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Messages - Bubba Amon Hotep

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1
DFRPG / Re: Custom Fate Cards
« on: January 29, 2013, 06:17:13 PM »
Sorry I have been away for so long . . . and didn't get the request for an updated link.

Here ya go!

http://www.sendspace.com/file/si7f07

2
DFRPG / Re: Dresden Files RPG ACCELERATED!
« on: January 29, 2013, 06:13:48 PM »
2014 is going to be a long wait . . . good think we may have paranet papers in the meantime.

3
DFRPG / Re: Custom Fate Cards
« on: August 28, 2012, 05:18:11 PM »
Thank you Andinel for prodding me to get this fixed.
The typo has been corrected.
And is currently set up as a PDF to be printed on an 8.5 x 11 piece of paper. 
You can either fold it in half after printing and glue the sheet to create 3 cards.
Or, print it front and back to generate 6 cards.

http://www.filedropper.com/fatecards

Simply click the button that says "Download this file"

And Enjoy!

4
DFRPG / Re: Introduction Session Ideas
« on: July 11, 2012, 02:31:41 AM »
Looks like you are off to a good start.  However, I hate to be the bearer of bad news.  4-6 hours is not that long.  Let me give an example.  I currently Co-GM a Dresden Files game, and we are treating it like a TV show with "episodes"  I run an episode, he runs and episode etc.  I attempt to plan an episode as a single session.  Even keeping the adventure simple and streamlined, role playing, interesting conflicts, tangents, and zany antics usually stretch the episode into a 3 sessions of 4-6 hours.  And that is when the setting is already defined, the characters are already created, and the players know the rules.

My suggestion is before the session, prep things to insure a smooth session:
1) Completely generate characters (Kids on the Island) Make sure to include a paragraph or two of descriptive text, keep it vague, but help guide the new player to understanding the character motivations.
2) Completely generate the environment (Island, scenes, danagers, clues, demon stats, location of boat off the island, etc.)
3) Pre-write some descriptive "box text" compels for each of the characters via an aspect, concept, or trouble to be in the location you choose.
4) Pre-write a descriptive "box text" of the areas on the island, this will help you frame scenes more quickly later.
5) Determine some possible paths the adventure can take, so you can guide the new players via compels.
6) Draw up a short list of questions to assist the players in forming relations with one another. IE: One of you was reluctant to go on the trip, who talked you into it?  One of you is excited to be shipwrecked who is it? etc.

When running the session:
1) Let the players pick the characters they want to play.  Have them review the descriptive text so they will understand the mindset.  Ask them the questions you prepared to help them get into the skins they are putting on.
2) Then take a moment to explain compels and fate points.  Read your prepped text, and explain where the characters are, and how they got there.
-- At this point you are no doubt 1 hour in, or even 1.5 hours in depending on rule discussions --
3) Begin role playing.
4) Start with a Skill conflict, Creating a camp on island, foraging for food, water, having to cross a ravine to get to the waterfall, make containers, etc.  This will be the chance for the players to use skills, and a great time to explain skills to them, not to mention they can get to know the island, discover a cave, and be compelled to pick up that weird idol thing.
-- One to two hours could be spent by now exploring and using skills --
5) Create a physical conflict, A seeming of the demon attacking them.  This will be the chance for the players to use combat abilities, and a great time to explain stress to them. As well as moving the plot forward, the demon wants them off the island after all, and fear is a great motivator.
-- Lets face it combat can be slow One hour used up here --
6) Create a Mental/Social conflict, perhaps the demon has taken control of one of the kids.  This is a chance for players with non-physical skills to shine, and once again move the plot foward.  They have to learn via conflict, that the idol is controlling a player, and via social attacks the demon wants the party to do things they would not normally do.  So the players have to destroy the idol or whatever.
-- end session and surprise time flew by you are at the 4-6 hour mark --

With all your prep work done, the game should flow smoothly, and at the end of a hopefully fun session the players will be excited about creating characters, and a location to continue in.  Then you can take on the 4-6 hour session of city building, the 4-6 hour session of character building knowing the players are hooked and wanting to play more.

But this is just my 2 cents.

5
Tsunami,

Let me just say thanks for the effort you put into this.  It is always nice to have another tool in the toolbox if you know what I mean.  I have a few friends that are scattered to different states, and often tell me they are jealous of me still playing with my local group.  I know they enjoy the Dresden Files books, so perhaps I will give them a call and try to set up some online stuff with them, just so they can scratch the roleplaying itch.

I have been looking at all the various tabletop software out there and didn't have a reason to settle on one or the other.  Thanks for helping me settle on this one.

Thanks again.
-BAH

6
DFRPG / Re: Help Me Stat "Runic Bullets" Item of Power!
« on: March 25, 2012, 03:14:38 AM »
Would this need to be classified as a magic item?

I mean other than Size, I don't see a difference between "Runic Bullets" and real world "Custom Shotgun Ammo".  Look up Dragon Fire Rounds, Bolo Rounds, or ball and shot.  A weapon smith can customize shotgun ammo fairly easily.

Imagine a player, who before treading into a dangerous situation, makes a lore roll to discover the weakness or "Catch" of the target.  Then while locking and loading, makes a resources roll, to place an aspect of "Customized Ammo" on their character.

Would this not do the same thing?  Or, by introducing "Runic Bullets" are you simply giving the players a shortcut, by which they do not need to know the weakness of the creature, they just shoot it with the provided ammo till it goes down?

7
DFRPG / Re: That One Guy - Heckler At The Training Dojo
« on: March 14, 2012, 10:51:08 PM »
Lots of valid points in this thread, and any GM should read through the various posts, and treat them as a buffet. Taking usable notions and ideas his players would enjoy and rolling them into his GM style so that the wanted end result can occur.  The players having fun.

Personally. Social combat is needed in the campaign I run.  The players gleam information from contacts, thugs, and local yocals via social combat.  They like roleplaying it out with the myriad of dice rolls instead of a single *make a contact roll*.

One situation comes to mind where a player approached a group of "Party Boys" in an attempt to gleam information about a drug dealer in the area.  Through the course of the Social Conflict, he won them over, gained a positive position in their eyes, and earned a new contact in the party world.  Despite this, however, the Party Boys ended up calling his social bluff, and forced the Player to concede in the end.  The player conceded that they would meet with the drug dealer, and the player would buy drugs for the group.  The player even has an aspect that played beautifully into the drama.  "I did what?"

IE:  Real World example of Peer pressure forcing someone to do what they wouldn't normally do, or A Person befriending others by doing something stupid to win trust.

As the GM, I used the outcome to move the plot, and was sure to include these new friends in future plot as hooks.  Without the Social Conflict none of that story and connection would be possible.

What am I trying to say, Do what makes it fun for your players.  :)

8
DFRPG / Re: compare your villan/antagonist
« on: October 30, 2011, 02:06:54 PM »
The players haven't gotten there yet.  But when the "reveal" comes about.  The BBEG is going to be a sentient tree that possesses people via its fruit.  The players have been fighting their way through low level gang members, various corrupt cops, a few corp types with security, and into a research facility.  I am going to love the look on their faces when the final door opens and in the middle of the botanical garden is a huge twisted tree.  Surrounded by white lab coats tending to it.  They are going to be yelling things like "protect the boss", "don't let them hurt the boss", all the time throwing themselves at the party with a zealot like glee.  After the battle.  The players will look around for the "boss".  If they don't put two and two together, then the tree can come after them later, after it gets new minions of course.  *insert evil laughter here*

9
DFRPG / Re: Custom Fate Cards
« on: October 18, 2011, 11:38:25 PM »
I have no problems.  I need to Do a Version 3 though.  Used the cards at a game the other night and found a final TYPO i need to correct.  If you have any suggestions about how to better share this I am all ears!

10
DFRPG / Re: Custom Fate Cards
« on: October 14, 2011, 10:01:41 PM »
Fred got back to me fast!  And it is with his blessing that I share a link to my final high resolution PDF.

http://www.badongo.com/file/25818309

Hope you enjoy them as much as I will.  Thanks for all the interest, and if you have any suggestions feel free to drop me a line.

11
DFRPG / Re: Custom Fate Cards
« on: October 13, 2011, 10:39:12 PM »
Thanks all, I will finish my tweeks.  Shoot some email off to Fred and then hopefully share a Print ready PDF for all to enjoy!

12
DFRPG / Re: Custom Fate Cards
« on: October 12, 2011, 11:46:16 PM »
Thanks for the Fuel a Power remark Sinker, I will make that edit. 

As far as sharing a print ready PDF, whats the legality of me (a private individual) sharing something with others that has the DFRPG logo on it?  Would hate to step on any Evil Hat toes.  I enjoy their products too much for that.

13
DFRPG / Custom Fate Cards
« on: October 12, 2011, 01:14:12 AM »
Whipped these up last night for a game I am going to run with new players to the Fate system.  My thought process was that poker chips are fine for experienced people, but a card with "reminder text" of what fate points can be used for would be helpful.  I am curious what others think.


14
DFRPG / Re: Dresden Files adventures?
« on: October 08, 2011, 04:23:31 PM »
I like the concept.  A one page primer, or outline for adventure.  Should try that on this forum and see what happens.

15
DFRPG / Re: Making a Magical Bunker
« on: September 20, 2011, 12:33:51 PM »
Question:  If the landmine/boompit is triggered by outside force rather than use of the circle, and all the wards are in place above the ground, would it be enough to nullify the explosion?  Would the cavern collapse pulling the graveyard and building into it?  And would the wards survive the act of sinking?

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