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Topics - UmbraLux

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DFRPG / [Alternate Setting] You mean magic works?!
« on: July 14, 2012, 01:15:30 AM »
If you were to make magic publicly known in some alternate DF setting, how would you do so?  What would the public and / or government reaction be?

Shadowrun used an apocalyptic ritual - a darkhallow type ritual might do something similar.  Some fictional settings have various supernatural groups 'coming out'.  Others use some supernatural event as a trigger.  How would you 'publicize' magic in a DF setting?

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DFRPG / Catches...
« on: October 03, 2011, 02:46:56 AM »
Spun off from here.

And why not allow massive damage as a catch?
Narratively:  1) it simply doesn't make sense for me to have one piece of lead allow regeneration while another doesn't; 2) it's boring - a bigger boom always does more damage; 3) military grade weapons aren't "hide-able" (as in from the law and other mortals) in an urban setting.  Mechanically:  1) "massive damage" is poorly defined and, while it could be narrowed down; 2) it will mean near automatic extreme injury or death and consequently; 3) lead to down time or, worse, sitting out scenes for healing.  Metagame reasons:  1) going from ping "I'm not hurt" to "Boom I'm dead" isn't usually fun; 2) yet catches above 0 should show up in the game; and 3) the same weapon is likely to completely destroy other team members.
I'm pretty sure I can answer #1 of each category pretty well.

But the others are good points.

Still, I can't think of a better catch for a large animal.

Think about this:

Normal rifles are fairly worthless against an elephant (according to Orwell). But an elephant gun can kill one in one shot. How would that work without using the Catch mechanics?
I honestly don't see the need for large animals to have toughness / recovery powers...much less a catch.  A high Endurance, the "No Pain, No Gain" stunt, and the Hulking Size power (when appropriate) should be plenty against any normal animal.  Basically, your elephant probably has 6 stress boxes and two extra mild consequences.  That's enough to make taking it down with a light weapon extremely difficult. 

As for needing a high powered rifle to damage an elephant, this guy took one down with a bow (don't watch unless you want to see a dead animal).  In short, controlling the situation and accuracy are far more important than weapon power. 

That last really applies to most situations.  It's not hard to damage people or animals.  When you're accurate, a .22 will kill a human as dead and as easily as a .50 caliber.  I do think FATE's aspect creation rules do a good job of modelling this...better than most games I've played.

Edit:  I would also like to see your thoughts on the #1s!

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DFRPG / Thaumaturgy, duration, and multiple entities / results...
« on: July 23, 2011, 10:17:37 PM »
Split off from this thread

Well thanks for the feedback, and I'll stop derailing this thread now. Might start up a new one to pow-wow about the duration thing, though.
Done.  :)

There is a section of the book which encourages FATE-point-light casters to use multiple copies of the same Maneuver, but it does not specify each had to be treated as a separate spell for purposes of duration. My read on Thaumaturgy is that you package up the shifts of effect and THEN start adding shifts for duration. That said, to make each Aspect "sticky" you still need to add a shift: I think that is in keeping with the rules.
Honestly don't think we'll come to any conclusion, the book simply doesn't seem to have covered it.  However, here are a couple things to consider:
  • There's a significant difference between one aspect with multiple free tags and multiple aspects.  Multiple aspects can be used for a single, extremely strong, action.  A single aspect can't.  There's also a big difference in what the GM or other players can invoke or compel against the caster.
  • Each aspect is an "attribute".  An individual attribute which may be used either singly or in conjunction with others.
  • Existing maneuver spells all seem to create one and only one aspect.  (At least I couldn't find any examples showing otherwise.) 
  • Not sure about others, but I wouldn't allow a half dozen individual* imps (or whatever) to be summoned while paying for duration only once and being used individually.
*A swarm of imps used only as a single entity (swarm) is a different story.

Quote
If we were to charge shifts to add duration for each element of a ritual, that ritual could become ridiculously difficult to counterspell or undo. Though that could be an advantage for a warlock looking to make a spell or ritual harder to counter: that is an interesting and potentially drama-worthy element.
Not each "element" but each individual entity.  Attributes, individuals, etc.  As for being difficult to counterspell, they're just as difficult to cast.  So I don't see that as an issue.  However, you could allow each entity to be dispelled separately if it's a concern.  That would actually make such complex spells easier to break down...which makes sense to me.  Have to consider it...

-----

Metagame considerations:
  • From a balance point of view, casters in general and thaumaturgists in particular have enough power.  No need to make it even easier for them to overshadow others.
  • From a thematic / narrative point of view, each individual attribute or separate entity should stand on it's own. 
  • From a magical system point of view, it shouldn't be significantly easier to create / summon multiple attributes or entities in a single spell than to summon them with a series of separate spells.
.
.
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So, I prefer to pay duration individually for each attribute or entity.    8)

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DFRPG / Amusing Rotes
« on: July 12, 2011, 12:07:40 PM »
Defenestration (Mostly for amusement, but...)

Declaration:  There's a window behind him!

Air evocation:
  • 5 shifts of power
  • Discipline roll (call it a total of 5 for example purposes)
  • tag There's a window behind him!
  • invoke scene We're on the <X>th floor.
Result - about 14 (minus athletics) shifts of damage from being thrown through a window and falling.

What other amusing methods of causing mayhem have you considered?

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DFRPG / Fae Politics
« on: July 07, 2011, 11:46:51 AM »
I think the game text's concentration on Winter and Summer courts obscures the sheer number and complexity of fae courts and their politics.  The fiction has shown us at least five courts (so far) all of which have a generally western origin.  I tend to think there are a lot more.

How many different courts have you used in game play?  Have you created any based on eastern mythology?

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DFRPG / Tracking Organizations
« on: June 01, 2011, 01:07:58 AM »
I've been trying to come up with a simple method of tracking organizations for use in a game.  It's primarily a set of aspects and notes to make using it in play easy.  Here's the base template and a couple examples.  Any ideas on improving it?  Streamlining it?

Light Keepers
  • Goal / Theme:  Destroy all things Magical
  • Type:  Secret Society
  • Resources:  Returns from long term investments, Corporate Ownership, Heavily Involvement with Defense Contractors
  • Faces:  Hunter Becker, Johann de Haarven
  • Membership:  Cell system, typically a five person cell making a squad.
  • Notes:  Light Keepers believe technology is the “Light” and the height of civilization while magic represents darkness, despair, and domination of humans by inimical powers.
<local biker gang>
  • Goal / Theme:  One Percenter Anarchists
  • Type:  Criminal Gang
  • Resources:  Dirty Money
  • Faces:  ?
  • Membership:  Mostly men, skinheads, and other fringe society members.
.
The basic template...ideas on adding or removing anything?
template
  • Goal / Theme:  ?
  • Type:  ?
  • Resources:  ?
  • Faces:  ?
  • Membership:  ?
  • Notes:  ?

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DFRPG / Catch questions...
« on: November 21, 2010, 03:06:51 PM »
Nyarlathotep had one question on catches:
   Which brings up an interesting side question. Can you use feeding dependency as a Catch? I'm feeling too lazy to look it up.
  (I'm interested also but didn't want to derail the other thread.)

I have another:
 Can an Item of Power which grants recovery be its own catch?

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