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 - Kiero

Pages: [1] 2 3 ... 8
1
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: August 11, 2012, 12:28:27 AM »
Probably late into this thread to flag this, but I did a Legends of Anglerre hack of Star Wars based on Saga Edition a while back.

I really, really dislike the Control/Sense/Alter paradigm that WEG/D6 gave is all those years ago, it's a millstone around the neck of how to think about the Force in roleplaying games.

2
DFRPG / Re: AP Podcast - City on the River
« on: May 02, 2012, 08:31:11 AM »
Just a minor update, the first session of Mass: the Effecting is up, with the second soon to follow for those who don't mind our voices.  :)

For those who prefer to read, rather than listen to their actual play, there's an AAR written from one of the PCs perspectives.

3
DFRPG / Re: I need opinions on my PC's
« on: February 24, 2012, 02:14:47 PM »
Agree with those saying replace Lethal Weapon with Claws. Otherwise they're going to have a pretty frustrating time with doing bugger-all damage when they hit unarmed. Because let's face it, anything that matters won't be affected by Lethal Weapon, and getting +0 Stress sucks.

4
DFRPG / Re: AP Podcast - City on the River
« on: February 02, 2012, 04:58:50 PM »
We should be back on tonight, had some player illness preventing us from reconvening.

5
DFRPG / Re: Using Shields (the physical kind, not magic kinds)
« on: February 02, 2012, 04:58:09 PM »
Don't forget that a shield is also a weapon in the right hands. Both by slamming it and hitting people with the edge of it, depending on its size.

6
DFRPG / Re: AP Podcast - City on the River
« on: January 24, 2012, 12:52:57 AM »
FATE Points are not a central important aspect of the FATE-System?

No, they're only a part of the system. I get rather sick of the "Aspects for everything!!" meme I see bandied about a lot with FATE. If the leading part of the system is Aspects and the FP economy, you have vague, nebulous mush, not recognisable structure. Aspects play a part, but they are not the most important thing and certainly not the only thing as some people seem to believe.

About skills using importants:
Let's J.B. knows she will have to spend some time in the wilderness alone but she doesn't have any survival. She spends a day reading the PAthfinder outdoor guidebook and puts a "read up on the topic" aspect on her and later tags that and invokes her choosen of the ghaleb duwr aspect to reach her obstalce of 4. That shows you exactly how she does it.  You have an in-game reason why she made the roll. Someone with a 4 in survival would have been able to just save those FPs. I don't see the problem there. The imersion is not broken and everyone is happy. Spend FPs generate more story. It's cooler to remember that one time when the red court killed your wife to fuel your strike with anger. To use his limb leg to trick him into your feint and then hit him with The Blade of Love for a loooot of damage rather say, i attack him with my sword.

The rulebook says. Aspects are the most important attribues of your character. It says who your character IS. If you don't base your story around them you are robbing the players of a valueable ressource and of cool.
The ghosts attacked J.B. because someone send them to get her BECAUSE she is the chosen of the earth spirit. This is a compel. Her live got harder because of WHO she is. If she doesn't get a FP for that you are cheating her of a ressource. There are only so much slots for aspect and then to not get rewared for them is bad.
The trouble aspects aren't there for fun, there are there to create trouble for the PCs. If they are not involved in the story then why have them? The story should be about the characters right? Aspects are about characters so use them, they are an excelent tool.

A game without a lot of Fate-points is a more gritty game, at the same time it has a lot less conflict (compels generate conflict and drama and suspense). When you compel a lot you have more drama and the PCs have the ability to shine, to be heros and defend opponents that are bigger than they are. The whole bookseries is about harry getting kicked around a lot so that he can succeed in the end. the game should emulate that and it does perfectly if you use it.

It also takes a lot of work from the GM because he doesn't have to have the whole plot ready. just a startscene and a good idea on how to compel the shit out of the players.

But that is just me coming from a Burning Wheel high and applying a lot of the ideas to this system - mainly to use it as it is written and the tools it gives me to the fullest. I still really enjoy your podcast and in some part i feel terrible for telling you "how you should run your game" - i don't want to do that. I just saw that one of your players had problems and that you generally have a low ammount of fate points and wanted to help with this problem.

We missed some Compels in that session (as well as other things) because we were rusty having had six weeks off. But that doesn't mean we're somehow playing the game "wrong" because we aren't deluging everything with FPs. As above, a game where the economy is high volume will tend towards Aspects being the only thing that matters, and to me that's boring.

FATE is built on three pillars: Aspects, Skills and Stunts/powers. You over-use the first to the detriment of the other two.

7
DFRPG / Re: AP Podcast - City on the River
« on: January 23, 2012, 10:00:11 PM »
sure sure,

it's just my opinion that a high flow of fate points creates more interesting and dynamic storys. If they are not flowing than they don't function as good as a pacing mechanic and aspects loose A LOT of their power i think. If you "surrender" your game to aspects, compells and fate points you can get a lof extra oomph out of the system i think.
Right now i'm thinking about it in the same lines as the Checks in the GMs turn. You actually want to kick yourself in your mousenuts and make stuff harder for you because you get so much reward from it. Aspects and Compells behave the same way i think.

I was actually thinking about the box on page 100.

That "ooomph" comes at the expense of basically every other element of the system. With lower volume economies, each element can do what it is intended to do without interference. With high volume economies, Aspects override everything else, since as long as you've got FPs to burn, you can throw them at anything. Having a Skill at Great (+4) is meaningless if you can just find two relevant Aspects (character, scene, Theme, whatever) to pump a Skill you don't even have on your sheet for the single task that matters.

Aspects are not the entirety, or even bulk of FATE, frankly a game where they are sounds rather dull to me.

8
DFRPG / Re: AP Podcast - City on the River
« on: January 23, 2012, 09:30:27 PM »
The number of Compels and volume of FPs cycling through the economy really is a matter of taste for each table. There's five players and we tend to follow along a vague plot, so unless everyone tries to hog the limelight with their self-Compels, the opportunities for them are more limited.

Not only that, this was our first session back in six weeks, we were all a bit rusty. Listen back to previous sessions which had a much more active movement going on.

In any case, a game where the only thing that really matters is your number of FPs (which is what happens with high volume economies) doesn't really appeal to me. They should be a relatively limited resource to apply when and where it really matters, not a basic currency necessary for every action your character engages in.

9
Makes sense

Which is quite different from a ghoul's 50lbs of raw meat every single day. I'd peg it as an in-game way to explain the "cost" of having Inhuman Recovery added to their set, in particular having it function even in human form, unlike the rest.

10
DFRPG / Re: Removing Stunts for Refresh / Powers
« on: December 29, 2011, 12:19:13 PM »
Something else to add, Mortal Stunts should not be as "sticky" as supernatural Powers are. Powers usually reflect some fundamental part of your nature, and are hard to come by. Stunts usually represent training or proclivities which can be changed over time.

11
OK done deal. I was curious about something,would the Alpha's healing abilities in Aftermath count as requiring a feeding dependency,as they stated it requires a lot of energy to perform.

I'm not sure that was anything more than colour to add to Inhuman Recovery.

12
DFRPG / Re: Demonic Scions
« on: December 27, 2011, 11:13:36 PM »
I play one of Vlad Drakul's by-blows, and to the Sight he looks monstrous much like Kincaid (his half-brother) does. Big, burly, horned and possibly winged.

13
DFRPG / Re: How should I develop my character's powers?
« on: December 27, 2011, 11:12:11 PM »
Two things i have not see.(but may have missed) is to buy back your catch. go from holy stuff (+2) to true faith (+1) to sword of the cross (+0). or you could keep your refresh for more fate points. that way you do not have to deal with compelling as much.

Nah, to be honest I'd rather have more powers than have a less inconvenient Catch. Spare Refresh isn't really needed either, there's rich enough Compel material in my existing Aspects to get by just fine for FPs.

Compels aren't a bad thing, they're a reward for complications I want to happen. Haven't found reason to say no to one yet.

14
DFRPG / Re: How should I develop my character's powers?
« on: December 25, 2011, 01:10:28 PM »
No.

Look, BBF is totally underpowered if you aren't using it more or less every time you attack. So if you take it, you should be carrying more swords than a sword store. And you should use a new one every exchange.

The reason I was unsure of its balance is that it could be underpowered due to its big drawback or overpowered due to its universal applicability.

And yes, Killer Blow sucks.

I could see that working in a more humorous game, where the PC could have a "weapons caddy" who carries a big bag of arms around with them.

"Hmmm, the bastard sword this time, Manners."

"Sir, you broke the bastard sword when we fought that slime demon last week."

"Oh, I liked that sword. Alright, how about the Scottish broadsword?"

PS: @Kiero: Have you read the stunt creation guidelines for DFRPG? It sounds as though you are working from the rules of other games here.

Honestly, not in any real detail, I'm going off what I've done in other FATE games like SBA/LoA and SoF.

15
DFRPG / Re: How should I develop my character's powers?
« on: December 24, 2011, 03:59:02 PM »
I think I know what I don't like about Blade-Shattering Force: It lacks a proper triggering condition. Just successfully hitting with a melee weapon isn't specific enough. Combine that with the at-will utility of the stung and it's "Here, have +3." If the stunt were only usable if the GM has compelled your enhanced strength to break your weapon, it would be more stunt-y (Plus, you'd have gotten a Fate point to boot!)

So maybe this way:

...would work better. Any opinions?

It's now even more conditional; why would I spend a point of Refresh on it?

Pages: [1] 2 3 ... 8