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Messages - Troy

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76
DFRPG / Re: Newbies ask the darnest things
« on: July 07, 2013, 05:23:41 PM »
What's the least amount of time it takes to cast a ritual using Thaumaturgy?

I brought up this question here and I'm satisfied with the answer, but wanted to get veteran players' take on the question. Looking for more insight, I guess. I adore crowdsourcing brains.

77
DFRPG / Re: Does "Calm Blue Ocean" work on Hunger rolls?
« on: July 05, 2013, 05:47:46 PM »
I probably would allow it - for the simple fact that the initial stunt probably wouldn't get a heck of a lot of use otherwise. But again, up to the GM.

You're kidding, right?

In a game where there are vampires that can cause you to experience emotion in order to attack you, to manipulate you, to block you... Calm Blue Ocean is awesome.

Hunger is not an emotion, by the way.

78
DFRPG / Re: Thoughts on new vs old wardens
« on: July 02, 2013, 07:25:43 PM »
So maybe they are really bigoted, against non-Wizards.

That would actually make sense, since Wizards are in many ways a distinct subspecies of humanity. They breed true, mostly, and powerful ones tend to have powerful children.

That could lead to some nasty blood purity stuff.

This is exactly the sort of conclusion I've come to when trying to read up in Our World and Your Story about what makes a wizard a Wizard. I've also asked my partners in crime on ragnarok.gamingsandbox.com who are much more familiar with the novels than I.

And that's pretty much it. You're only a wizard if the White Council says you're a wizard. Even if you can do everything a wizard can do (or more). If you're not acknowledged as a wizard by the White Council, they tend to see you as a dangerous element that needs to be watched or controlled. They call you a sorcerer, applying negative connotations to that word when they use it. It's almost as derogatory as calling a practitioner a warlock.

Yeah, so, if you have the training, education, and bloodline AND the White Council acknowledges this after you pass their tests -- you're a Wizard. If you have the training, education, and bloodline and the White Council does NOT acknowledge this and you haven't taken or have failed their tests (some people do that on purpose) -- you're not a Wizard! :)


79
DFRPG / Re: Can enchanted items boost stats?
« on: July 02, 2013, 07:15:38 PM »
I have a link bookmarked that deals with this topic. This is from back in the day when they were first writing the game and telling everyone how things were going to work.

http://www.jimbutcheronline.com/bb/index.php?topic=36700.0

80
DFRPG / Re: Thoughts on new vs old wardens
« on: June 27, 2013, 03:59:16 PM »
Another thing to keep in mind is that "tribalism" didn't become "racism" until around three or four hundred years ago, possibly even more recently (with the advent of Darwinism and stuff). During the Roman Empire, Roman citizens were the "tribe" and it didn't matter what your race or ethnicity was. Non-Roman citizens were the folks that got stomped on and abused and enslaved. During the Crusades, professed members of the Church were the "tribe" and as long as you were one of them or decided to become one of them, you were all good. Pagans and heathens were not members of the "tribe" and so they got the short end of the stick. During WWII members of the Nazi party were the "tribe" and anyone outside the party (especially fellow Germans) were targeted for subjugation and extermination.

Sorry, this was off the Warden topic, I just felt like I should chime in. When I read history books and stories, the mention of race is rare and people seem to be primarily concerned with "can we get along with these outsiders," regardless of where they come from and what they look like.

81
DFRPG / Re: Newbies ask the darnest things
« on: June 20, 2013, 03:13:29 AM »
What's the difference between Worldwalker and Swift Transition? Conceptually, both seem to allow you to jump in or out of the Nevernever pretty much anywhere.

It seems like Swift Transition is for creatures who have a natural affinity to the Nevernever... as in, that's where they belong. So they can pop in and out as they like.

World Walker makes portals, which allows a person to bring other people with you. It also conveys other abilities that make it easy to find places to make these portals, and navigate the Nevernever.

That's what it looks like.

82
DFRPG / Re: Thaumaturgic blocks
« on: June 16, 2013, 04:47:20 AM »
See bolded: I think this was something recommended by the game designers.

Hey! I know where this can be found! I have it bookmarked because its valuable in understanding how the magic system was designed and intended to be used. These are old posts from threads talking about the game before it was released.

This is Thaumaturgic Shapeshifting

This is Thaumaturgic Skill Boosts

83
DFRPG / Re: Newbies ask the darnest things
« on: June 14, 2013, 12:09:11 AM »
The question comes up because I'm hard pressed to think of a situation in which a PC would need to roll Presence. In play testing the game, every time this sort of thing comes up, it seems like it would be a Rapport roll.

84
DFRPG / Re: Newbies ask the darnest things
« on: June 13, 2013, 08:25:32 PM »
I think it is like the difference between respecting someone and liking someone. Presence demands respect. You can go into a room, shout orders and people start doing what you say, maybe reluctantly, but they do it. Rapport is sort of the opposite, people like doing things for you, maybe even before you ask. And when you ask, you have that certain something in your voice that makes people want to do what you ask and more.

So I could see a military leader having high presence and low rapport. On the other hand a seductress could have high rapport, low presence.

And then there's Lara Raith, who has both skills as high as possible.

I can see that but it leads me to ask... Why does it matter?
Either way, people are convinced to do as you want. The military leader doesn't care if you like him and the seductress doesn't care if you respect her. What happens is that people are swayed to see things your way or to do as you'd like them to do. Can't the Trappings and ... flavor ... of both skills be represented by a single Skill without affecting the game?

85
DFRPG / Re: Newbies ask the darnest things
« on: June 13, 2013, 05:47:18 PM »
What's the practical difference between the Skills Presence and Rapport?

From what I understand, the difference is one between passively having charm or the ability to get attention and actively being charming and getting attention. It's a fine line... and I think that Fate Core was wise in doing away with the distinction. For the Dresden Game the writers may have felt a need for the two different Skills... but I'm having trouble seeing it with my own eyes.

What do you guys think?

86
DFRPG / Re: "Official" Perspective on Lawbreaking
« on: May 26, 2013, 02:02:16 PM »
I think recklessness with magic counts.

I think that's why some people, Morgan for example, are so hardcore when it comes to the Law.

If you let people be reckless with their magic and use excuses to worm their way out of the consequences, then what's the point of the Law? Incinerating a building that you believe to be empty... but you don't know for sure? That's reckless and claiming ignorance or accident if someone gets killed by that recklessness is practically begging to be killed. "Kill me now because I'm too stupid for magic."

Side Note: Are there White Council Law experts? Lawyer types that have these sorts of debates when issues like this come up? If not... I'm putting them in my game! Maybe they are a special class of Warden... or retired Wardens. Or Wardens like Harry that refuse to kill people. What would be a good title for someone like that? Marshal? Intercessor? Arbiter? I kind of like Marshal because it has that same feel as the Warden title... but I also like Intercessor because the person is a Wizard that intervenes on behalf of the accused/offender. Hm...

87
DFRPG / Re: Mental Evocations solutions?
« on: May 25, 2013, 03:16:55 AM »
If I were making rules for this sort of thing, I might try to model it on the concept that intruding into the mind of another affects the caster just as profoundly as it affects the target. The rules for a Soulgaze or the Sight are sort of built around this idea, which is one of the founding principles found in the Laws of Magic. Breaking those Laws breaks part of you in some way. I know that looking to the Laws of Magic isn't for balance issues isn't an answer, I'm just looking at the reasoning. There is a reason people don't do this. They're very scary, unstable people, or very skilled, or very foolish. Why? That's what I would look to to model rules if I were to do it.

Too Alien a Mind -- I think this could work like a Compel on the part of the GM vs the attacking character. You Compel any of the Aspects that identifies the PC as mortal and say something like, "I'm going to offer a Compel. Because you're a WIZARD PRIVATE EYE, you're but a mere mortal. Loki's mind is far afield and attempting to direct your Air Evocation as a Mental Attack just doesn't work the way you planned..."

That would at least give players an option to make a Mental Evocation by spending a Fate point. A Compel like this wouldn't be necessary when attacking a mortal, though. (Which might explain the Laws of Magic that govern mental intrusions, to curb the abuse of power mortal practitioners have over their own kind).

I have a question: I'm under the impression that someone always gets to Defend against an Attack, regardless of what kind of attack it is. Several times, I have seen contributors to threads say things that intimate that most (or some) targets couldn't defend against a Mental Attack. For example, do people let the targets of Incite Emotion powers Defend against them? Especially if using the Attack upgrade of the power?


88
DFRPG / Implications of "Always True" Aspects
« on: May 19, 2013, 07:40:20 PM »
Hey,

In the standard DF RPG, Aspects are Aspects and you can Invoke them and Compel them and that's pretty much it.

Under the refined rules of FATE Core, Aspects have this "Always True" quality. I have to admit that I find that more in line with how I imagined the game being played. I like this innovation a lot.

But I have ask... what would the implications of adopting that take on Aspects be for your standard DF RPG game?

89
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 18, 2013, 12:35:03 PM »
Are all these categories of magic things that have been displayed in the Dresden Files series of novels? Or are they just really interesting things people have come up with for their own PCs during a game?

Most of the Sponsored Magics cost -4 Refresh, but there are a couple that cost -5 Refresh. What's the reasoning for that?

Also, how did the concept of the "Extra Benefits" come about? Is that something that's part and parcel with Sponsored Magic? Do Seelie and Unseelie magic have Extra Benefits?

90
DFRPG / Re: Law Talk
« on: May 17, 2013, 10:47:00 PM »
I think I see the disconnect here. I had forgotten that, as Lucio put it, "The Laws have nothing to do with right or wrong," so I was assuming that breaking the Laws made you evil.

Also, I remembered something I read that seems to present a good parallel. The army discovered a long time ago that all humans have a sort of mental block against killing other humans, hardwired into our emotions. So what they do is they take recruits and they subject them to battlefield conditions: chaos, explosions, noise, etc, and they have them "kill" targets over and over until the very instincts of the soldiers have been rewritten, so that when they are under stress their default setting is "Kill!". All armies have to do that, the good as well as the bad. Perhaps breaking the First Law does the same sort of thing.

Exactly!

Elsewhere on the forums it's pointed out the Laws are one part "don't do this because it's bad" and one part "this is damages your soul."

I try not to look at things with judgment, I just try to look at the truth of the situation. In the Dresdenverse, certain acts of magic damage a person's soul. That's a fact. It's not a judgment call, it's not saying a Lawbreaker is a bad person or a good person, or evil or saintly. It's saying that some acts of magic change you and if you keep doing it, you're going to be changed forever. Maybe it's like heroine? I don't consider anyone "evil" for using heroine, but I'm not going to pretend that doesn't affect a person in damaging ways.

I think that's the point behind the Lawbreaker Power. It's sort of the reason Batman and Superman won't kill anyone, the reason Wolverine hates killing people, the reason Professor X doesn't rewrite the entire world's minds to love and accept mutant kind, the reason the Sam Winchester is an alcoholic who believes he doesn't deserve happiness. Stuff like that.

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