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Messages - ZMiles

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DF Reference Collection / Re: Dresden Files: Series Timeline
« on: June 10, 2016, 07:55:27 AM »
Any thoughts on where Jury Duty, the short story in the anthology 'Unbound', fits in? I imagine it's after Skin Game, since it has Harry moving his stuff from Demonreach into Molly's apartment?

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DFRPG / Hostile environments
« on: February 06, 2012, 07:46:37 PM »
So it seems like my PCs are about to head off into the open plains during a massive snowstorm. I'm wondering, how best to RP the effects of cold and such? I'm thinking of treating it as sort of a physical attack on the characters every few rounds, with warm clothes functioning as armor. Does that sound right?

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DFRPG / Re: Mapping scholarship and stunts to Elo rating
« on: October 24, 2011, 03:05:55 AM »
Hmm. I do like the idea of a 'chess track'. Or maybe even a chess Skill -- maybe alloting everyone 1 additional skill point, and then adding 'Chess' to the skill tree:
-1 points = how do the horsies move, again?
0 points = heard of the game, know the basic moves.
1 point = played a few games way back when -- novice level.
2 points = played a bunch of games -- chess club level.
3 points = can hold one's own in a tournament.
4 points = Can occasionally win a local or state tournament.
5 points = 'Expert' level, can usually win smaller tournaments and can compete in larger ones.
7/8 points = 'International Grandmaster' level, the incumbent world champion Flints and his challenger Petrovitch would be here.

There should be some trappings that are focused on the game, but also others that can be used outside of it so the skill doesn't become totally useless whenever the characters aren't around/watching/trapped in/etc a chess game.
Trappings could be:
'Chess player'. Self explanatory, controls how good the character is at chess.
'Strategy knowledge'. "What to do when there's nothing to do." Sort of a longer term Investigation, rolls could be used to help either determine the strategy of other characters, or to help figure out what good strategies would be at a certain point. Useful both on and off the board.
'Tactical knowledge'. "What to do when there's something to do." Maybe some kind of Assessment bonus, or maybe a bonus in combat for things like figuring out which of three thugs should be attacked first. Useful both on and off the board.
'Style analysis'. Chess specific trapping; allows the ability to determine a player given a game based on knowledge of their style (or, alternately, determine that a player is not playing normally and Something Is Up).


And then there could be stunts that assign one particular trapping to another, like usual (i.e., "Chess Scholar: you've studied the game extensively and memorized thousands of openings, endgames, and completed sequences. You can use Scholarship instead of Chess for the 'chess playing' and 'style analysis' trapping.' 'Actor on the Board: your ability to use body language to trick and deceive invariably lures opponents into disasters. You can use Performance for your 'chess playing' trapping.' 'First-hand combat knowledge: you've fought a lot, and it's given you a great knowledge of tactics. You may use Fists for the 'tactics' trapping.')


Thanks for the ideas. You all have given me a lot to think about (and I agree that the idea to just have an Elo rating number was probably a bad one).

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DFRPG / Re: Mapping scholarship and stunts to Elo rating
« on: October 15, 2011, 01:58:59 AM »
I'd like there to be something to roll against, though.

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DFRPG / Re: Mapping scholarship and stunts to Elo rating
« on: October 14, 2011, 11:50:18 PM »
I guess I'm thinking of treating the Rating sort of like languages. An additional Scholarship point allows a character an additional language fluency (although it isn't mandatory), so I was thinking that an additional Scholarship point could allot a character some additional amount of chess ability. But I agree with Sanctaphrax that aspects will also be important.

(Chess ability won't only be important for actually playing the game -- there will be places where the characters will need to accurately analyze games to determine, for instance, if one of the players has been mind-whammied to play unusually).

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DFRPG / Chess track (Elo rating thread)
« on: October 14, 2011, 09:51:24 PM »
A game I'm trying to start is based heavily around a chess match. Knowledge of chess will thus be something that is at times helpful (or harmful) to the players, so in their bios, I'm going to ask for the character's Elo rating if they play.

From Wikipedia, Elo ratings correspond to skill level according to:

RATING      SKILL LEVEL
2851          Highest rating in history (Garry Kasparov)
>2600   World Championship contenders (the NPCs are in this range)
2400–2600   most Grandmasters (GM) and International Masters (IM)
2300–2400   FIDE Masters (FM)
2200–2300   FIDE Candidate Masters (CM), most national masters
2000–2200   candidate masters, experts (USA)
1800–2000   Class A, category 1
1600–1800   Class B, category 2
1400–1600   Class C, category 3
1200–1400   Class D, category 4
1200-0100  novices
0100           Minimum possible rating

Logically, a high Elo rating should be correlated either to a good Scholarship score, a good score in some other category with an appropriate stunt (i.e., a high Performance score for a character who is able to throw opponents off with acting), or other stunts (like 'Chess Prodigy' or 'Extensive Training.') I'm not sure how to try mapping these, though; a 2-refresh stunt 'Chess Genius' should give more Elo points than a 1-stunt 'Talented at chess,' and a 5-scholarship character should have the possibility of being much better at chess than a 2-scholarship one (all else being equal) but I'm not sure by how much.

Does anyone have experience trying to map a rating system to DFRPG, or any ideas on how best to do so?

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DFRPG / Re: Statting: Big Daddy
« on: June 20, 2011, 04:20:18 AM »
Bouncers aren't bonded to a particular little sister, only the Alpha Series are. (Bouncers take any little sister that happens to pop out of the vent). Otherwise, though, that looks really good, way better than mine. :)

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DFRPG / Re: Statting: Big Daddy
« on: June 20, 2011, 03:50:48 AM »
Sure. Like I said, I'm not all that good at statting yet.

Info on the different types of big daddies is at: http://bioshock.wikia.com/wiki/Big_Daddy

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DFRPG / Statting: Big Daddy
« on: June 20, 2011, 03:34:08 AM »
My thoughts on how to stat a big daddy:
(And this is my first time statting anything beyond basic soldiers, so beware, novice at play:)

Bouncer:
(These are the big guys with drills)

Physical: OOOOOO(OOOO)
Social: OO
Mental: OO

Powers:

Hulking Size [-2]
Aquatic [-1]
Claws [-2] (The drill)


Stunts:

Drill Dash [-1] : You can initiate grapples up to two zones away. Furthermore, pay a fate point and, if attacking during the grapple, the attack is made at +3.
Supernatural Toughness [-4]: Catch is magic/hexing (+1).
No mind to control [-1]: You've been fused to the suit and brainwashed, which has some sizable disadvantages, but on the other hand, there's not much of you left to charm. Rolls to resist enchantment or enthrallment are made at +2.
Compelling nature
  • : Because of the above brainwashing, you may only pay off at most two compels per session.

Welder [-1]: Your duties include making sure that Rapture stays watertight. Craftsmanship rolls are made at an additional +2 when building or working on actual buildings (fixing support beams, etc.).

Rosie:
(Big guys with grenade launchers)

Physical: OOOOOO(OOOO)
Social: OO
Mental: OO

Powers:

Hulking Size [-2]
Aquatic [-1]
Breath weapon [-2] (The grenade launcher)


Stunts:

Canon-ical attacks [-2]: You obtain +2 when using cannons or other large-projectile type weapons.
Supernatural Toughness [-4]: Catch is magic/hexing (+1).
No mind to control [-1]: You've been fused to the suit and brainwashed, which has some sizable disadvantages, but on the other hand, there's not much of you left to charm. Rolls to resist enchantment or enthrallment are made at +2.
Compelling nature
  • : Because of the above brainwashing, you may only pay off at most two compels per session.



Alpha series:
(Human-sized, can use plasmids)

Physical: OOOO(OO)
Social: OO
Mental: OO
Hunger: OOO

Powers:

Aquatic [-1]


Stunts:
Inhuman Toughness [-2]: Catch is magic/hexing (+1).
Plasmid power-ups [-4]: You can use plasmids, unlike your kin. Choose two of the following:
   Incinerate (weapon: 2, fire element)
   Telekinesis (+2 athletics when dodging projectiles larger than a bullet and smaller than a large human body. If you make the athletics roll, you are 'holding' the projectile and may toss it back at the enemy or use it in some other way).
   Electrobolt(weapon: 2, electric element)
   Winter blast (Roll weapons at +2 to use; does no damage but a successful attack paralyzes enemies for one round)
Rage mode [-4]: You are bonded to one person. When that person is in danger, you may invoke the following powers:
   Inhuman Speed
   Inhuman Strength
   When the scene is over, roll Hunger based on the costs of the powers you invoked.
Rage out [-1]: If that person you are bonded to dies, take an Extreme Consequence to avoid dying or falling into a coma. This consequence cannot be removed until you are bonded to another person, a long and painful process.

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DFRPG / Assassin warlock
« on: June 14, 2011, 05:00:03 AM »
I've been considering an NPC idea for a game I'm running as such: he has the bare minimum stunts/powers to enable him to magically kill people, and no other abilities that cost fate points or refresh. This saves his FPs so that he doesn't go down to 0 refresh from taking Lawbreaker and so that he can pay off the various compels from his Lawbreaker aspects (so he can be an assassin without going full on Omnicidal Maniac). He doesn't break any laws besides the 1st (although he's broken that one innumerable times before the game even starts), and has no magical ability besides the powers that let him kill people.

* Is this viable in a Chest-Deep game? In submerged?
* What combination of powers, if any, would let him accomplish this? Is there a set of evocations or something that actually have a strong possibility of killing, say, a baseline human, without costing more refresh than he could have? What about a stronger character, assuming he got an ambush (i.e., roll 0 to defend)?
* Assuming he weren't actually targeting the PCs, at least at first, would it seem cheap to actually drop such a specialized character into the campaign?

(I know that NPCs don't technically need to have >0 refreshes, but I generally like mine to so they aren't overpowered relative to the main cast).

(And obviously I'm not going to introduce an NPC to just one-shot the PCs; that would be mean. But he might be a sort of Kincaid-like 'possible ally, but very scary' fellow).

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DFRPG / Re: Stating a Plane
« on: June 05, 2011, 06:53:15 PM »
Be careful about designing planes, particularly bombers. Planes can often move several zones out of the range of PCs, giving them no options except for running and hiding. If you have PCs that don't have a really long range attack and can't fly, they might be completely unable to battle the plane unless it's limited to fly low down for some reason

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DFRPG / Re: What Makes A Play-By-Post Game Last?
« on: June 05, 2011, 06:44:25 PM »
1. The GM. If the GM goes away, the plot will have a lot of trouble continuing. Even if the GM remains, if they choose too lenient of a gaming style ('Monty Hall' GMs) it can get boring, and too sadistic or restrictive can kill interest.
2. Players. Even a great GM can't necessarily hold things together if multiple players leave. If enough leave, most of the city/NPCs will need to be redesigned (e.g., in FtF, since 4/5 of the original cast has left, most of the NPCs and folks that were developed in the city itself aren't really applicable anymore). At some point it becomes more useful to just do another 'setting the scene' round where the city and characters are setup. There's also the issue of where good 'jumping in and out' points are; if players leave during a sequence where it's not plausible for new players to be added, the whole thing can bog down and make it take longer to get to a point where new people can enter, which increases the chances of game death.
Another note on players -- players whose posts are hard to read/use poor grammar can drag down a game, simply because others won't always be as inclined to read or respond to such posts.
3. Consistency of posting. The longest game that I'm aware of on the board is the chat game, which meets twice a week at set times to post. This ensures that the game happens.
4. Setting. Some settings don't lend themselves well to being RPGed. It can work at first due to novelty, but eventually the logistical difficulties are too strong to be overcome. (This can happen in games set in other fictional universes, e.g. a Potterverse game or a Death Note game, because the magical objects in those games don't really lend themselves well to the DFRPG.) Other problematic settings are those where the main characters have to compete against each other (e.g., in the extreme, a Battle Royale game) because this makes it harder to work as a team or accomplish much of anything significant, and games where characters don't have well defined motives to continue being in the game (i.e., no explanation of why they don't quit and go home).
5. Particular difficult scenes/characters/etc. If a game features something really new, it'll take more work on the part of the GM, which can make the GM want to drag their feet a bit as that scene approaches. They might also be forced to pause the game if they can't stat or create something in time. (E.g., in my game, the characters may eventually need to fight armored vehicles, which are challenging to stat because there aren't examples in the books. So, if I didn't stat those ahead of time and suddenly the characters had to fight a Blackhawk or a battleship or something, I might have had to pause the game to hash out the stats, maybe even run a combat test or something). Long enough pauses can derail things.
6. Inclusion of gimmick elements. If Slenderman shows up out of nowhere, great, but it just got a lot harder to run and play the game because you've got a gimmick that risks overwhelming the whole plot. This can be mitigated if the gimmicks are built into the campaign (e.g., in the above, a major adventure, designed from the beginning, is dealing with Slenderman), but then it's not really a gimmick anymore.
7. Mismatched setting/character level. Some settings are better for, say, 'Chest deep' campaigns than 'Snorkeling' or 'On the Beach.' If the plot is 'the characters are generals in Winter's army as they march against summer', statting them as 'On the Beach' will limit what they can realistically do against Summer's forces. On the other hand, 'Snorkeling' characters are liable to walk all over, say, the characters from some of Harry's earlier adventures, and this can make the game boring.  

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DFRPG / Re: A Non-Evil Denarian?
« on: April 05, 2011, 11:06:42 PM »
Or possibly a Denarian wants to do something he (or DF God) would see as evil but the carrier or player wouldn't. Suppose a Denarian says, "That God fellow seems to want to be worshipped, so to fight him I'll work on stopping people from wanting to worship." Perhaps the Denarian promotes policies that lead to a more secularized society, or even perhaps promotes philanthropic organizations that crowd out those run by the Church. He might see it as a victory if a church community center closed due to a secular (or a heretical/apostate/other faith) organization crowding them out, even if it was better at helping humans. Such a Denarian could perhaps be evil from the 'opposed to God' perspective, but might not be considered evil from a human perspective.

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DFRPG / Secret aspects
« on: March 31, 2011, 06:18:35 PM »
As a GM, sometimes I want my NPCs to invoke certain aspects that the players haven't assessed yet. Examples might include if an NPC has a Demonic Co-Pilot that the PCs haven't figured out yet, or if one of them is secretly a psychopath, or something. Normally, invoking implies that you declare which aspect you're using. Is it okay in some circumstances to say "My NPC is invoking his Trouble aspect" without saying what it is?

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DFRPG / First law question
« on: March 17, 2011, 09:09:19 PM »
1. If someone shapeshifts themselves (like a werewolf or Hexenwolf), then kills someone using their new form, would this violate the first law? Is it in principle different from any other spell that sets up a non-magical death (like magically making a fire that burns someone, or a disease that kills someone)?

2. If the shapeshifting is powered by another entity (like a Denarian), would this entity shield from the first law consequences (since the laws only apply to humans)?

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