Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cold_breaker

Pages: 1 [2] 3 4 ... 10
16
The difference between a Compel and a high-strength block can only ever be crystal-clear.  Compels are negotiated, and as such, cannot be proposed, accepted, or otherwise implemented without being made clear to all parties that such is happening.

To directly respond to this: anything mechanical cannot be proposed, accepted or otherwise implimented without being made clear to all parties that such is happening either. The only difference between doing something by mechanically engineering it, and doing something by simply saying there's an aspect on the scene or enemy that the players have not yet assessed for whatever reason and simply compelling that aspect - is that the second scenario grants a Fatepoint to whoever it is compelled against.

17
Tedronai: I think you're getting too hung up on being a rules lawyer in a system that's by it's nature meant to be flexible :)

In this case, the lesson learned is that, if something needs to happen story wise, you CAN handle it by coming up with a good mechanical reason, or you can just add an aspect to the scene instead and compel it. So, in this case, I could come up with an 11 shift magical block that someone has added to the combat from off screen - or I could just say that the block is an aspect that compels the player to do what the block was intended to do anyways. Either way, they will have to pay fp to overcome it (possibly several!) but in the compel scenario you hand wave the actual math and possibly grant the player a fatepoint as a reward for going along with it - or possibly more than one.

Either way, I'd give the players a basic idea of what happened (a magical shield) and they could roll lore to figure out more clues (there are spellcasters nearby!) The GM has narrative power to say how an aspect can be compelled, and even if you wish to up the Ante on a compel.

I think this is what people have been trying to tell me, I only really understood now. You just have to remember that aspects can be on anything, and as a GM, if there isn't one that fits your needs story wise, you can add them on the fly.

18
DFRPG / Re: Newbies ask the darnest things
« on: July 15, 2013, 04:55:31 PM »
The way it's presented in the book, it doesn't seem like you have to do much of that sort of thing unless you are telling that part of the story. The way I read it, we begin a session and I state I have potions X, Y, Z on me. Also, I can spent a Fate Point and have potion X on me without having stated it beforehand, or do the same thing with a successful declaration on a Lore roll. Is that not how it works?

Yes, and no. You're glossing over the hard bits.

The whole point of keeping slots open for potions is essentially to have variable enchanted items that you can use to make the right tool for the circumstances. If you start out with X,Y, and Z potions then you effectively give that advantage up. So, no real advantage or disadvantage to doing that I suppose, short of being able to change them from one story to the next.

As for declarations? Well, you've glossed over the key word there: successfully. The declaration needs to succeed - which means that it has to make sense. You can't just coincidentally have a climbing potion when you're surprised with a mountian trek in the middle of an adventure.

Essentially, potion slots give you an advantage when you have time to think ahead. If they're played any other way, you're effectively munchkining as far as I'm concerned.

19
DFRPG / Re: Son of Zeus
« on: July 15, 2013, 03:51:50 PM »
I'm pretty sure the write-ups for Kalshazzak and the Shen demons--which both have strength powers--still refer to Breath Weapon as only Weapon:2, which would imply to me that Breath Weapon doesn't benefit from strength.

I think it depends on how you style the breath weapon - if your just breathing fire or a toxic gas, then of course they don't benefit from eachother. If "Breath weapon" is just how you're saying "He can throw a barrage of weapons produced out of nowhere" then it makes sense that strength would benefit it.

Of course, at that point it's not really a breath weapon - it's a new supernatural ability balanced around breath weapon.

20
DFRPG / Re: Non-Human PC
« on: July 15, 2013, 03:23:22 PM »
Alternatively, you might have to break the sad truth to the player that playing a mythological creature in the human world would be incompatible with the setting. For supernatural creatures, living in the human world without some way to hide your true nature is a good way to get killed and dissected. Just because the rules are there doesn't mean you CAN do it.

21
Just finished my next session and tried giving out targets for everything. Essentially, I learned a few things.

Firstly, my players spent fate points, whereas before they were mainly hoarding them. This was primarily a combat session (which I learned a few other things about running that are off topic) but I think this was an improvement.

Secondly, in some cases, my players complained that I told them the targets. Now, this was in extreme cases where their target to beat was an 11 (legitimately, there were a group of off screen mages working together to free the BBEG of the fight) - essentially the block was on the level of compel and I think my players would have preferred if I blurred the line and didn't tell them whether it was a compel or just a really wicked number.

I think what this tells me is that every group is different - and not every group enjoys having access to ALL the meta. It's my opinion that you have to find a balance between the two - not telling your players all the meta info does hamstring the system somewhat, but telling them all the info can take away some of the entertainment. Fate is a role playing game, not a chess game. I think - and this is going to be difficult for me - that the trick to telling when not to tell your players the target is to remember that it's not a tool for manipulating them.

22
DFRPG / Re: Feedback on star character?
« on: July 12, 2013, 04:44:15 PM »
A pretty cool idea. Very combat centric though.

23
DFRPG / Re: Limits of Evocation?
« on: July 12, 2013, 04:02:10 PM »
I have had similar questions and I think that the thread I started on this sort of thing garnered a lot of insight and constructive responses. Here it is:

Purview of Evocation

I think the bottom line is, regardless of your element or sphere of expertise (in this case, biomancy) ... quick and dirty attacks, blocks, and maneuvers are Evocation. Channeling/Evocation are magical guns; they are also probably magical bulldozers, too -- and little more than that. For everything else, you'll need Ritual/Thaumaturgy.

I don't think that's in question here. He's asking where to draw the line fluff wise. Are his evocations too fine to be evocations.

I will make one other comment in regards to biomancy: make sure that they have a stated weakness speciality wise. Perhaps she's good with healing aspects of magic, but terrible with the brute force aspects. Or perhaps she's bad with distance and good when she can get up close and personal with a problem. When your balancing out magic, you want the character to have things shes good at, and things she's not good at.

24
DFRPG / Re: Limits of Evocation?
« on: July 12, 2013, 01:51:24 PM »
I'd personally say that effecting someone elses body like that might be too fine for Evocation, but that's just me. Then again, having rotes that use her own body as fuel for a weapon could be a lot cooler narratively: using your own blood as a whip, or converting your top layer of skin into an acid that dissolves all forign bodies could be kinda cool and make for both offensive and defensive weapons. Sounds like a cool idea for a mean character. A walking biological weapon.

As for the scholarship thing: could I make a suggestion? If you're not going to require it, push the player to have to do a thaumaturgy spell to diagnose someone - e.g. she has a ritual to 'get in tune' with someone elses body (not meant to be dirty) to figure out whats wrong. This could be a good plot point - she can investigate bodies and what happened to them this way and get clues. I could probably come up with some interesting plots based on biological factors this way - makes for some interesting ideas.

25
DFRPG / Re: Fractured cities (My players keep out)
« on: July 12, 2013, 01:30:02 PM »
I'm hoping the PC's will recognize the need to hit the Concession button if/when it's necessary.  Of course, if your weres are out for blood, it won't really matter and all you've done is railroad engineer a TPK. 

Nah, in this case the Were's have no real gripes against the party, they're just worked into a frenzy. I've dropped the group in the middle of a chaotic battle field full of berserkers who don't know friend from foe, so working together should provide the group with enough of an advantage to make something of it. They just have to figure that out before they get KO'd.

That said, they're interested in fighting: not being malicious. They'll probably leave anyone who's gone limp alone.

26
DFRPG / Re: Possible benefits for Sponsored Magic: Greek?
« on: July 11, 2013, 02:55:26 PM »
Downgrading toughness would be very powerful. From my memory of greek myth though, there was always a catch to every tale. Maybe it grants a +2 to attempts to identify a catch?

27
DFRPG / Re: Fractured cities (My players keep out)
« on: July 11, 2013, 02:27:18 PM »
If the PC's start out surrounded by PO'd weres, the their only options will be fight-or-flight, barring some power ful magic on their part that can cool things down, so...yeah, options 1 or 2. 

Can't make  more comment without knowing the makeup of the party--here's hoping there's at least ONE wizard/sorcerer present, or things will go wahuni-shaped. 

Eh, it's Fate. Losing a fight doesn't mean death, if anything getting your ass handed to you makes for a more interesting story. My group consists of 6 players, including two casters with handicapped casting (7 refreshed, one opted for channeling, one opted to craft a few combat items but has no other combat casting) A werewolf with toughness and recovery, a were-leopard with speed, a lawyer with toughness, and a seer with no real combat potential. That said, part of me hopes things go pair shaped, but it's open for the players to get out of this.

Other than that, why not let the chips fall where they may? You can always use GM fiat to bail the group out or get them back on the rails if you need to move the story forward.

Actually? I'm trying to get off the rails completely. And keep off of them. I want them to decide the rails and I'll build the tracks in front of them a bit in the future, although I may have to figure out how to balance this out in the future.

Also, Morrigan is a type of fae in your story? I mean, I like the idea of Morrigan not being a single being (as she was a triad-goddess or three goddesses depending) but The Morrigan being a whole breed of Fae? I'd be curious to hear more about your interpretation of The Morrigan in your game!

Eh, they seemed like a good candidate for wild-fae- I could easily play them out to be too chaotic to fight into either court. In this case, I was going with a redcap-ish heirarchy: their are plenty of harpy style Fae, but the Morrigan are the top dogs. I'm going to have this incarnation to be the strongest since the originals - who haven't been seen for more than 300 years. Gives me lots of interesting ways for the story to play out. The sisters could succeed and become a new Triad, giving the players a long term new threat. They could fail, leaving only one Morrigan with a broken heart love story. We could get into what happened with the original Triad - are they alive? If so, would they confront these new upstarts? Are they dead? How? Why? I chose to leave them in Shroedingers limbo until later so I can figure out how best to make it interesting.

My main concern at this point is victory conditions. I don't know what needs to be done to successfully complete the story, and it makes me nervous. I'm hoping the players decide on a satisfactory ending of their own and I'll just fly with it, leaving tons of loose threads for later stories. We'll see.

28
DFRPG / Re: Fractured cities (My players keep out)
« on: July 10, 2013, 04:46:40 PM »
To get the ball rolling:

I expect to open up my next session with a description of the Morrigan transformation (which I'll spare you here for brevity sake) and then all hell breaking loose. I expect the rest of the group to catch up to the party member at the scene - although if they decide to run away or stay put while everyone is running off drunkenly to investigate the screaming and noise, I'll figure out how to run with that.

Once the group is reunited (assuming they all investigate) - they will find themselves surrounded by berserked werewolves - The group will also be hit by a mental attack from the Morrigan, but I'm assuming they'll all resist. It's a fairly strong maneuver to make them all bloodthirsty which I will compel them to 'kill the enemy at all costs' with.

Either way, they'll be surrounded by berserker werewolves that will attack the group. Considering they're not all focused on the group, I'm thinking they'll only be in direct combat with 3 or 4 at a time. I'm gonna look to the players to decide what direction they want to take the scene from there. There's a couple of obvious solutions:

1) They could try to escape from the battle field and figure out exactly what happened later.
2) They could mindlessly try to fight it out. The werewolves by and large will tend to retreat after taking a moderate consequence, but theirs about an infinite supply of them for all intensive purposes.
3) They could try to find the sisters and investigate. They'll find a trail that leaves the scene but goes cold shortly after. I might toss in some hints as to who the girls are if they go this route.
4) If nothing else, Angelo will appear from the melee (or possibly be with the group already) and insist on getting to Jules, even if she is a Morrigan. I might play out a combat where the goal is to fight to the Morrigan and, if she sees a live Angelo, she'll flee the scene, ending the conflict. The players will then be free to properly investigate and decide what to do about the whole situation.

29
DFRPG / Fractured cities (My players keep out)
« on: July 10, 2013, 02:29:57 PM »
OK,

So it's been brought to my attention that I've been abusing the rules a bit much. I'm running an intro adventure for my group (the setting has been detailed somewhat on these boards before. I've avoided too many details so as not to give them to my players yet, but I'd like to detail the current status and hopefully people can suggest things I'm doing wrong, and ways to do it right.

As an overview: The setting contains no major vampire presence. We've stuck with primarily Wild Fae and mortals for reasons that'll be expanded upon throughout the adventure. Essentially, the city has 2 factions: The mortals who wish to keep the city in mortal control (including a paramilitary faction that harkens its roots to german witch hunters and still likes to use crossbows and the odd enchanted item) and the changelings, were's and minor practicioners who are still disorganized but finally realizing they're a faction.

An important thing to know about this particular setting is that, due to an aspect of the setting, there's a difference between changelings and Fae scions here. Some have the choice, but most are stuck in limbo, unable to make a choice to be either human or fully fae.

As par for this adventure, I chose a mildly Romeo and Juliet style story: Angelo is a hunter who falls in love with Jules, a changeling Fae. When Angelo is kidnapped, Jules and her friends assume that the Hunters have discovered their love affair and chosen to make an example of the pair. She contacts the group to help her and they discover (too late!) that it was not the hunters that took Angelo, but rather Jules sisters - who wish to frame the Hunters for Angelo's death and trick Jules into making her choice.

The major spoiler that my group hasn't seen yet? Jules is a Morrigan changeling. I've statted up her full form to be eventually a harpy with the ability to evoke rage and bloodlust in anyone en masse around her. Her sisters hope to capture her once her choice is made and sacrifice her in a ritual that should supercharge their own natures and allow them to also make the choice to become Morrigan. Once her choice is made, she'll be the real deal whether she likes it or not and will be compelled to start war and cause bloodshed.

Now, the group has rescued the boyfriend and are trying to catch up to Jules, who's been doing her own investigating while trying to avoid capture from the hunters, who in turn want her for questioning. They're arriving at a forest kegger in the area where they were told to meet up with her. About an hour in, the party werewolf gets a scent and wanders away, into a clearing where she finds the sisters plan coming together: They've lured the hunters to investigate something at the clearing, then used glamours to make it look like they've just finished hanging Angelo - just as Jules was wandering by. I've left the game at a cliffhanger as Jules screams and makes her change: intent on revenge on the hunters.

My intention for next session is to stick the group in the middle of a battlefield. The kegger filled with people nearby will be attracted to the ruckus and noise, and the Morrigan will use her power to rile the werewolves into a bloodthirsty mob. With tensions high already between the werewolves and hunters, all hell will break loose.

At this point, the group does not know the identities of the real culprit and only has hints as to whats going on. Admittedly, there has been a lot more railroading then I'd like so far: partially my bad GMing, partially just necassary railroading to put the group together and get a story going. From here on out, I'd like to open the game up and let the players run with it. I haven't decided how the battle will turn out (other than badly - this will be a messy combat that is more or less unwinnable if you take the attitude that winning is killing everyone) or even if the sisters will successfully capture their now morrigan sister.

So, thats it! My question is, how would you run this going forward? How do I open it up and kill off the railroading that's gotten to this point? I'm looking for suggestions please.

30
DFRPG / Re: Maneuvers
« on: July 10, 2013, 01:08:38 PM »
if the maneuver is sticky, it lasts the entire scene unless:

1. you remove it, which requires a counter-maneuver equal to the difficulty it was created (or possibly less, if the situations makes sense)or by an opposed roll
2. It no longer makes sense.

- I see hand-cuffs as a grapple set at a specific block rating
- How difficult it is depends on how well the maneuver was made...see above
  Red paint.  Let's say I spray red paint on someone and do a maneuver at 3.  That probably means you hardly got hit by the paint and can easily wipe it off or cover it up.  If I spray red paint and succeed with a 10, that probably means I've completely covered someone with paint...good luck getting it off any time soon.  They have to succeed at a 10 shift counter-maneuver before the aspect goes away.

Meh. I'll agree that setting difficulty based on how well it was applied is a good start, but I think I'm gonna reserve the right to say 'no, that aspect isn't hard to remove' or 'that aspect is going to be super hard to remove' based on the circumstances, mostly to reward my players for clever tactics or punish them for dumb ones. I could go through the arguments as to how the paint can counts as a weapon: 2 for the purpose of the maneuver, or how they've accidentally used an aspect of the scene if you want. Really I'm just going by what makes sense. If something wouldn't work very well in real life, I wont let it be effective because of 'game mechanics.'

Pages: 1 [2] 3 4 ... 10