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.


Topics - Taran

Pages: [1] 2 3 ... 6
1
DFRPG / Dresden magic in Fate Core
« on: October 29, 2021, 02:05:48 AM »
How well would Dresden magic system work in Fate Core?   What kinds of changes should I make?  Is there a better magic system for Fate Core?

2
DFRPG / Peace Talks...counting the compels [Spoilers]
« on: October 09, 2020, 01:56:48 PM »
I'm about 13 chapters into Peace Talks and I've counted 4 or 5 compels within the first 7 chapters...

Harry will have a boat-load of Fate Points when the Sh*t hits the fan...

I'm inviting people to list compels. (In spoilers, obviously)

What we should determine, first, is Harry's Aspects from this book.

3
DFRPG / Need Help Making some connections for an adventure
« on: May 19, 2020, 06:15:03 PM »
I'm introducing some friends to Dresden.  I've made them some pre-gens and I'm setting it in 1994. I need a 6-8 session story arc.  I have lots of ideas but can't put them together to give the players a hook.

Here's what I have:
-Northern City;  gateway from South (civilization) to North (Wilderness) -Theme
-A run-down psychiatric hospital on the outskirts of town, surrounded by lots of bush.  It actually will one get shut down in 2012, so I thought I could use that.  Maybe there's a reason why they want it shut down?
-A University, also just on the outskirts surrounded by bush and lots of trails
-A missing person who went missing 30 years ago from the Psych hospital.  My plan is to make him a BCV.
- Some murders revolving around the BCV
-Organized crime and  a Crooked Construction Company
-A Social Worker/Psychiatrist working with the BCV.   But having a hard time with the connection.  Maybe also using or being used by the mafia.
- A Military NORAD Base  With a 1950s underground complex
-First Nations Spirituality/Mythology

PCs:
Cop (Pure Mortal)
Reporter (Pure Mortal)
Priest (True Believer)
Soldier RC Infected
Student with Cassandra's Tears and The Sight (minor talent)

Background:  In the 50s-60s Organized Crime used charitable organizations to run Bingo scams.  It was big business.  Connections to Sicilian mafia.  Mussolini cracked down on Mafia in Italy at that time.  A Don, also a BCV flees Italy and ends up in our town.  For several months, there are disappearances as the Don tries to set up his Scourge in this wilderness town.  But the local priest finds out about the Bingo scam and stumbles upon the BCV.  In the ensuing fight, The Missing Person from the psych ward who was turned into a Vamp is somehow 'put on ice' for 30 years.  He wakes up and is now working to further his goals. 

How can a BCV go MIA for 30 years?  What prompted him to awaken now?  How is he connected to the psychiatrist?  How does it relate to the hospital?

Any advice would be awesome.

4
DFRPG / Samples of Play: Aspects creation
« on: March 31, 2020, 03:28:24 PM »
My group has moved from D&D to FATE and we had our first session.  Since I've been playing FATE as PBP for year, I was easily able to navigate the adventure by creating advantages for myself with my skills: creating and discovering aspects, reading NPCs etc..

The other players were having a more difficult time with the cooperative story-telling aspect of the game and using the mechanics of Aspects.  I was trying to lead by example by doing different actions with my character but I also didn't want to hog the spotlight.

Does anyone have any non-combat sample play-throughs off hand.  I could make one myself, but it's time consuming.

5
DFRPG / Stunt question
« on: September 10, 2018, 05:55:11 PM »
Is this too powerful? To weak? It seems reasonable to me, but:

Distracted by Fear

If you use Intimidate to create an aspect on an opponent, (such as 'that guy is scary') you may tag the aspect to dodge that opponent's physical attacks with the Intimidate skill while the aspect exists.

Seems reasonable because it only works on targets with an aspect (and that aspect can be removed)
You have to spend an action to do a maneuver
It follows the rules of moving trappings.

6
DFRPG / Feeding Dependency revamped
« on: November 29, 2017, 01:08:30 PM »
This has been talked about quite a bit but..

You know, It would have been a better power if they had a straight difficulty instead of defending against the amount of powers you use.   Like, the difficulty is attached to the amount of powers you attach to it and as soon as you use ANY of the powers in the list, you have to make a save.

Like: 
attach 2-4 refresh to Feeding dependency and be forced to make defend against a Good +3 attack at the end of the scene
5-8 refresh, defend against superb (+5) attack
9-12  defend vs Epic (+7)
13-16 defend vs Legendary(+8) Weapon 2
17-20 vs Legendary; Weapon 4

Or something like that....just kind of winging the difficulties.

Thoughts?  do you like the premise?  If so, what should the difficulties be?  Should there be weapon values?  Maybe an 'upgraded' version that makes it more dangerous?


Edit:  I just looked up on the custom power list to see how it was re-written.  That one gives you a bigger rebate depending on how much refresh you take but it doesn't deal with the actual defending roll - which is the actual problem with the power.  This takes care of that issue.  The rebate is always +1 but maybe each level can give you a bigger rebate...

7
DFRPG / God Checker
« on: October 24, 2016, 10:51:20 PM »
I found this awesome website with a huge database of gods and pantheons.  More accurately, I friend found it and sent me the link.

Enjoy:

http://www.godchecker.com/

I haven't had piles of time to peruse but, I wonder, if something like this could be added to the Resource board?  Assuming it's as good a resource as it looks.

8
DFRPG / First Nations Legends/Myths/Stories
« on: August 26, 2016, 01:44:10 PM »
A while ago I ran a game that was based in Montreal that had a heavy background in First Nations Lore.  The biggest problem I had was trying to find stories.  Greek/Roman/Norse mythology are ubiquitous but North American First Nations is very difficult to find.  Recently, I was at a Park in Quebec that had stories and legends from different Nations that I will share here.

I think it would be a great resource for games or just for people interested.

I invite others to share any stories/legends they might have.  If you do, please post the Nation/Tribe and a reference for where you found it.

Feel free to share any links to web sites as well.

I'll start in the next post. (still organizing my notes)

UPDATE (sept. 28, 2016):  Added Algonquin Cree and Mohawk.

I still have more, including more animal symbols.

9
DFRPG / Social Combat: House Rules and Random Thoughts
« on: April 20, 2016, 02:47:37 AM »
After having a long conversation about the intricacies/problems/hurdles of Social combat, I was wondering how other people run their conflicts and/or if they have any house-rules they've put in.

Also, if you could revamp it any way you wanted, how would you do it? 
(removing it from the game doesn't count as a solution!)

***

I'll start a train of thought:

Presence as a passive skill.  It's weird and, its usefulness is dependent on how much your GM uses it.   How do you use the Charisma Trapping, for example?

I feel like First Impressions Trapping should be in presence instead of Rapport.

In fact passive skills are silly.  Alertness seems to work ok ...but 'The Tip Off' for Contacts?  or 'Info Dump' for scholarship?  They're great if you have a GM that actually considers them...do people even take stunts that boost those trappings?

10
DFRPG / Adjudicating Maneuvers
« on: April 12, 2016, 07:27:41 PM »
Just re-read some of the rolls on maneuvers and saw something interesting:

Under spell maneuvers

By default, pulling off
most maneuvers requires 3 shifts of power, but if
the target has an appropriate resisting skill rated
higher than Good (+3), that skill total determines
the required number of shifts.



so, if you have a target and their resisting skill is 5, then the maneuver strength should be 5 by default (for a fragile, 6 for sticky)

Originally, I thought the person would just 'dodge' the maneuver strength and, if they failed, the maneuver was sticky or fragile depending on how much they failed.

But, what if the Power is just the base you need.   What if you still have to target with discipline?

So, you 'guess' at how much power you need.  Then you roll discipline to target.  If you hit, the maneuver is sticky/fragile/unsuccessful based on the power you threw in there?

Thoughts?

I know some people (Haru?) don't like how maneuvers interact with spellcasting, so I wonder if this changes things somewhat for those who have that opinion.

11
DFRPG / Blocks on Spell Casting
« on: February 12, 2016, 06:45:24 PM »
This has come up before but the resolution has been that you can't block control rolls.

Control rolls are a defense against the stress from the spell.  Basically, you can't block a person from dodging.  So, I'd seen blocks on spellcasting as a way to block the targeting of an attack spell or maneuver(if the block is higher than the Power of the maneuver, but wouldn't prevent you from controlling the spell).  It wouldn't really hamper blocks too much.

I was perusing the Grappling page for another thread when I read this:

Quote from: YS pg. 212
The
thug’s Might is Good (+3), and he rolls a +2
on the dice for a Superb (+5) grapple. Harry
is held. He decides that casting a spell while
grappled is too chancy, since the Superb grapple
blocks his target roll to control even a minor
evocation.

*the bold is highlighted in the book

The margin has this:

Quote
So even if I
was trying to
cast a, uh, Fair
spell, it’d be
as difficult as
trying to cast
a Superb one
when the block’s
that big?


Exactly right.

So, to my reading, even if I'm not targeting someone with a spell (let's say I'm putting up a 2-shift armour spell up to protect myself from the grappling damage), I'd need to succeed on a control roll of 5, even for a 2-shift spell.

Taking that further:  Does that mean, if I fail to meet the control roll, I take backlash/fallout as if I was trying to cast a power 5 spell?

Would this extend to any blocks on spellcasting?  Or just Grapples?

For instance, if I put up a Weapons block vs attacks on a wizard and they cast an attack spell.

12
DFRPG / aspects to pay off compels
« on: February 08, 2016, 11:36:12 PM »
I tried to look this up, but I can't find it...

Can you use free tags on aspects to pay off compels?  I thought you could but I may be thinking of a house rule from a previous game I was in.

Here's the example:  we are in a cave

We can accept a compel and resist environmental damage from falling debris or pay off the compel to ignore the debris.
There was a previous declaration saying there was an Overhang and there's still a free tag left on it.

Can someone use the free tag to say they took shelter under the overhang instead of paying a FP?

Is this a House-rule or is it a legitimate use of a tag?

13
DFRPG / Game for kids
« on: January 14, 2016, 08:38:40 PM »
I'm not sure if this is the best forum for this question but...this is kind of where I hang out, so:

In a few months I'll be on a trip that involves two straight 12 hour drives.

I figure the best way to keep two 9 year old boys busy in a car would be an rpg.

I tried D&D 3.5 with my son (which he loved) and while I kind of like the crunchiness of D&D with all its math (which will appease the other non-gamer parent we'll be driving with) I find that younger gamers have so much imagination that I find D20 games a bit too structured.

"you want to knock him off the ledge with Create Water...uh...that spell doesn't really do that...it just creates water."

So, does anyone have suggestions or recommendations for a game/adventure(s)/system?  Fate accelerated looked pretty straight forward as far as teaching a system.

I'm looking for something easy to teach, easy to organize and run in a car and easy-to-whip-up character creation.  (although, I'm tossing around the idea for pre-gen characters).  I'm also hoping to have lots of problem solving quests and less combat/killing.

Looking at the kickstarter that sanctaphrax posted, I noticed a game called Do: Pilgrims of the Flying Dragon.  It looked cool but seemed more like a story game than an actual rpg - but I might be wrong.  Does anyone have experience with that one?

14
DFRPG / Deceit: False Face Forward - Need Help
« on: June 13, 2015, 01:50:19 AM »
It feels a bit muddy, so I'd like to hear how people use it.

(click to show/hide)

1. You can use it to give a "false Aspect" when someone tries to do an empathy read.  How do you deal with 'false aspects'?
  - do you need to spend a fp to invoke it or is it a free tag?
  - when does the aspect come into play - when can you invoke it?

2.  Can you use false Face Forward to defend maneuvers and attacks?
example:
   Bob uses intimidate to put 'shaken' on his Allen.  Can Allen use False Face Forward to defend and make it seem like he's 'shaken' when he's really not? Or make it look like you've taken a consequence against an attack when you haven't?   If so, how do you proceed from there? 


Our group has been discussing it a bit and I will eventually put up the different interpretations but I'd like to see how people do it themselves first.  The 'guessing aspects' page just seems to muddle the problem because it makes no mention of how to use free tags or whether you even get them.

15
DFRPG / Medical Treatment
« on: April 07, 2015, 12:13:50 AM »
Healing wounds and medical treatment is dealt with, pretty much, narratively in DFRPG.

You need 'an excuse to start the healing process' and, after that, consequences go away based on their severity and the amount of time that lapses (hours, days, weeks - or scenes, sessions, scenarios, milestones).

The doctor stunt lets you treat someone and give them 'an excuse to start the healing process' - but it doesn't actually heal wounds.

For the same refresh, you could take a recovery power or, for no refresh, you can take Wizard's Constitution.

I'd like to figure out a fair way to allow 'mundane' treatment affect consequences.  This thread is to brain-storm ways.



First off, I don't think it should be as powerful as a recovery power - or even equal to a recovery power - especially since you'll be able to use it on other people.

Off the top of my head, I'm thinking of a tiered stunt - or a stunt in conjunction with a skill roll with a difficulty based on the consequence.

I'm thinking that, instead of curing a consequence, maybe it down-grades it?  I'm not sure if that makes it more powerful.  Used in conjunction with a recovery power, it could be very useful. 

Should it even stack with recovery?  Or would you take the better of the two?

Something like this:

minor consequence: Example: treating minor bleeding; helping someone recover from being dazed; shooting them with a pain-killer:   as a full action, with a roll of 'x' you can totally cure a minor consequence on a person.  You can do this 1/scene/person.  The roll can be resisted or blocked by someone actively trying to prevent you from providing first aid.

Moderate consequence:  Example: minor surgery; resetting a bone; lots of stitches:  requires one scene and a roll of 'x' and reasonably calm surroundings. Down-grade a consequence to a mild.  The new consequence must indicate that it's already a wound that has been mended and cannot, therefore, be removed with regular medical treatment.  Only a recovery power or time can help.

Severe consequence: requires a scene, a roll of 'x' and medical facilities.  Downgrades to a moderate.  Down-graded consequence can't be fixed via mundane methods.

Extreme:  Example: reconstructive surgery.  Provides an excuse to heal or re-name an extreme.  (maybe let's you do so a bit sooner than usual?



I'm just trying to get the juices flowing...feel free to comment, critique or add whatever.


EDIT:

What about something like this:  it down-grades the consequence, but if you do something to risk aggravating the wound before it would fully healed, you have to make a scholarship vs (the attack?) or have it revert back to the more severe consequence....or something to that effect.

Pages: [1] 2 3 ... 6