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Messages - Storykeeper

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DFRPG / Re: Altared States
« on: March 12, 2009, 08:02:32 PM »
How does one get to the NeverNever?    I know there are rituals and doorways, but how will it be handled in the game?
 
And few other questions:  ;)

How does topography match up?   Example:  If I leave an area of plains in the Prime Material, will it be plains on the other side?  (Yeah, I know it's magic and they can end up anywhere, but generally speaking...)

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How many different dimensions are there?   If each religion/philosophy has a metaphysical afterlife or state of being, you could have numerous destinations.    Not to mention, how to "fit" them all in, is the Prime Material a focal point with all the other dimensions dividing it?   And what about a "cosmic pecking order"?  Which dimension would trump what dimension?  (Not asking for a ranking, but more an idea of how the power/space is shared and mapped out.)
 

 




If I recall, locations are connected by points that have significance to each other (see the analogy to a deck of cards.)  That's partly why (to my understanding) openings between the normal world and teh nevernever are so hard to find, because they simply don't sink up very often.  For instance, an opening to some location important to the Summer Court might only be accessible during the longest day of Summer during dusk and twilight (the in-between times, i.e. the times when thing are more mutable and less defined.)

If you've read the books, think about how the terrain changed whenever Harry has crossed into the nevernever.  He also gives some explanations of how it all works together in a couple of books.  As for the number of planes/afterlives/whatever, all of them are there.  I don't think one 'trumps' the other, although some may be larger than others.  I believe that the nevernever follows the idea that some locations are connected metaphysically.  A morbid after life area might tie to a ghost's demesne because they're both linked to death.  The ghost had a thing for teddbears, so  teddybear factor has a portal to the nevernever if you crawl under a conveyor belt from the correct side.

Am I making myslef clear, or is that all still jumbled?

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DFRPG / Re: The Dresden Files RPG -- Information Thread
« on: November 10, 2008, 11:03:54 PM »
Ah very good then.  Maybe we can get a few more glimpses at the game through playtest reports?  I want to play this game and get my friends hooked on Dresden so much! 

*drools madly*

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DFRPG / Re: The Dresden Files RPG -- Information Thread
« on: November 10, 2008, 10:54:03 PM »
Not to be one of those guys who asks every five minutes if the car is to disneyland yet, but does anyone know where they're at with the game?

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DFRPG / Fey Villain Minions
« on: October 02, 2008, 01:20:51 AM »
I know the game isnt out yet, but I am already putting together ideas for plotlines in my head.  I am going to have the fey play an important part as villains, but I cannot seem to think of a good bottom of the food chain type of faerie to use for combat encounters involving relatively large-scale fights.  I know that goblins count as fey, but with that being such a cliche in other rpgs...

If anyone could give me a good creature from folklore, or even just a cool fey-sounding thing they came up with in their heads, I would be most grateful.

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DFRPG / Re: For-Certain Character Types
« on: August 02, 2008, 10:04:22 PM »
I haven't had a chance to playtest the Dresden Files rpg or to use the FATE system in a game yet, so please forgive any lack of mechanical knowledge that I demonstrate.

Will changelings be mechanically different based solely on the fey parent, or will I have to invest some of my other choices into reflecting what makes my Baobhan-Sith changeling different from a troll changeling?

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DFRPG / Re: What would u be?
« on: August 02, 2008, 09:56:04 PM »
I've got plenty of character ideas, but I think my first one will be a changeling born of a Baobhan-Sith and a mortal man.  The changeling thing really appeals to my love of angsty character backgrounds, and makes for good drama when what he is told to do and what he knows he should do don't mix.

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