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Messages - Ancalagon

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16
DFRPG / Re: the Dresden Files in a Government Town
« on: February 24, 2010, 11:50:15 PM »
Quote
The only leap is a council that is largely clued up and more awareness then Chigcago's  council was part of Anclagon's original premise.

Well, I'm not entirely sure what you are saying here - my premise was that IF the government knows about the supernatural, the effects and impact of that knowledge would be most keenly felt in the Nation's Capital.

Anyway, I must admit that this thread has given me a number of ideas, especially the Queen and Fairies part.  In Canada we have a Governor General, who is the Queen's Official Representative (we *are* a constitutional monarchy, after all).  The idea that the office of the Governor General - usually seen as purely ceremonial - is actually the one that is aware of supernatural issues is just too good not to use :)

17
DFRPG / Re: Big News on a Target Publication Date
« on: February 23, 2010, 03:00:49 AM »
Has there been some "precision" on when the pre-order date is going to be?  I can't wait for that sweet, sweet PDF! :)

18
DFRPG / the Dresden Files in a Government Town
« on: February 23, 2010, 02:59:35 AM »
Hello

I'm going to talk about Ottawa here, but really what I'm about to say would apply to Washington DC as well (or London, Paris, any National capital).

The assumption in the Dresden files so far is that the government knows little, if any, about the supernatural.  This is made somewhat easy by the novels being located in Chicago - ie NOT the national capital.

However, I'm planning on running my game in Ottawa - Canada's capital.  If there is any sort of government agency, awareness or anything - even if it's pretty limited - it's going to have quite an impact in Ottawa itself, and therefore on how the game is run. 

If anyone has any advice on running the game in "Government Town", I'm all ears :)


19
DFRPG / Re: Diffrent Character Concepts
« on: February 18, 2010, 12:39:39 PM »
I wouldn't mind playing a Psychic Jellyfish from Planet X, but I'm not really sure so far how that should be stated out... ;)

20
DFRPG / Aspects, Compelling and Roleplaying
« on: February 17, 2010, 03:52:36 AM »
Hello

I hope this hasn't been already covered.  If so, I apologize. 

So I've been thinking about this Aspect part of the game, and how it is important.  I see that the better aspects are those with both a good and bad side - something as simple as "HULK SMASH!" would work quite well.

This isn't the first system to have a "disadvantage" aspect.  In Hero, it is seriously beneficial to take disadvantages to get more points.  But a lot of the disadvantages are story or role-playing related (as opposed to other system, where people create munchkiny hunched-back diabetic club footed monstrosities of characters).  And that was ok - the disadvantages were mostly character creation tools really.

When we were playing, we noticed that we rarely had to "roll" for these during play (as in the GM saying "roll to see if you lose your temper"), as the players would just roleplay their characters faults along with the good.   So to me, if I have a PC with "hulk smash" as an aspect, the GM shouldn't have to compel me to lose my temper - as a good roleplayer, I should have my PC lose his temper anyway!

So... how does it work?  Should the GM hand out fate points every time a player roleplays the negative aspects of his PC? 

21
DFRPG / Re: Diffrent Character Concepts
« on: February 17, 2010, 03:40:10 AM »
He's also worth reading because he's an incredible designers of cities.  http://en.wikipedia.org/wiki/Perdido_Street_Station  (written prior, and a few generations (roughly) in the past of the Iron council) is also good for this.

22
DFRPG / Re: Diffrent Character Concepts
« on: February 16, 2010, 10:59:36 PM »
If you want to see "golem magic" *fully* developed, I recommend the following

http://en.wikipedia.org/wiki/Iron_Council by China Miéville.

One of the main character is basically a golem maker, but he does far more with his magic than just make animated lumps of clay.  He animates iron spikes so he can nail them in with one blow for example.  He makes gunpowder golems.  It's a challenging book - very heavy, political angles, grim at times - but China Miéville has an incredible vision of magic. 

23
DFRPG / going off the beaten path and then new books
« on: February 16, 2010, 12:58:47 AM »
Hello

I'm going to use the jade court here, but really, this example applies to almost anything.

So, the game master decides that he wants to surprise the group with something new - not from the book, and introduces the Jade court, and the PC have to deal with them (fight, negociate, whatever).  (or it could be voodoo zombies, gnomes of zurich, dragons, whatever).   The system is flexible, the game master is creative, the players have a great time, and everyone is happy.  So much so that the jade court/etc become a regular feature of the game.

Then Jim releases a book where the Jade court/etc is heavily features, and it's completely different! 

This problem is in no way unique to The Dresden Files (Forgotten Realms, I'm looking at you!) but I would still like to hear people's comments and advice on the issue...


24
DFRPG / Re: Dresden Files Q&A
« on: February 16, 2010, 12:41:40 AM »
that was neat, and I'm looking forward to part 2!

25
DFRPG / Re: [Gauging Interest] Text-based online Dresden RPG game
« on: February 15, 2010, 02:15:30 AM »
C would be *awesome* 

I just read Les Trois Mousquetaires (in French) from Dumas, so I think that would be all sort of cool.  There are a lot of hermetic mages and alchemists active at the time,  the beast of the Gévaudan isn't that far off, there are all sorts of cool stuff from overseas being imported, Richelieu, Oliver Cromwell, the man in the iron mask... it just reeks with possibilities. 

Unfortunately, I personally wouldn't able to commit to such a game (well... maybe depending) but I just wanted to speak out on how cool such a game would be.

Ancalagon

26
DFRPG / Re: City creation
« on: February 15, 2010, 01:14:31 AM »
the cities of Europe have such rich history that it must be really neat designing a Dresden-city... although some of that history may be things you want to skirt around. 

North American cities are much newer and "thinner" history wise, but in general they are a lot less bloodier.  While it may be "fun" to say that "ooh, the firestorm in Dresden in WWII was caused by a battle between fire elementalists!"... it might be a bit crass.  I'm really not sure what to do with that kind of historical events.

27
DFRPG / Re: What are the Power Levels?
« on: February 13, 2010, 06:05:16 PM »
So in this way, the various "were forms" would be balanced?  For instance, a feet in the water power level character could be say, a were sloth, while to make a were-tiger you would probably need significantly higher... that works

28
DFRPG / Re: group composition
« on: February 13, 2010, 04:33:14 AM »
There are a lot of cool ideas in "alternate" comic books...

http://en.wikipedia.org/wiki/Jack_Hawksmoor_%28comics%29   the "king of cities".  He can walk around barefoot because there is never any glass where he happens to step, masonry will fall on his enemies etc.   

http://en.wikipedia.org/wiki/Jenny_Sparks : the spirit of the 20th century (... oh yeah...)

etc etc.

29
DFRPG / Re: RPG Illustration: The Gruffs
« on: February 13, 2010, 12:53:17 AM »
Right, could be made of polymers or have a wood handle and rubber encased parts.

Some parts must be made of steel (like say, the barrel), but yeah, I bet some of the fae just really love those Glocks!

30
DFRPG / Re: What are the Power Levels?
« on: February 13, 2010, 12:48:37 AM »
so Harry at the beginning of the series was already at the "submerged" level of power?  dang....

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