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Messages - riplikash

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DFRPG / Re: What power level and why?
« on: March 21, 2011, 07:40:10 PM »
As has been said, it is all about the feel you want.

For instance, in our group only two of us have read the books, and they wanted to take advantage of that fact to run a game where they play normal people who are introduced to the world of magic: a cop, a barista, a grad student, and a newly apprentice wizard. Each of them has something in their past that is bringing supernatural attention, and together they are trying to handle the new frightening world unfolding around them. Lots of corrupt politicians and underworld bosses who have found some supernatural benefactor to give them a helping hand. As the game has gone on they uncover more and more the real behind the scenes powers at work.

So we started at 6 refresh. However, I have them on an accelerated advancement scheme: 1 adventure per in game year, 1 major milestone per adventure (an adventure takes us 3-5 sessions).

You just need to decide as a group what feel you are aiming for. Buffy the vampire is going to be a low refresh game, eventually scaling up. Dresden files is obviously going to be a high refresh game. You get a very different experience depending on how you set it up.

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DFRPG / Re: Hypothetical First Law/Second Law Problem
« on: March 04, 2011, 09:03:29 PM »
Actually the book is pretty clear on the fact that they do NOT retain their minds. They are effectively dead as a human being. That is why it is considered such a horrible thing to do.

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DFRPG / Re: Hypothetical First Law/Second Law Problem
« on: March 04, 2011, 08:53:25 PM »
Typically I'd say no. Changing a person is described as being so total you might as well call it murder. The mind is gone, the soul is distorted, they ARE a dog, not a transformed person.

As has been brought up, you could certainly make more elaborate scenarios where the mind/soul was in tact, but if you start doing that your just defeating the point of the discussion.

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DFRPG / Re: Echanted defense and offense weapons
« on: March 02, 2011, 04:32:55 PM »
What does always on mean then? What is the benefit from halving the strength? My interpretation was that it has infinite charges. In short it has the potential to always be significant to the story where applicable. So every time my npc is shot at then the duster can come into play. That may only happen 3-4 times but regardless of the amount of times the duster can effect the outcome.

I don't entirely understand in what situation of being attacked that the duster or similar items could not be used if they were always on.
Always on is a matter of fluff, not mechanics. There is no mechanic for always on.

My point is, from a fluff perspective the duster has no "charges" like a want might, it just is. But it can only be used in the narrative to avoid damage 3 times. Fluffwise, perhaps every time an attack "misses" it is due to the the duster saving someone, or perhaps the attacks that hit hit an uncovered part, or hit so hard they hurt anyways.

An ability can be "always on" from a story perspective, but can only be used to mechanically effect the story x times per session. This is true of any story.

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DFRPG / Re: Echanted defense and offense weapons
« on: March 02, 2011, 02:08:43 PM »
In regards to "always on":

Always on items do exist, the question is how much are they allowed to effect the story? The Dresden Files RPG focuses on story mechanics, not physical ones. Fate points and stunts largely represent controlling how much someone can interact with the story.

Lets use Dresdens duster for an example. It is always enchanted with defensive spells, this doesn't change. However, it doesn't come up in the story every time he is attacked. It comes up, say, 3-4 times per story. It is still there, still enchanted, possibly helping in a fluffy way (man, if I hadn't had my duster on that fight might have been much worse), but only effects the story 3-4 times.

Now we look at that same item from an in game perspective. It has 3 uses, so it can come up in the story 3 times. The player can then exercise their story control (fate points) to allow it to be used more times. It is still magic, still working, but has no mechanical, story benefit beyond 3 times.

So your players can have magical protective auras, supurlatively sharp swords, and glasses that pierce illusions, and those things may be always active. However, their uses and fate points effect how many times they may effect the story per session.

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DFRPG / Re: What to do with my Lawbreaker Wizards Apprentice
« on: March 01, 2011, 09:44:37 PM »
Hmm, perhaps I needed to be a bit clearer.

The trial is more of a trial by fire, as the gatekeeper decided to act in a similar fashion as he did in Summer Knight: lets see how he handles this situation. He is pretty much guarenteed the Doom of Damocles if he succeeds.

I'm just wondering if it is appropriate to let him squirm out of the lawbreaker stunt.

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DFRPG / What to do with my Lawbreaker Wizards Apprentice
« on: March 01, 2011, 08:29:45 PM »
Martial Arts Apprentice of a French Warden who never seems to be around, head this warning. You SHALL NOT READ!!!

Now that that is out of the way...This is a one part fluff/mechanic question and one part advice request.
Background
My players were fighting some...Well they figured they were either Renfields or Zombies. It turned out there were more traditional Voodoo style zombies, i.e. people drugged up to follow orders. Mindless, but still people.

To defend his friends our wizards apprentice crushed the last one into a gooey paste. I checked and double checked with him, and he was adamant he was not only going to take them out, but kill them if he could. He didn't think they were humans, but if they were he decided his character didn't think so and would act accordingly. I applaud his commitment to his character.

So now he is a lawbreaker, at 7 refresh (6 at the time). Long story short, he is currently working through a trial for the council to avoid his imminent demise. It was self defense after all.
Question
Lawbreaker is a pretty horrible thing to have over your head at 7 refresh, and I'm not sure if it is deserved, though I think being tried as a warlock is. In regards to belief, he certainly believed he was killing zombies, or some sort of monster. However, he did choose to use deadly force without fully considering the situation, or the possible repercussions of his actions.

Any suggestions on how to handle this? Should I just let him take his medicine, or has he not broken the law in spirit, even if he did in action?

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DFRPG / Re: Advice on GM characters for a first-time GM
« on: March 01, 2011, 01:03:20 PM »
Advancement always comes down to the feel you are going after.

My players get 1 refresh after every major storyline (3-4 sessions, 1 major adventure and 1 minor adventure per in game year). But I started them out at 6 refresh and wanted to go from solving small time mysteries to epic heroes saving the world over the course of about a 1-1.5 years. The downside is that at that point we will have to retire the characters. I'm good with that, because I always want to try something new after about a year.

If I wanted them to REALLY get into character and run a campaign for several years, going for that long time, established feel, I would give them a refresh every 2-4 campaigns.

If you just want to focus on a certain type of adventure (small time intimate, big time saving the world) you could even give them NO refresh, instead giving them other, in game rewards.

Just decide on what kind of feel you want to have, and how long you want the campaign to go.

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DFRPG / Re: Advice on GM characters for a first-time GM
« on: February 28, 2011, 08:07:53 PM »
In regards to railroading:
Just remember to plan out situations, not stories. A GM is not an author or a playwright.

So for a traditional Dresden Files game, come up with a bad guy (or bad guys) and a scheme (or schemes). Come up with the groups, figure out some ways they are likely to react. Decide on some clues, i.e., holes in the plan that your players can exploit.

Do NOT come up with solutions, climatic battles, etc. Those should come about organically due to the choices of your players.

Don't worry too much about scaling situations to the players, the world doesn't work like that, and doesn't need to. Sometimes they have to approach situations with a bit more subtlety, creativity or finesse. Other times they will curbstomp their opposition. Both options are fun, as long as they are still given choices, e.g., they aren't just ambushed by a dragon.

As long as you are just presenting situations and allowing your players to interact with the world as they see fit, they will have a difficult time accusing you of railroading.

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DFRPG / Re: Tips on Evocation?
« on: February 25, 2011, 09:08:29 PM »
I feel like people confuse physical mechanics with story mechanics. Dresden files focuses much more on story mechanics than physical ones.

Aspects represent something relevant to the story, and fate points govern how often they can come into the story. Aspects are typically only given to things that are important to the story, they are not meant to simulate a physical world.

Take for instance enchanted armor like Dresdens leather duster: it is ALWAYS bullet proof, but it can only be used in the story 3 times per session. It doesn't lose its enchantments if used 3 times, it just can only be used in a way relevant to the story 3 times per session. Likewise and enchanted blade of superlative sharpness is ALWAYS an enchanted blade, but can only effect the story x times per session.

So lets take the laser sight. Is it important to the story in the long term? Then it should probably be a character aspect (advanced arsenal or something). Is it a thing that comes up once? Declarations can handle that fine.

Yes, the laser sight is still there and doing something when it isn't being tagged, but that doesn't really have any long term effects on the story, so it is ignored except for the times that it is story relevant (i.e. tagged or evoked).

Imagine if it was a book? Every time you tag an aspect you can imagine it is a point being dwelled upon in a book. Can you really see "the laser sight" being constantly referenced just because it was put on the gun? It comes up a few times, but not a ton.

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DFRPG / Extra effective aspects?
« on: February 03, 2011, 09:24:19 PM »
Sometimes aspects just seem a little too static, i.e. tagging "grandpa taught me to shoot" gives just as much a damage bonus as pushing someone into a jet engine and tagging the "jet engine", or
(click to show/hide)

It feels like my players have little need to find effective aspects, they just need to find any aspect. Sure a more effective one might be more likely to get the GMs thumbs up, but it seems to encourage mediocre thinking, and makes aspects feel rather monotone. One thought I had was making some aspects be worth a bigger bonus, but I don't know if that is a good idea. Anyone have any thoughts on this?

This especially annoys me in combat. Why bother with explosions, pushing people in front of trains, and dropping buildings on people when you can just tag your primary aspect, a phase aspect, and some minor enviromental one like "slippery floor" and get the exact same effect?

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DFRPG / Re: Breath Weapons
« on: January 28, 2011, 07:13:08 PM »
Personally I wouldn't use "breath weapon" to represent certain kinds of breath weapons (like energy attacks). As was said, don't get too caught up in names, focus on mechanics.

For instance, if it is an energy attack, the fact that it comes from the mouth really isn't important, map it as a more traditional energy attack and fluff it to be a breath weapon.

Similarly if you have an attack that fits the breath weapon template but comes from somewhere else...use breath weapon to map it.

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DFRPG / Re: WCV that fed off of glutony
« on: January 28, 2011, 07:09:33 PM »
Personally I'm not a big fan of white court vampires who 'feed' on something that isn't easily externally inflicted like lust, pain, or despair, especially when they feed ambiently. Having to feed off ambient energy was one of Thomas's major hinderances

Rember, typically white court vampires need to feed directly off of a single victim, pushing them further and further into their emotions, draining them of their emotional energy, often till the point of death. I have difficulty seeing gluttony being fed off in this manner. While the other emotions are self perpetuating, gluttony is not. While they might sponsor an enviroment that promotes the kind of energy they like, it isn't their primary method of feeding.

If such a group existed I would not imagine them 'feeding' off kids eating too much candy, that would be too diluted. They would have to isolate individuals, and incite them to eat literally to death. That I could see, though it just isn't subtle enough for my tastes, like pain, lust, and despair are.

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DFRPG / Re: 4th Nail/Sword of the Cross ideas suggestions?
« on: January 20, 2011, 04:13:15 PM »
Just another thought on the concept of the nails.

The idea of 3 nails (one in each hand, one through both feet) is primarily the result of early artists depicting it that way and not because we actually have any reason to believe there were 3 nails.

Some scholars believe there were 4 (one for each foot) or and many even believe it there were 6 (a nail through each hand, and another through the wrist to keep the flesh from tearing, and one through each foot), which was another known method.

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DFRPG / Backstabbing/silent take down
« on: January 18, 2011, 03:14:29 PM »
So maybe I've misread something, but are backstabs and silent take-downs just impossible in this game? You know, short of nuking someone with magic or burning through 5 fate points to invoke tons of aspects.

Here is my understanding, please tell me if I'm missing something.:
To take out your average accountant you need to do 15 stress damage in 1 round. Lets assume you are a world class martial artist, so +5.
Maneuver to hide in shadows +2
Has a special takedown stunt +2
declare he is unaware and tag that +2
invoke special forces training +2
invoke darkness in building +2
And there is no margin of error here.

This seems excessive to take down an accountant, and most PCs wont have this level of specialization. And heaven help me if I want to ambush a PC. There has to be a better way to go solid snake on a bunch of mooks. Last game I basically just did concessions for the mooks, but I wasn't very happy with it. Any ideas on how to handle these situations?

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