet that I don't need to hunt for more. :)

I realize that's not entirely satisfying because, frankly, it's kind of cool to think "Ok, if magic can get energy from kinetic energy, I'm going to hook up a feed to the interstate and get a little energy from each car passing, and have a limitless supply of whupass."  But there are at least 3 reasons for that not to work, possibly many many more, and until we give the tools to make those reasons transparent (and more specifically, the tools to deal with it in a better way than just saying "no"), we're only telling half the story, and doing a grave disservice to anyone looking to play.

-Rob D.

-Rob D.

2
DFRPG / Re: The nature of enchantments...
« on: November 28, 2006, 05:33:47 PM »
Ok, this isn't finalized, but just to give a snapshot of thinking:

Thresholds of time, which is to say sunrise and sunset, absolutely have a detrimental effect on magic, albeit not as detrimental as thresholds of space.  To my mind, this is addressable in one of three ways:

First, you can just not worry about it.  Put enough juice into something that it will hold together for a few days because that's all you need it for.  Most slapdash stuff will be done this way.

Second, engage in regular maintenance.  This is the magical equivalent of changing batteries regularly, and is really part and parcel of the offscreen puttering that goes long with being a wizard.  This is probably the most common, and easiest answer.

Third, you can "harden" the spell or object (almost certainly an object) so it doesn't worry about these things.  This is non-trivial, enough so that it's is probably more work in creation than the maintenance would be over the life of the spell/item.  Consider it like buying a car that will never need gas, but which costs you a few million dollars.  Sure, you never have to pay at the pump, but that's not really a cost savings.  This is mostly the answer for magical widgets that are going to be used by non-wizards, since they can't do much maintenance.

(Theoretically, there is a 4th - if your spell is near or in conjunction to some source of mojo, you could theoretically set it up to be self sustaining, but that is really just a specialized case of #3)

From a game perspective, this has the result of making magical widgets potent, important and common, but only if you're a wizard, which seems to be as it should be.  Now, this gets fuzzier when we're talking about spells rather than items - blessings and curses, for example, seem to have much greater mileage than some other effects, and we're going to compensate for that as best we can.

That help?

-Rob D.

3
DFRPG / Re: Playtesting?
« on: August 15, 2006, 03:37:10 PM »
The two systems are going to be very similar for most core activities.  Climbing a wall, seducing your date and punching someone in the nose are handled in roughly the same way.  What we're going to need to test with Dresden (though I'll not say anything about when) is going to be drilling down on the things that specifically make it Dresden, which is to say, the length and breadth of the supernatural world (as well as the nature of mystery games).  We are, to be frank, obsessing over this.  Coming up with _a_ magic system is trivial, as those who have read the Fate rules can attest.  Coming up with one that reflects both the details and the spirit of the books in their own terms, rather than shoehorning them into some sort of game-structure is a bit more involved.

Especially with that shield bracelet.

Man, how I hate the shield bracelet.

I have dreams about it.

Bad ones.

-Rob D.

4
DFRPG / Re: A hint about the game system
« on: July 13, 2006, 02:17:02 PM »
It's worth noting that Harry has signifigantly "leveled up" over the course of the books, so power level is a little more of a fuzzy topic than it might be.  If we're goign to do things in pure terms, there is a decent argument to be made that Michael is actually more "powerful" than Harry (albeit less flexible) and before you scream, I'm just going to say: killed a _dragon_.

Of course that just further illustrates the fallacy of any purely power based model.  Michael, as an example, has no fear of any foe, so long as his cause is just.  He was willing to throw down with Mab, on her turf, with her pack of minions on hand.  Some of that is "God on my side" confidence, but it's not all bravado.

Harry doesn't have that same raw capability, but for Harry, the cause doesn't need to be just, and the means can be much more roundabout.  Even if Michael can win _every good fight_, can you really say, except perhaps on a case-by-case basis, who is more powerful?

-Rob D.

PS - Note, I'm leaving interactions with the Denarians out of the equation for a simple reason - the Knight's relationship with the Denarians is more complicated than it is with a random evil thing, no matter how monstrous.

5
DFRPG / Re: White Wolf Forum: The Dresden Files
« on: June 30, 2006, 01:11:48 AM »
Worth noting that in addition to definitely, I will almost always spell criteria incorrectly.

Just one of those things.

-Rob D.

6
DFRPG / Re: Baltimore
« on: June 28, 2006, 05:52:17 PM »
We would make it official, but it's place in history is now tied to Teenage Mutant Ninja Turtles III.

-Rob D.

7
DFRPG / Re: White Wolf Forum: The Dresden Files
« on: June 27, 2006, 02:09:15 PM »
Curiously, it's not my flipper typing that inspired that, so much as events on the various mailing lists we frequent.

Were one to go to the Fate list archives, you would find it full of posts that Iago and I both replied to.  However, you would also find that they were almost always replied to within a minute or three of each other, and his always got there first.  Always.  Dozens and dozens of times.

Something like that happens often enough, and cursing is the only option.

-Rob D.

8
DFRPG / Re: White Wolf Forum: The Dresden Files
« on: June 24, 2006, 08:35:32 PM »
Sheryl, yeah, I lived in the same house as her for a while.  So did Lydia Leong.

Actually, I did too, albeit a bit earlier.  Scott-Random-Scott and I were Housemates when she moved up to the area.

Definately a strange little world.

-Rob D.


9
DFRPG / Re: Parallel Fiction
« on: June 20, 2006, 02:57:07 AM »
Legal Shmegal.  I dream of a wolrd where Jim has that kind of _time_. :)

-Rob D.

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DFRPG / Re: Magic and Technology
« on: June 19, 2006, 04:01:45 PM »
Actually, I am under the impression that Ramirez is even more tech-friendly than Harry is, but that's just an inference.

Honestly, I had a working theory for a while that the key of magic and technology was all about the wizard's level of _understanding_.  The wizard had to trust and understand somethings innards to not create a conflict with it.  This correlates soemwhat with simiplicity, but it also moves forward with age - there is tech that Harry can use because he has more of a natural understanding of it than an older wizard would, and a younger wizard, growing up now, may have even fewer problems.  it means that ebenezar's truck runs because it's one of those good old fashioned ones that he could take apart and put back together with tools in his barn if he needed.  He _knows_ every piece of it, and as such, nothing will go mysteriously wrong as a result of magic - there's no mystery to it. 

Not only did it work pretty well, it opened up a lot of possibilities in terms of what the trade off between magic and tech really is - can you be a good electrical engineer and still also have the time to learn to be a wizard? If so, could it open new an interesting vistas?  I had a lot of fun thinking about it.


Unfortunately, I was wrong.  Sad, but such is life.

-Rob D.

11
DFRPG / Re: Magic and Technology
« on: June 16, 2006, 02:20:57 AM »
The rub is "like". :)

Yes, absolutely there is some similarity, but this is an area that it's very, very hard to get hard and fast with.  Butters has some excellent theories, but they also don't account for why Harry is more likely to jam an automatic than a revolver, despite the fact that the automatic may be a simpler machine.  Go figure.

Now, that said, Butters is definitely on track of some interesting stuff, and there's a lot that can be done with it, but it is, at best, pseudo-science.  Even if Butters were the most brilliant researcher on the planet, his sample pool is remarkably small and his control group nonexistent.  Were one a cynic, one might point out that Butter's conclusions are remarkably similar to a lot of superstition (i see something, I explain it in the terms I know and understand!).

Given all that, the real answer is that the interaction of magic and technology works exactly the way Jim needs it to at any given moment, and when it is inconvenient or problematic, it's magic.  All author's cheat,  like this, Jim just has a better excuse.

So, this becomes an area where we need to separate the needs of a game from those of, say, an official fan guide.  If we provide an answer to this which is concrete (such as yes, it's a lot like EM, and can be dealt with) we have just cascaded headfirst away from the world of the books because as soon as that door is opened, a whole lot of mess comes through.

As such, in terms of the game, the explanation will err on the conservative side. 

In terms of private theories of explanation on the books, I've got little to say - the range of possibilities is far wider than mere EM and far more interesting, and I encourage people to run with it as far as they can.   That is, however, a different set of needs.

-Rob D.

12
DFRPG / Re: Magic and Technology
« on: June 16, 2006, 12:57:56 AM »
Well, the rub of that is that magic also effects mechanical things at times too.  Ultimately, the logic of how magic impacts technology is, well, magical. 

I'm not meaning that to be handwavey - rather I mean that the logic is something very different from the norm, and as such, things that might seem to make perfect sense may not be applicable at all.  That said,  if you're just a guy who's knowledgeable about magic and want your machine to not get fried maybe you put it in a circle, or behind a strong threshold, or over running water.  Buy into the logic of magic, and things open up.

Setting that aside, I don't see such a thing making it into the book, but at the same time, it's something that could make for a really awesome game element.  The specifics of the device (and the first one will be a gun:  the first one is *always* a gun) don't interest me as much as what its existence _implies_.  It suggests that people with the *means* and the *understanding* necessary have made this happen, and once that's been done, what else might they do?  Whant mage-killing bombs?  Set up a stack of TNT with a sophisticated electronic device that's keeping it from exploding.  Merry Christmas.  A little tweaking of the setting and you could have a great technology vs. magic game.  It wouldn't be Dresden, but it would probably be cool.

See, on the surface, it seems like things are tilted strongly in favor of magic over technology.  Magic can do things like generate shields, kill remotely and most of all, it's directly disruptive to technology.  But that's only half the story.  Setting aside the numerous advantages in technology, like unskilled use, ubiquity and sheer variety of application, one key fact remains - the greatest advantage of magic is the ignorance of the populace as a whole.  If people understood some basic principles, like cirlces, thresholds, water, the importance of props and so on, the conflict would grow quickly lopsided.  In setting, the best illustration of this is the impact of Bram Stoker's writings on the health of the Black Court.  Just imagine if Mr. Butcher was a guy with a bone to pick with the Wizards of the world - think of how good a how-to manual the Dresden files would be.

(As an example, one of Harry's greatest strokes of luck is that he has yet to face an opponent who, upon capturing him, has not stripped him naked and thrown his every posession into the nearest blast furnace, and tucked away a few hair trimmings for good measure).

Anyway, this is a long way of saying that, no, you probably can't harden a device agaisnt magic the same way you can against EM, but at the same time, if you're willing to think a little crazy, you can make the rules of magic work for you.

-Rob D.

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DFRPG / Re: Alternate campaign idea
« on: June 15, 2006, 01:42:04 PM »
Heh.  Sounds awesome.

Conveniently, I got off a recent research jag, as Spirit of the Century, our pulp game, is set in the 20s so at the very least I can suggest a few resources.

The Investigator's Companion is probably the second most useful RPG reference I have on the period, so excellent start.  If you want to pick up something else, the new Pulp Hero is magnificent.  I have no love of the Hero rules system but it's about 2/3rds  setting background and ideas. If you can get the writer's guide to the 1920s, you will have hit the jackpot, but it's a bit hard to find at any reasonable price.

On the web, I figure I'll cut out the middleman: Here's the link to my del.icio.us pulp tag, which has a ton of useful period links.

http://del.icio.us/rdonoghue/pulp

Even if you're not going pulpy, a lot of those links are just history and background, useful to mine for a game.

Anyway, I think this is a great idea.  it's a fun era, and it really lets you make the game your own, so  good luck, and I hope you'll let us know how it goes!

-Rob D.


14
DFRPG / Re: Want to learn more
« on: June 14, 2006, 04:55:27 PM »
So, general thoughts on other systems.

Shadowrun
So, if we were talkign anything other than 4th ed, I'd probably be fairly dismissive, but they really did clean things up in the latest version.  It is vastly more streamlined, and the fact that I no longer have to buy spells at a specific force level is an oh-my-god improvement.  It's drain model has been very influential on the development of non mana-based magic systems in many RPGs, and with good reason, and while we won't be taking from it directly, it would be unfair to say that it is not an influence.

That said, as a system, a lot fo the thigns that make it a strong match for Shadowrun end up being problems for Dresden.  It's a spell based rather than effect based system, so it would require major retuning to handle the sort of effects that we see Harry do.  Other key components, like Initiation and the Essence rating, just don't translate well out of setting.

Mage
Ok, when people say Mage, they tend to mean two different things: Old Mage, with subjective reality, and New Mage, with it's more firmly established cosmology.

The both use sphere-based magic, which is (or can be) effects based, which is potent and flexible.  If I want to throw a bolt of fire at someone, the GM goes Ok, that will take this many spheres of this type and maybe this many spheres of this other type.  While the specifics vary between the two games, the core principal is incredibly potent and flexible (as it is in Mage's grand-daddy system, Ars Magica, which was my first exposure to combinative magic).

The problem is that while the concept works, Mage operates at a layer of abstraction that is a bit too far removed from where things happen in Dresden.  Pretty much all of evocation could be folded into Forces, and many of the other spheres are beyond the scope of where the focus for Dresden really should be.  In short, to run Dresden with Mage requires neutering Mage, a solution that I think benefits neither party.

(That said, I just picked up Second Sight, the nWoD miscellaneous powers book, and it's nicely indicative that someone _could_ build something closer to Dresden than Mage within the nWoD system, but I've always been a fan of the new core rules, so that's no shock.)

Now, setting aside the specifics, can the _concepts_ of Mage be translated, perhaps with a more thematic set of spheres?  Well, probably, but I wouldn't do it for a few reasons, most notably that it is almost _too_ effects based as a model.  Old style Mage had Rotes, but they felt more like a system gimmick than any kind of way to ground play in magical tradition.  New mage addresses that substantially, but it does so in ways which (rightfully) reinforce the specifics of the new setting.

However, I do not think that one can do a modern magic system without owing some debt to both Ars Magica and Mage, and we certainly won't be any different.


If people have other systems in mind, I can try to address them.  I haven't played everything, but if I can reassure folks that we're not dismissing other approaches out of hand, I'll be happy to try.  And just for reference, I love Mage, though I am definitely of the new rather than old camp for all the trouble that causes, and I just ran the first session of a Shadowrun game this past weekend and it went pretty darn well.

-Rob D.

15
DFRPG / Re: Want to learn more
« on: June 08, 2006, 02:39:40 PM »
I actually agree that Cinematic Unisystem is _far_ better, but Witchcraft/Armageddon have better magic support.  Belmonte's nailed it on the head though - were I to run a Dresden game using commercial stuff currently available, I would purchase three books:

The Angel RPG for core system
The Armageddon RPG for all the rules for magic, plus a ton of other usable stuff.
The Magic Box book for Buffy for ease of conversion between the two.

If I were feelign more frugal, I'd just get the witchcraft PDF (which is either free or cheap, I can't recall which) and call it a day, though.

-Rob D.

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