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Messages - Lanir

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31
DFRPG / Re: Pure mortal to supernatrual character
« on: August 18, 2011, 04:17:53 AM »
When you talk about what's possible and you get too far afield from what's probable, at some point you're effectively just changing the topic.

With a long enough lever you can move the world. The challenge isn't in realizing this, it's in making the lever.

32
DFRPG / Re: Conflicts of style and taste...
« on: August 18, 2011, 04:10:31 AM »
Got mentioned before but bears repeating: Everyone wants different things from a game. Unfortunately this too often gets paired with something a bit like one of the annoying internet memes. "If you're not doing it my way, you're doing it wrong." A common enough sentiment and easy to fall into but decidedly false.

If you fall into a group of people that want a lot of the same things you do out of a game... Great! You've gotten VERY lucky. If you're like the majority of gamers and haven't been quite so lucky, what you get out of a game will largely depend on the approach you and the rest of the group take towards acknowledging your differences and meeting in the middle. You'll have to avoid hopping on a soapbox while you do this and don't let anyone else get overly comfortable up there either. That won't help any. Just figure out what you enjoy, what makes you happy in a game and see if the group and the GM are comfortable working that into the experience.

However the initial talk goes, you'll also have to realize it's going to perpetually be a work in progress. You can't just do it right once and then drop the idea. It's going to always be a compromise, but there are many different ways to do it. Rather than every story being directly in the middle of everyone's comfort zone you might find the players who are more into storytelling are willing to go for a more crunchy, combative storyline as long as the group is willing to accommodate them later on.

One last comment, going with canon can sometimes be it's own argument. It's also one an author doesn't run into to the same extent that a group of gamers will. If they want to add something to their canon they only have to worry about it breaking their own previous ideas rather than being concerned that it might mess up someone else's character.

33
DFRPG / Re: Monsters and Free Will
« on: August 17, 2011, 01:36:45 PM »
I don't think you need a particular vehicle for free will. Probably best if it's somewhat mysterious.

As for someone wildly altering Mab... Yeah, that's why it's probably a lot better to think about it more in terms of what influence you can have over her. That sort of fundamental change would require the ability to influence her a LOT. If a necromancer didn't have the sort of power needed to back that up then I wouldn't let them pull it off.

34
DFRPG / Re: Monsters and Free Will
« on: August 17, 2011, 08:00:46 AM »
What is possibly a more interesting and useful way to look at this for NPC's in general would be "How much influence does this mortal PC have with this supernatural NPC?" I think there are a number of examples in the novels where a normal mortal got a supernatural to adjust their thinking a little in response

You are totally free to adjust how free will works in your game. I don't think there's any One True Way to handle the topic. But the default assumption of the world setting is going to be that supernaturals don't gain free will. To alter that you'd have to either insert it as a basic premise or add it as a consequence of a storyline (and since it's a central-ish theme it would probably need to be a pretty epic storyline).

35
DFRPG / Re: "Bulldogs!"
« on: August 12, 2011, 02:24:32 AM »
Can someone provide a link? Just curious enough to look into it and the game info on the publisher's site doesn't really tell much of anything. So far what has been said here about the resource system actually makes it sound really bad... Items are powerful? But getting them can be really random? Yeah... that sounds amusing for short games, nightmare-ish for longer running ones. But I may have just misunderstood.

36
DFRPG / Re: Pure mortal to supernatrual character
« on: August 12, 2011, 01:50:59 AM »
For Items of Power it might be easier to think of it from the story point of view rather than the system. People who wield an item of power become known for it. Michael in the early novels isn't just Michael. He's Michael-who-wields-a-sword-of-the-cross. You know as a reader that anything involving him will involve a sword of the cross.

This isn't true later on when someone else picks one up and briefly swings it around.

The line is fuzzy but when it's crossed, that's when someone should pick up an appropriate Aspect and lose the Pure Mortal bonus. Batman for example isn't famous for his gadgets outside of internet memes ("bat shark repellent" is a joke, not something we seriously expect him to produce on demand in another series).

As for the loup garou... I would say that's just a subset of something more general that holds true in all RPGs. Which is simply that some enemies are setup in a way that not all groups can handle equally well. Anytime you get into specialized attacks and defenses or go higher up the power scale of the system this can get more pronounced.

37
DFRPG / Re: Help please! My Search Fu is lacking it seems.
« on: August 09, 2011, 12:35:20 PM »
Any chance you could have your players do something like familiarize themselves with the aspects or at least the Trouble of one other character? I remember White Wolf's Wraith game had an advanced concept like that for handling the shadows (in that game everyone's playing a ghost and a shadow is your dark side). I think some semi-organized way of handling it and passing the responsibility around the table would be the only way to keep track of that many individual stories. Hell, I've played in story-centric games (not DFRPG) run by other people where the GM couldn't track two. :)

38
DFRPG / Re: Folding charsheet?
« on: August 04, 2011, 08:48:42 AM »
I'm not certain what role that's supposed to play without some context. Looks like it's designed so some info is easily visible to the rest of the table while other parts are less so? Wouldn't say it's exactly hidden as anyone sitting right next to you could still easily glance over.

I don't think you'd need to change much. Just remove the homeworld part and put in a spot for powers. Probably easiest to do by hand and then photocopy it.

39
DFRPG / Re: Frankenstein Inspired Campaign
« on: August 04, 2011, 08:30:34 AM »
This sounds like it could be a lot of fun. One thought that sprung to mind immediately upon reading the premise was scaling the initial experiments so that the multiple natures were in conflict. This hints at what might be possible if they weren't, potentially adds a sympathetic element to the poor tormented creature even if it's trying to kill the PCs, and allows you an easy and totally story supported way to scale the encounters to fit the group as they grow in power and get better at working with each other.

Side note: For those who want a story with Science! that can be a positive or negative force, take a look at the link below:
http://www.girlgeniusonline.com/

40
DFRPG / Re: Alternates takes on the larger setting.
« on: July 28, 2011, 06:24:23 AM »
I haven't... but if you want random ideas from the peanut gallery feel free to ask? :)  World creation is fun.

41
DFRPG / Re: Dresden Files MUSH
« on: July 20, 2011, 04:14:30 AM »
I'd be interested in this but I don't really have much to offer. I've tried helping people flesh out grids before and while the results are okay, it takes me way too long to be worth it. I'm good at making systems do what I want, but my coding skills are pretty lousy.

Thinking the main code you'd need would be something for the magic. Stuff like circles could just add to the difficulty, which you'd have to plug in manually in too many cases to be worth the headache of trying to automate a guessing system. Item code and rote spells would just be shortcuts that give the spell code values for you.

Scent would be a bit troublesome to really do right. Best you could get would be a generic system that works but doesn't tell you much or a more detailed, realistic system that was very patchy. Well sketched out in some places, virtually absent or extremely generic in others. Scent would also need to be on locations and would give you clues about some things if you go more realistic.

One odd question is MUSHes have varying degrees of consent. Would probably have to think a bit about that and make sure it plays nicely into the ideas DFRPG uses for concessions. This one's just a random thought, I need to re-read that section to see if it's actually something to think about or not.

42
DFRPG / Re: Anyone simplify the DFRPG?
« on: July 12, 2011, 02:59:49 AM »
I love the Amber Diceless system. Had quite a bit of fun with it. If I had to explain Fate to someone who'd only played Amber and D&D I think I'd compare it more to Amber.

Your character's skills are a lot like Amber attributes broken down into more specific areas. D&D style attributes are basically not present in either of the other systems.

Aspects and Fate points are a lot like Stuff in Amber. Like skills, Aspects are broken down a bit more than their Amber equivalent. You have multiple Aspects and because the world setting for the Dresden Files is more about gray areas than Amber is, the best Aspects can be looked at in both a positive and a negative light, like the "barbarian" example above. So Aspects handle whether you have positive or negative Stuff, while Fate points are the actual measure of it. The usual style for gameplay is to complicate the life of the characters by drawing on or "compelling" Aspects in a negative way and both the GM and players can get involved in that (subject to GM approval of course). Then when the plot comes to a climax you have resources to burn.

One important note about Aspects is that they're all over. They're basicall soundbyte sized descriptions of what something is, what it's tied to, etc. In Amber you're encouraged to add details to your surroundings subject to GM approval. In the DFRPG you do the same thing by declaring an Aspect but there are rolls involved. This may feel a little complex at first but mostly as a player you should just keep in mind that you should just keep in mind that like in Amber you're a lot better off interacting and taking a role in the narrative of the story than just hiding behind numbers.

Powers are actually very similar to powers in Amber. Stunts are a bit like having a rank in an Amber attribute. You're good enough with one area of a skill that it requires special description.

The rest past that is details. You'll have to decide how much nuts and bolts you want them to handle and how much you're willing to smooth over in the first few games to get the ball rolling. Fate has some really wonderful ideas. To be honest, as much as I like Amber, if I ran it again I'd be incorporating some of the ideas I've seen in Fate and the DFRPG. But the downside of that is that they're new ideas. I don't think it's really possible at this point to start a new group in Fate without handling a lot of the mechanics for them. Must see if Fred has a World Conquest fund going or something. :)

43
DFRPG / Re: What Happens When A Fairie Reaches Positive Refresh?
« on: July 12, 2011, 01:59:44 AM »
I'm thinking the interesting thing here isn't whether to give her free will or not (free will seems the way to go btw) but how you complicate things for her and those around her afterward. The best story is going to be the one that has the complications that interest you and your players the most. If there's a danger that the free will thing will turn into a happily ever after, I'd say find a reason to skip it or make it temporary.

Fae complications: She runs off with the unborn child and the PCs presumably chase her. Summer gets interested in her again and offers her a task to do if she wants to regain favor (said task somehow complicates the PCs lives during a later plot). Winter thinks she's yummy er... I mean interesting and the PCs presumably don't want to abandon her.

Free will complications: Summer and Winter getting interested in her can be the same but with different complications. She needs to find a way to do the quest for Summer or refuse without insult. Winter's interest can be a bit more predatory if she's got free will. Powerful fae tend to think of her as a curiosity in the songbird-in-a-cage sense. Former rivals show up and complicate her life. Concerned allies in the know recognize her and distrust her nature, possibly taking things into their own hands to bind the fae so she doesn't run off, or trying to chase her away before she harms the PCs.

44
DFRPG / Re: Looking For some advice on fleshing out a sub-plot
« on: July 09, 2011, 02:19:08 PM »
For a side story with a bunch of players who like story, I'd kind of lean towards a hag or a witch type of villain. Something magical and dark that's latched onto those particular children and wants to make kiddie stew and crunch their bones. Make the bad guy really tough if you like the idea so it can come back later.

The twist is the kids aren't entirely defenseless. A pixie has gotten attracted to mess and is busy playing faerie godmother and protector to one or more of the kids. The pixie isn't going to be able to keep it up though, he/she is depending on trickery and misdirection mostly. The pixie's motive is it's a flighty critter and this seemed like a good idea at the time. Adds a motive to the bad guy as well. It's recently heard of the pressed fairies book and the pixie has annoyed it enough that it wants to make one.

45
DFRPG / Re: Story vs Player control
« on: July 02, 2011, 11:35:01 PM »
One thing you can do if your players just outmaneuver you in a way you're not ready for is call a brief break. During the start of it you explain that you had a plan going for the story but their current efforts would circumvent it. Let them know you think the story would be better if what they're currently doing doesn't pan out or at least doesn't have the results they're expecting. Then you give them two options. Their actions stand and they get a story that isn't quite up to what you were trying for OR their efforts bear strange fruit and you reward their problem solving in a different way later on.

Effectively what you're doing is telling your players that they got you and you're giving them a choice of immediate success or something better later. You could arbitrarily do this without consulting them if you're sure they'll trust you but calling it out both lets everyone know what's going on and ultimately lets the players stay in the driver's seat. The two potential downsides would be if they don't want to choose quickly (this is something you'd want to present to them, get a quick decision on, and then move on) it kind of defeats the purpose. And once you call attention to it, you've got a bit of added pressure to make the ultimate reward a good one if they decide to let their plans fail in the short term.

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