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Topics - MAK

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DFRPG / Auction scene as social combat?
« on: December 09, 2011, 08:58:18 AM »
Any ideas on how to represent a Sotheby's style luxury auction as a social (combat) scene? I'm thinking on a situation where the protagonist and villain have a bidding battle over a McGuffin item, with preferably other parties also joining in. How could one bring in tactical elements, allying with other bidders etc? How does the resource (wealth) level play into it?

 

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DFRPG / Lawbreaker stress track?
« on: September 29, 2011, 11:27:06 AM »
Our Dresden campaign is set in the renaissance era and the idea of a strict police-like White Council does not fit very well. When thinking of any other ways to enforce the Laws of Magic, I got the idea of modeling the slow corruption of becoming a lawbreaker by a stress track.

I have not yet thought very far about when exactly would you have to mark stress there and how to get rid of the stress - any ideas or comments about the concept in general?

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DFRPG / Conflict action: forced movement?
« on: May 02, 2011, 10:39:40 AM »
I haven't been able to find any ruling in YS for forcibly moving opponents in a conflict (apart from grappling rules that cover physically throwing someone). The options to affect someone seem to be limited to stress, consequences, and maneuver aspects. So how to cover situations like air evocation blasts (physical push), panic-inducing fear (mental push), or siren song (mental pull)? I've used a rule of thumb of one zone of forced movement per shift, as with sprinting, but it quickly makes such actions quite powerful. Another issue that has come up is how to deal with pushing someone to "certain doom" from a rooftop, cliff edge or ship - how big chance should the victim have to resist such maneuver?

Any ideas or experience?

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DFRPG / How to model a horde of nameless ghouls
« on: March 01, 2011, 05:08:52 PM »
I've had trouble figuring out how to use the rules to model a horde of nameless-NPC ghouls. The main problem rises from the way the recovery powers are modeled with consequences, but the bookkeeping of said consequences slows the game down very fast when dealing with a large group of opponents. And nameless NPC's aren't supposed to take any consequences anyway, exactly to avoid such bookkeeping...

Any experience or ideas how to model ghouls (or zombies, or whatever "regenerating" critter) as an easy  to run nameless NPC? Using toughness powers instead and just describing the effects as regeneration comes to mind - anything else?

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DFRPG / Historical settings in DFRPG?
« on: February 04, 2011, 06:57:45 AM »
From what I've seen on this board, most campaigns seem to focus on present day and the majority of those to the USA - probably due to the player base, I guess...

Anyone else running a historical setting?

I know of Rick Neal's Fearful Symmetries campaign (http://www.rickneal.ca/?cat=334) set in early 17th century Prague

Our group is just starting a campaign in early 16th century Venice (think Assassin's Creed II without the assassins...)

Any experiences or thoughts about using this sort of setting? Do the DFRPG rules need tweaking?

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