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Messages - craggle

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DFRPG / Re: Social Conflicts Like Pulling Teeth
« on: January 15, 2011, 09:22:12 AM »
One of the reasons that wizards are so powerful in DFRPG is that they are so flexible. Using magic they can do almost anything that anyone else can do as long as they are creative, however if they don't have the time to prepare they are limited in how often they can do it. A great example of a social conflict in which spells were used is in White Night
(click to show/hide)

Also I noticed Rapport wasn't on your list as an attacking skill. The Chit-Chat trapping allows one to make social attacks with Rapport.

Afraid I haven't read to the point of the example, but couldn't that be a case of switching to a Physical stress track for an abrupt finish, with the other player trusting nothing serious to happen when they opt to be Taken Out and therefore forgo Consequences? 

Just because you're in Social Conflict doesn't mean in certain situations you aren't going to resort to the gut punch and then tag a Physical Consequence to encourage someone to spill the beans.

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DFRPG / Re: Need Help with an Unanswerable 8-Ball Question
« on: December 09, 2010, 03:07:21 PM »
Or how about an easily breakable "predestined" question?  "What will be the next question that I ask you?"  Whatever it's answer, as you will know the answer, it will be easy to change and therefore invalidate the answer given.  You could optionally compel the forgetfullness so that they forget the question it says though. 

Or, you could have it that the item doesn't get destroyed until the person asks a different question next, in which case, you could really mess with their heads by making the answer be something like "Your next question will be: What is the one way I can save my own life?" (or the life of someone they deeply care for).  Then watch them agonise over whether to destroy the item, or hold on to it to ask what is obviously going to be a very important question!

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DFRPG / Re: Aspect/declarations and tags on items question
« on: November 04, 2010, 07:47:04 PM »
Wouldn't a more appropriate mechanic for a scope be to increase the range rather than increase the damage?  Or reduce the penalty incurred at long ranges (although I've got a sneaking suspicion I may be bringing in some Strands of Fate rules that don't exist in Dresden...)

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DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 16, 2010, 10:25:49 PM »
Well, if they are playing game versions of themselves, this should be a lot easier to identify what your players would count as a "reward" in game as it would be similar to what they'd like to receive in life.  If one or more of your players are in a band, have their characters receive praise and recognition in the local (or even national, or international) media.  If one of them is big into technology, have them be given a powerful new gadget, perhaps to provide market research.  Or have your players' characters meet your players' heroes (real or fictional).

Basically, look at them as "super charged" Christmas presents: if resources and "real-world" limitations didn't apply, what would you give your players as a gift?  And once you've given it to them, look for ways to incorporate it into the story: What if a rival band decides to take down your players using so black magic?  What if the shiney latest techo-toy has a sinister agenda in making sure everyone in the world has one?  What if the hero actually needs the player's help with something?

Essentially, it's the same idea as giving D&D characters knighthoods, land grants, or the hand of the prince(ss) in marriage, but applying to a modern day setting.

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DFRPG / Options when a new player joins group
« on: July 28, 2010, 09:25:12 AM »
Not that it has come up yet for us, but what would be peoples options and preferences for introducing a new player to a group that has already started gaming?  From the book, it seems to suggest going for the "on-the-fly" character creation in the case of a "late comer": what are peoples thoughts on that?  Do people think deciding on the full stats for such a newcomer would be better and just leave the "guest starring" aspects open for "on-the-fly" additions, as if their first session was their guest role?

Or would people prefer to have the new player fully complete their aspects by having them as a third guest star in a story (but no one guesting in their own)?  Or better to create two NPCs for the guest stories?  Anyone have any other suggestions or ideas?

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DFRPG / Re: The Pen IS the Sword...?
« on: July 25, 2010, 08:49:11 PM »
More of a last resort for a wizard (well, sorcerer technically, template-wise) lawyer (or "Attorney at Lore"  :D); most of the time, it would get used far more as the pen than as the sword.  So yes: pretty much a neat, but minor thing.  Beyond the concealment of it's other purpose, it would be a relatively mundane sword.

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DFRPG / Re: The Pen IS the Sword...?
« on: July 25, 2010, 08:26:46 PM »
I'll admit, the one idea I would probably be leaning away from here is having it as a character Aspect, purely because it seems like one that would be hard to present Compels on.

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DFRPG / Re: The Pen IS the Sword...?
« on: July 25, 2010, 05:48:25 PM »
This does, though, beg a larger question: How does one structure transforming items in general?  Say you've got a shapeshifter who wants to have clothes that shift with them?

Ah, the "Bruce Banner's Pants" question?

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DFRPG / The Pen IS the Sword...?
« on: July 25, 2010, 04:42:00 PM »
A bit like the pen from Percy Jackson as it has been pointed out: how would people go about modelling an enchanted item of a pen that can be transformed into a sword (or possibly vice versa to avoid the disarmed-by-counter-spell situation)?  Initial thoughts would be an effect strength item of 4 to apply a sticky aspect onto the item to last for a scene.  Would adding additional uses of this be sufficient to remove the aspect and allow it to be transformed multiple times from a pen to a sword and back again?

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