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Topics - KnightKD

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DFRPG / Guns and Gruffs?
« on: January 27, 2012, 03:39:46 PM »
What's the story with Gruffs toting machine pistols and revolvers? Shouldn't that be an iron/fae issue?

Just a little thing I've been wondering. Perhaps I missed the explanation of that somewhere.

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DFRPG / Ambush, Backstab, One Shot, One Kill Scenarios
« on: December 31, 2011, 03:47:25 AM »
Another situation ripped from the last session:

The characters are in an infiltration/Stealth sort of mission, under a nice veil and sneaking up on the bad guys. They've got inhuman strength and magic weapons. The bad guys are tough supernatural types, but nothing uber special. Stealth rolls are successfully made, baddy alertness rolls are failed....

It was still practically impossible to take them out in one shot. Between stress tracks and all the consequences available, it just wasn't likely, even with a couple maneuvers to put "Blind to the danger" and "Easy target" on them.

In the end, because it felt right and I didn't like the idea of wasting such a sweet assassination scene, I let the characters take them down with one solid hit, No alarm raised, etc. etc.

I suppose you could just call it a concession, but what enemy in his right mind would concede to being assassinated, and why would the characters want anything less? Trust me, in this particular scenario they wouldn't.

How would others have handled it?

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DFRPG / Duration of veils
« on: December 31, 2011, 03:01:32 AM »
How long does an evocation based veil last?

The book says something about an exchange, but does this really mean a single "turn" in combat? How about out of combat? Our group thought the exchange might mean when it was tested with an alertness check, but that really puts the average duration of a veil all over the place.

During our last session I used the thaumaturgy durations cause it felt right. +4 shifts or so for 15 minutes.

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DFRPG / Another Compel Question
« on: December 29, 2011, 05:23:22 PM »
Example 1:
Sheri has the the aspect "Spiritual State Department" meaning she's always looking for the diplomatic solution. In our last session the group had found a potential foe's hideout. Sheri wanted to knock on the front door and offer an alliance. Others in the group wanted to sneak up and attack. I compelled her aspect, offering her a fate point if she approached openly. She did (while the rest of the party waited in hiding as backup). After a couple social rolls the minions within the house told her to go away and come back when the boss was home.

Did she deserve the fate point?
My own thought is yes, because the action put her at potential risk, but the situation didn't worsen because of the compel, so technically her aspect didn't make things harder.

Example 2.
Rhapsody has the aspect "Solitary Hunter." While searching the city for the bad guys lair, she finds a promising lead. Instead of calling the rest of group, I compel her aspect and offer her a fate point if she investigates the dark ally alone. She does and gets jumped by several supernatural foes. Because she's a weretiger, she does alright against them, but there was obviously added danger from the encounter because she was alone.

In this example I think it's fairly obvious that she deserved the fate point. What I'm really asking is, Is this a good aspect for the group, since it means that Rhapsody will be doing things without the rest of the players on a semi-regular basis?

All thoughts appreciated

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DFRPG / Remembering When to hand out Fate points
« on: December 29, 2011, 05:00:20 PM »
Okay, our group has been playing for several sessions now and I am the GM. No matter how much I think on it, I can't figure out a good way to remember everyone's aspects and hand out fate points at the appropriate time! We're all new to the system, which means we're already interrupting the flow of the story enough by hunting down rules, if I'm constantly reviewing all the 3x5 cards I have with everyone's aspects, it just seems to be too much. The other players aren't doing much better at self-compels.

It's not so much that character aspects aren't coming up, it's just that we're not noticing them as such. My group is pretty good about staying in character, they're just not good about remembering when staying in character should garner them fate points.

Right now I'm thinking that we'll just have a wrap-up at the end where we can look over what happened during the session, point out aspects that "got compelled" and I'll hand out fate points for next session. This will work, but if someone's low on points at the beginning of a session, they have no real hope of gaining any for use during the current session. Not a perfect solution by any means.

Does anyone have any good secrets to keeping the fate points flowing?

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DFRPG / A Compelling Question About Aspects
« on: July 30, 2010, 06:59:18 PM »
Our group is still trying to get our heads around Aspects, and compelling Aspects in particular. Since examples seem to work the best for me, I'm simply going to give you two from our last session and see what people's opinions are.

Example 1. Agent Blair is standing in front of a group of angry shifters. Beside him, veiled, is Hanna, with a big ol' Norse hammer. After a few words, one of the shifter's, a big grizzly decides he's had enough of the small talk and charges Agent Blair. Hanna's player goes for a self-compel at this point, compelling her "Got your Back" aspect and stepping in front of the bear and playing whackamole to his big, furry noggin. In the process, she gains herself a fate point.

Hanna could have stayed veiled and remained unseen, but chose to limit her options and protect her friend. On the other hand, the player would have probably taken this action anyway, just because Hanna wanted to hit something with her big 'ol hammer. Proper use of a compel, or not?

Example 2. Later in the scene, after laying waste to lots of Gruffs, the bear finally starts to come around (it was a good hit with the hammer). By this point the group realizes that the bear really isn't the enemy. Hanna feels bad for the bear due to her Trouble Aspect, Two-ton Conscience. Once more going for a self-compel, she goes to work trying to administer first aid to the big lug, despite the fact that he might be looking for payback. Once again, Hanna gets a Fate point for the self-compel.

Choosing to get down and personally help the grizzly was a risky move, but again, this is something Hanna probably would have done anyway, being a doctor and all. Did she deserve the fate point?

Opinions appreciated.

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