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Topics - devonapple

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Powers like "All Are Equal Before God" can imply that the DresdenVerse defaults to what I would call an "Ultimate Good," meaning that whatever else happens, that God is kinda there as the ultimate power, subject of course to His provisions regarding faith and direct intervention. The inviolability of Thresholds - fortified as they are by the occupancy of happy, loving families - could indicate that something about the way the world works might be intended to protect good people. Also, Angels.

Not that God is going to step in and directly intervene if Outsiders start spilling into the world (or maybe He will?), but that in this universe, there is a Good, following it is Good, working against it is Bad, and there is an Afterlife.

Others have suggested a few powers which I feel challenge this default Ultimate Good, and it makes me wonder if this *is* just an assumption, or if I'm not alone. I am not sure exactly what the Powers were called, and in any case, I'm not intending to call out the contributors as wrong, but I will mention the Powers here.

One was a Power called something like "You Are Alone," which allows a possessor to ignore the "All Are Equal Before God" Power from the Sword of the Cross. Another was the opposite of "Bless This House," which allows the possessor to break down a Threshold from the inside. I find powers like this problematic because I feel, based on my understanding of the setting, that they subvert what should be inviolable tenets of the DresdenVerse: that once you have God on your side, He is going to trump the lesser powers of evil; that once you are in your comfy and well-loved family home, you are relatively safe.

When these things are subverted, I wonder where the line will be drawn - a question of escalation, a supernatural arms race. Does the DresdenVerse default to Ultimate Good or Ultimate Evil (or Ultimate Chaos)? Is God, Himself, eventually to be trumped by Those from Outside? Will someone eventually design a power modifier for "All Are Equal Before God" called "No, Really, God is With Me" which trumps "You Are Alone"? Or are the rare subversions like this an entertaining way to break up the status quo?

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DFRPG / How are you Compelling your NPCs?
« on: March 16, 2012, 05:01:20 PM »
As a GM, we are ultimately free to give Fate Points to NPCs or villains as befits the story. Some GMs work from a pool of FPs that they spend as the scenario plays out. Others track individual Fate Point totals for each NPC. When an NPC gets Compelled by a player in the course of the game, obviously they get the FP. A player who has twigged to the fact that a particular Villain is a "Classical Monologuist" can Invoke/Compel that trait to get the Villain to monologue, giving the PCs more time to do stuff (note: please don't ask about Invoke/Compel - just focus on the actual question below). But I get the impression that, ideally, we should be putting NPCs in situations in line with their Aspects in order to award them Fate Points for taking Compels.

So how do you folks do that? What are some examples of how you have self-Compelled your NPCs to get them Fate Points to, in turn, make life harder for your PCs? Were they effective and entertaining for the players?

Do you narrate off-screen scenes that aren't considered player knowledge, but show how the NPC's plots are advancing and explain to players how the NPC is earning that Fate Point? Or does everything in your game have to happen within at least one PC's point of view?

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DFRPG / Dryads
« on: February 05, 2012, 05:27:35 AM »
Dryads sound like they would logically be Wyldfae.

I'm wondering if their allegiance would shift not by choice, but by season. Moreover, if a given locale was experiencing a longer-than-normal season, would the dryads in the area remain loyal to the prominent Court, or shift according to the actual calendar season?

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DFRPG / Roleplaying Fae NPCs
« on: January 31, 2012, 05:36:34 PM »
Roleplaying Fae NPCs can be a real challenge. I'm finding my players see the Fae I'm running as evasive and obstructionist, while I feel I'm kinda bending over backwards to make them cooperative, in comparison to how I remember them from the books.

Maybe I'm inadvertently substituting cleverness (which can be a challenge to improvise at a gaming table) with obstinance. I feel fairly confident I'm doing them right, but does anyone have tips to share on how they make these bastions of natural order function in their game?

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DFRPG / Who can pop a Containment Circle?
« on: January 31, 2012, 08:03:19 AM »
The players made a Containment circle to trap some Malks that had been terrorizing a local park, and were later joined by some Winter-aligned Redcaps. We came to a bit of a disagreement over whether or not the Redcaps (outside the Containment circle) could break the circle and let the Malks out if they had wanted.

Disputes seemed to center around two questions:
Does it merely take free will to pop a containment circle?
Is a Containment circle, intended as it is to keep something in, vulnerable to attack/disruption from outside tampering?

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DFRPG / How do you handle Declarations at your table?
« on: January 23, 2012, 06:02:47 PM »
How do you handle Declarations in your FATE games? Specifically:

Are they always Perception or Knowledge-based (i.e., are you generally using Search/Investigate/Alrtness and Scholarship/Knowledge)?
Or are you and your players using other skills to create them, when justifiable?

Do you handle them as a free action (as the rules indicate)?
Or do you consider them a different kind of Maneuver that still takes an action (or supplemental action), with the rationale that the character is spending an action to "notice" the element which they are Declaring?
Would you be inclined to make them free Actions if the player did not get a free tag?

Do you find your table has a natural "saturation point" on Declaration-based Aspects?
Or do you find a way limit them?
Are you and your players spending every action making them, because hey: free Aspects?

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DFRPG / Should There Be an Aspect Economy?
« on: October 04, 2011, 07:27:04 PM »
My perception is that many of the questions that come up in DFRPG (or FATE in general) can be possibly solved by approaching Aspects as having different values.

I'm also thinking about the FATE Fractal, and how a game can zoom in or out, and apply Aspects/Skills/etc. to micro-systems (a Poison being given its own FATE character stats to represent how it hurts a victim and how easy it is to be defeated) or macro-systems (a Country or Organization being run as a FATE character against other, similar-scale entities).

I am imagining a Maneuver/Declaration/etc. resulting in an Aspect which has not only a Meaning/Identity but also a Quality rating. At the moment, the "Quality" of an Aspect is inherent in what you ask for. At the moment, the Quality of an Aspect is inherent in how it is named: the Aspect itself implies the Quality, and the GM determines the target Quality on the fly and lets the player know how hard it is to establish that Aspect. Tell a GM you want to create the Aspect "Building on Fire" and you'll get a particular difficulty rating. Tell a GM you want to establish the Aspect "Entire Mercenary Emplacement Ablaze" and you'll get a higher difficulty rating.

But what if we gave Aspects an *explicit* Quality rating, which not only made it clear how difficult it was to undo or fight, but could also be broken down and "spent" on various applications. Instead of just the Aspect "Fire" - which has its own implied effects and scope - we could establish A Mediocre Fire, a Legendary Fire, or a Superb Fire.

And then we could break down that Quality and spend it on various things. A Fire or Poison could attack and defend based on its Quality. You could spend some of that Quality to "buy" other "powers" or Aspects.

So maybe you get 12 shifts on the Maneuver to create the Aspect "Neighborhood Ablaze". You could trade that for a simple 12 Quality Fire, or you could say you made a 6 Strength, 6 Speed Fire.

Get 8 shifts on your attempt to make a Poison, and you could get a 6 Quality, 2 Sneaky Poison, or a 3 Quality, 5 Sneaky Poison.

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DFRPG / Hope in a Bottle?
« on: September 30, 2011, 06:33:44 AM »
So, Harry had to be "Happy" (among other components) in order to capture sunshine in a handkerchief, which was later used to fry a Red Court Vampire.

How would you build an item meant to defend against an anticipated White Court mind-whammy? What sort of socio-emotional situations would you mine for Ritual Declarations to get a Potion that effectively (albeit temporarily) suffused its bearer with True Hope, or True Courage? Or would these things be just as hokey as making a True Love amulet?

During a scene that was spiraling downhill, in which my nigh-insane spellcaster was filled with despair and fell in easy reach of our White Court Virgin (Malvoran), I successfully established that my guy had prepared for the possibility, and had prepared a defensive amulet which would make him unpalatable to his friend should her discipline be begin to slip (under the weight of some Compels). It was a relief at the time, of course, but in retrospect: was it appropriate?

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DFRPG / Poll: Evocation and Thaumaturgy Analogues: Stunt or Reskin?
« on: August 24, 2011, 02:41:51 AM »
Sometimes in this system, you want a character or creature to be able to do a wide variety of things - analogous to Evocation and Thaumaturgy - but not exactly.

Some ideas that have come up on the boards:

Pseudo-science
http://www.jimbutcheronline.com/bb/index.php/topic,28519.0.html

Music Magic
http://www.jimbutcheronline.com/bb/index.php/topic,25956.msg1105617.html#msg1105617

In each of these situations, one could take Evocation and Thaumaturgy (or the lesser options Channeling or Rituals) and re-skin them. One necessary component most people want to do is to change which skills are used to govern them: what substitutes for Conviction, Discipline and Lore? Craftsmanship, Resources and Knowledge make sense for a scientist; Presence and Performance seem right for a Bardic type.

What I'm curious about is whether or not the community would prefer to:
A) re-skin the Evocation/Thaumaturgy/Rituals/Channeling with new skills and trappings, but make it cost the same
(so 6 points for a completely re-skinned version of Evocation and Thaumaturgy)

B) re-skin the Evocation/Thaumaturgy/Rituals/Channeling with new skills and trappings, but charge 1 Stunt for each Skill/Trapping substitution
(so, 7, 8 or possibly 9 points for Evocation, Thaumaturgy and stunts to switch out 1-3 of the original spellcasting Skills)

C) treat their niche ability like Rituals and/or Channeling, but charge +1 Refresh for the option to switch out the Skills and Trappings which govern it use
(so 6 points for a completely re-skinned version of Rituals and Channeling that uses whatever spellcasting skills make sense)

D) Something else

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DFRPG / Redcaps and their iron boots
« on: August 23, 2011, 10:27:04 PM »
Would Redcaps and their iron boots be completely incompatible with Dresdenverse canon, or easily accommodated by making Redcaps persona non grata in the Fairy-owned portions of the Nevernever? Or would they carry them around like hockey skates until needed?

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DFRPG / Wards for a Focused Practitioner
« on: July 11, 2011, 11:10:23 PM »
I have a shadowmancer who has attracted the wrong attention (Black Court) and is finding his wards (veils, really) no longer adequate to the task.

What sort of Ward effects would the community propose I install?
Or would you recommend I stick to Veils, since Rituals (shadow) is only a fair-to-middling damage option?

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DFRPG / Check My Math: Scaling Opposition
« on: June 17, 2011, 11:46:42 PM »
I know there is some contention with the rules for Scaling the Opposition.

I've got a group of 5 players - all Supernatural in some way or another - who are at the 7-refresh "Up To Your Waist" power level. Each has spent 6 refresh on powers: three Wizard Apprentices and two Werefolks.

I'm doing the math on the possible baddies for a new episode, and got this:

Nameless Cultists: up to 15 Refresh each
Lieutenant (roughly equal opposition): 30 Refresh
Main Villain: up to 45 Refresh

I'm... worried for my players. Am I unduly worried?

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DFRPG / "If a Vampire does magic in the Nevernever, it's stronger..."
« on: June 14, 2011, 05:13:19 AM »
OS 84: "If a Vampire does magic in the Nevernever, it's stronger than it would be in the mortal world."

How would you model this in a game?

A. Perpetual Scene Aspect?
B. Low-difficulty Declaration?
C. Straight bonus to Conviction and/or Discipline?

Do you think this brief mention merits more than a +2 situational bonus once per scene?

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DFRPG / Summer Court Menagerie
« on: June 11, 2011, 12:44:38 AM »
Besides Gruffs and Centaurs, what other Fairy creatures are easily attributed to the Summer Court?

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Player: "How tall is that fence?"
GM: "The razor-wired-lined fence is about ten feet high."
Player: "As a [insert werecreature here] I should be able to jump it"
[GM determined the border difficulty of crossing it is 4]
GM: "Excellent: roll Athletics to see if you can jump it."
[rolls dice]
GM: "What's the final result?"
Player: "3 shifts. SO do I make it over the fence? As an [insert werecreature here] it should be pretty easy."
GM: "Well..."

What do *you* do when this happens?

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