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Messages - OwleIsohos

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16
DFRPG / Re: Hard to pick up?
« on: April 28, 2013, 02:50:11 AM »
It's fairly easy to pick up!  As others have said, it's quite a bit simpler than World of Darkness, and it's a lot lighter on rules than most other systems I've played.  I would actually recommend it as a system to start out with if you're not familiar with tabletop RPGs.  And, if you have any questions about the system, ask!  People on this forum are pretty friendly and happy to help new players out.

17
DFRPG / Re: Social Combat During Physical Combat
« on: April 24, 2013, 04:06:57 PM »
Actually, you'd be surprised what adrenaline does to people. A fight can make people lose all rationality--they may not turn into zombies, but someone who's pissed off enough to start swinging at you probably isn't going to care much about what you're saying right at that moment.

I agree with this.  My personal interpretation, though, is that there's more to social attacks than just what you're saying - it's also about your body language and personal presence.   An Intimidation roll could easily be about looming over someone, making a sudden, threatening motion, or otherwise acting in a way that makes your opponent react as though you're a credible threat.  An opponent hopped up on adrenaline will still respond to those kinds of signals - it's communication on a more basic level.

In the end, it really comes down to GM discretion and what makes sense in the situation.

18
DFRPG / Re: What are your favorite aspects?
« on: April 22, 2013, 10:09:36 PM »
I recently created a White Court Virgin of House Malvora.  Her Trouble? "Sometimes I Scare Myself"

19
DFRPG / Re: Social Combat During Physical Combat
« on: April 22, 2013, 06:45:09 PM »
I've done this as a social character before, but the GM has mostly handled it as me using my social skills to create blocks against creatures attacking rather than straight up social combat.  My 2 cents is that it depends on the situation - is the Ogre going to listen to the Supermodel?  Or is it too busy fighting the other party members to pay much attention to what she's saying?  If it's in a blind rage, furiously pummeling everyone before it, it's probably not paying enough attention for her to get through to it.  But if she gets its attention, or there's a lull in the combat, it seems like it should be possible to roll social attacks against it.

20
DFRPG / Re: Factions For An Online DFRPG Chat
« on: April 21, 2013, 02:43:30 PM »
I think it could be fun to have a Special Investigations unit of the NYPD. :)

21
DFRPG / Re: What are your favorite aspects?
« on: April 13, 2013, 01:18:30 PM »
My favorite is "If it's stupid and it works..."

It gets me into and out of some very fun situations. :)

22
DFRPG / Re: Organizing an DF RPG Online Game
« on: March 29, 2013, 04:46:51 PM »
@OwleIsohos
I've got 'Story Management' as a feature to build on the site, so that GMs can see what is going on and what characters are involved with which stories.

Awesome!

Conor: Hi!  It's great to see you again!  I hope you're doing well yourself. :)

Quote
This sounds rather interesting actually.

I played on Jeff's World of Darkness site for over a year, which used much the same model as he and Conor are describing here.  It was a lot of fun.  I'm looking forward to seeing such a thing using the DFRPG system.

23
DFRPG / Re: Organizing an DF RPG Online Game
« on: March 27, 2013, 01:28:36 PM »
Hi, Jeff! *waves*

I'm new to the DFRPG myself, but most of my concerns would be the same ones you'd have in any chat environment. The biggest concern I have for any chat game is continuity and communication between GMs.  If you're going to have multiple GMs running plots at the same time, it'll be really important for all of them to communicate what the potential consequences of those plots are so they don't step on each others' toes.

Specific to the DFRPG, how would you handle milestones?  Chat sites for other systems tend to hand out a certain amount of XP each week, but advancement in the DFRPG is based on story milestones.  And, on a chat RPG like the one you're describing, not every character is going to experience stories at the same rate - some might never even get into a GMed scene at all!

My recommendation would be to make significant and major milestones chatwide - raise the skill and refresh levels for the entire chat at once, including new characters created after the milestones.  Maybe make them coincide with big metaplot events.  Especially in a system like the DFRPG, where a single skill point or point of refresh makes a huge difference, I think the game works better if all the PCs are on equal footing.

Also, you're going to want to have a clear policy about how magic items and crafting works.  I'm not actually familiar with these rules, but the discussions I've seen here give me the impression there's a lot of room for different interpretations of the RAW.

24
DFRPG / Re: Failure in games
« on: March 24, 2013, 07:03:37 PM »
I very much enjoy minor setbacks, unexpected complications, twists and turns that throw a wrench into my character's plans.  I enjoy needing to improvise and keep my wits about me if I'm going to succeed.  It makes the ultimate victory much more fun if I had to go through several setbacks to earn it.

Major setbacks - it depends on how major we're talking about, and how much agency I have as a player.  Anything that's going to have a permanent or particularly long term impact on my character, I'd want to be able to talk over with the GM to ensure that any changes to the character are ones I'll enjoy roleplaying.  Moreover, I feel that most if not all major setbacks should come about because of the actions the players have taken, rather than by GM fiat.  I've seen major setbacks handled well, and they've been some of the most fun gaming experiences I've had.  On the other side of the coin, though, major setbacks that have been handled poorly by GMs have been some of the worst.

One of the things I love about the DFRPG is that the rules give the players creative control over both major and minor setbacks in the form of concessions.  It encourages me to take more risks as a player when I know I can always concede the fight and have a hand in choosing how my character loses a conflict, and it basically eliminates my worries about the results of IC failure.

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