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Messages - digital3lf

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16
DFRPG / Re: The Big Easy: Lots of Death
« on: May 25, 2010, 03:30:29 PM »
These writeups are really great to see the system at work, and for entertainment. I'm getting really psyched to run a game as soon as my hard copies arrive!

I have a question, if one of you could spare the time. I notice that the players seem to split up frequently and often have differing agendas. In itself, I find that fun and it makes for a great read, but at the game table, does it lead to trouble? I know my group gets bored if they don't get to throw the bones at least once every 10-15 minutes, and they'd probably wander off if they had to wait for entire scenes to resolve that they are not a part of. Perhaps the scenes are highly narrative and are resolved quickly in just a few rolls?

I'm mostly concerned that I'm going to have 5 players who all want to play something different, and it'll take quite a lot of doing to get them to have any common ground to stand on. It's my goal to let everyone play what they want, but if I have to restrict character types/templates to keep everyone involved, I'll do it.


17
DFRPG / Re: Items of Power and Aspects
« on: May 21, 2010, 07:23:22 PM »
I didn't read the N in NPC. 
And thought to myself.  Wow. 

A character playing as the weapon that another character is wielding.  And thereby controlling the person through compels/insights/declarations.

mind blowing.

LOL, nice!

It just crossed my mind that someone could probably make a living DFRPG game that is online in sort of a sandbox environment where players can interact, compel, declare, even exchange Fate points, all without a GM overseeing it constantly. It would take some pretty solid agreements between individual players/admins/GMs in terms of what is allowable, but it could be neat!

18
DFRPG / Re: Tools for running DFRPG Online
« on: May 21, 2010, 07:03:13 PM »
Ive just discovered Googlemaps and its applications as an rp tool, and its freaking EPIC! I'm so excited by it atm. lol.

Example in its awesomeness: occult Seattle

Holy god that is awesome! SO using Gmaps for whatever city my group settles on!

If anyone still has Wave invites to throw around, I would love one! digital3lf@gmail.com

19
DFRPG / Re: Items of Power and Aspects
« on: May 21, 2010, 03:55:27 PM »
Very interesting idea. I would personally be VERY conservative about giving aspects to items, but it would certainly make sense in some cases. By giving an item as aspect, it goes from a mere item to some degree of an NPC. It gains a will of it's own and is no longer just an implement. For example: Lord of the Rings One Ring would absolutely most definitely have Aspects. Harry's Duster would not. Your Mjolnir could easily swing either way. I'd ask: is the hammer going to start making decisions, taking actions, and driving your story forward without input from the PCs? If so, then it should have Aspects, and probably even go though the whole NPC creation process.

20
DFRPG / Re: Focus/Enchanted items and non-spellslingers
« on: May 19, 2010, 08:12:58 PM »
well for something like this its likely you'll need some trial and error. You could try to open refinement for everybody or you could make something like shapechange grant focus items. Or you could try it through an item of power or some such deal. Maybe as fluff stuff to justify it you could say they have enhanced items- technologicly advance objects that function like focus items but for regular skills. Those are the ideas i'm getting off the top of my head.

But on a side note i'm honestly not sure they are needed. I've played more than a couple sessions already and one of my main players is a pure mortal while two more a spellcasters. Honestly spellcasters dont outshine pure mortals at all. I mean it certainly looks like they will but then you're setting there playing and the wizard says "alright i want to throw an evocation" Okay hits one enemy for 7 shifts total and you take one mental stress. Then the pure mortal pulls out his gun and about half a dozen fate points and says "lets do this." hits a 9 spending only 1 fate point and still having a at least 5 left. The spellcasters arent going to steal the spotlight at all ;D

P.S. My example actually happened at one of my sessions and you should have seen the look on the wizards face lol.

P.P.S. if you just want the characters to have cool magic items give the characters an item of power with refinement put into enchanted item slots. Thats how i make "magic items."

That example is awesome! I'm really hoping to see stuff just like that when a mortal decides to "throw down" with the fate points.

I'm trying to avoid the Item of Power/"magic item" side of things so as to allow pure mortals to access special items without resorting to using magic (even if its through an item). I know it's just a matter of semantics/flavor in the end. High tech monster-killing devices would fit the role perfectly!

21
DFRPG / Re: Running Dresden RPG at a con... need some feedback
« on: May 19, 2010, 08:00:03 PM »
Just an idea off the top of my head, but maybe write down (or make up) a few stunts that could work with any/all of the characters, write down what they do mechanically on some index cards, along with some flavor text and maybe suggestions of uses and/or equipment the character would have prepared. Hand out the stack and let them pick and choose any they'd like to add to their character, provided they have enough refresh to do so.

Pre-genning the PC's with some aspects left open is a very good idea, just plan your hooks/scenarios to interact with the aspects that you have planned in advance. Make sure to take note at the table of what new aspects your players come up with. Compelling something they just created to become part of the story is sure to be very exciting and satisfying.

22
DFRPG / Focus/Enchanted items and non-spellslingers
« on: May 19, 2010, 07:32:44 PM »
In eagerly awaiting my hard copies of these books I've been reading and re-reading the preorder PDF versions and preparing to run a game as soon as my group gives me half a chance to. I'm really excited that most parts of the system look like a perfect fit and I'm very worried that my own Dresdenverse will go over well. One of my concerns, though, is mortal/supernatural balance. That is, mortal characters keeping up with others that are invested heavily with supernatural powers.

Overall, most of the lower cost supernatural powers don't seem to be too much more powerful than regular 'ole stunts, not to mention the downward spiral it can put a power-hungry player in if they take them too far. But, all the better for the plot, I say! But, I notice that spellcasters all get a particular edge that isn't available even to other supernaturals. Magic items!

I really dig how specializations & items flavor the spellcasting types. On the other hand, they are also series of bonuses that are not only given freely with magic (as potent as it is already), but that others don't (generally) have access to. Rather than try to stifle how items work, I'm trying to come up with a way to let non-spellcasters (pure mortal and supernaturals) have a form of "focus items", maybe even enchanted items, for themselves. Ideas would be like a fetish for a shapeshifter, than enhances a skill while in their alternate form; a family heirloom that does something similar for a mortal; or a personal holy symbol for a true believer.

What I'm looking for is ideas on implementation. I was thinking perhaps just giving 1 focus item slot per each amount of refresh spent on stunts/powers (like 1 slot/3 refresh or so?) and/or opening up "refinement" to all characters to purchase a single time for 2 slots. I'm also interested in hearing any pros/cons anyone can think of if this is done. Thanks very much for any feedback!

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