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Messages - Bubba Amon Hotep

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91
DFRPG / Re: Permeable Wards, Rubber bands and Cellphones - What?
« on: May 18, 2010, 12:04:22 AM »
Didn't Butters do something like this in Dead Beat?  He made the circle, and Harry still had to stand back a ways.  It wasn't mobile, and Harry's Aura even messed up signal reception when close.

So the phone might work in a summoning circle.  But the magic on the outside would prevent everything but a very strong signal from reaching it.  And the stronger you made the magics on the outside the more it would cut signal strength down.

my .2cents.

Wizards get magic, its cooler than gadgets.

Of Course I tend to be a harsh GM at times.  I paid a friendless wizard with a Debit Card as way to mess with him.

92
DFRPG / Real World Events - with a Dresden Twist?
« on: May 13, 2010, 02:24:58 AM »
Earth Magic at work?  Wonder who got mad at who?

http://www.nytimes.com/2010/05/13/world/americas/13canada.html

93
DFRPG / Re: Opinion. Did I handle walking on air right?
« on: May 11, 2010, 12:15:08 PM »
Thanks all.  We will see what the players come up with next.

94
DFRPG / Opinion. Did I handle walking on air right?
« on: May 11, 2010, 02:53:36 AM »
First off I realize that Fate is a loose system and you go with what works at the time.  But . . . I always second guess myself after.

One of my players is doing a martial arts style character.  He has faith in KI powers so that is what drives his magic.  Simple enough to say KI can shield him from attacks (shield) and his punches can hit at distance (blast).  He took the focused practitioner, element spirit.

A point in the game came up where he wanted to pull off a wushu style move of walking on air to get to a second story window that was open.  I figured that he could jump 4 feet up to a shield of force/KI, then four feet to a second shield of force/KI, and a final four feet to grab the ledge of the window and pull himself in, which would also need a athletics roll at -2 because it was a second action.  1 action to create the steps and 1 action to navigate the steps.  I figured the Shields would need at minimum a Block:2.  His character could use 4 energy and control it without rolling so I allowed him to create the steps and simply take 1 stress.  Then he had to make a superb (+5) athletics check.  Which he succeeded at only because he spent a fate point and used one of his aspects.

It worked at the time.  However, thinking back on it, did I make it too easy, and would a Block:2 support someones weight?

Opinions?
Thanks in Advance!

95
DFRPG / Re: DO and DONT of scenario creation
« on: May 02, 2010, 01:45:39 AM »
In a one-shot scenario I've made, I took the city my players and I created and figured out who the bad guys were and what they wanted to achieve.  I set up their plan, figuring out what they needed to accomplish the goals and what order they would do them in. 

Then I let the players loose on them. :)

I've playtested it three times so far, and the players have managed to fumble their way to success each time, but they have said that it felt like one of Harry's stories... they usually had no clue what was really going on until the last scene.  Sometimes, their actions even HELPED the bad guys. It was a lot of fun.

I like this idea alot.  I am still working out the one shot I plan to run for my players, reading and re-reading the rules.  But I like the concept of a loose timeline.  The "catch up" that Harry usually finds himself in.  And right before the end, the figuring it out and finding a loophole.  I really like this alot.  :)

96
DFRPG / Re: Welcome to Fate - Introductory Adventure
« on: May 01, 2010, 03:19:47 AM »
love it! Thanks!

97
DFRPG / Re: DO and DONT of scenario creation
« on: May 01, 2010, 02:11:34 AM »
I have not yet run a game, however I plan to do a One-Shot.  In which Scenes and chapters are setup in advance.  I don't plan on railroading the players, but the story will take on a natural flow, and even if they skip to the end before coming back to a section in the middle you will have the scenes ready in advance with the NPCs ready to go, and at least a basic description that the players can base Declarations on.

98
DFRPG / Re: Welcome to Fate - Introductory Adventure
« on: May 01, 2010, 01:55:44 AM »
This looks interesting all in all, but I have a quibble with your geography. Kansas and Missouri are adjacent, but neither of them borders Texas. Oklahoma is between Texas and the other two states.
 

Funny, all I did was copy and paste from http://www.tshaonline.org/handbook/online/articles/FF/hlf9.html  But your right.  Fate is a long way from any border, its right outside Dallas.  Now I realize in 1880 Oklahoma didn't exist as a state.  But still . . .

so Good Catch!  Any Game related input?  Do the Aspects sound right?  Any ideas of other directions to spin the story that could be unfolding in the town?  Any ideas of Scenes that could play out in this environment?  Hooks so to speak?  I am still trying to come up with NPC's to populate the town with.  As well as good "scenes" that would help drive home the basic rules of the system.

99
DFRPG / Re: Golems & Genies
« on: April 30, 2010, 04:29:53 AM »
Wouldn't the process of making a zombie, be nearly the same as creating a golem, or animating that suit of plate armor to fight for you?  At least in game mechanics?

100
DFRPG / Re: Welcome to Fate - Introductory Adventure
« on: April 30, 2010, 04:21:39 AM »
Since I have no idea what I am doing I figure I might as well build the Adventure on the forums, and listen to the comments.

---
The Story Title:  Welcome to Fate
Dedication: For those who learn by doing
Quote: Fate can only take you so far.  The rest is up to you. -unknown.

The Place: Fate Texas
(I mean what better place to set a FATE intro adventure.)

Interesting Facts about Fate:
Fate is on State Highway 66 and the Missouri, Kansas and Texas line four miles northeast of Rockwall in northern Rockwall County. The community's name derives from the nickname, "Fate," given to Lafayette Brown, one of the area's early settlers, by his wife. A post office was established in the community in July 1880. By the mid-1880s Fate had a school, a cotton gin, two general stores, and a population of seventy-five.  During the 1920s and 1930s the small community began to decline. While agriculture remained the area's major occupation, better roads and automobiles took trade from local merchants to those in larger towns. Nonetheless, a bank, a drugstore, and a number of stores remained in business at Fate. Fate's school eventually dropped its high school grades, and the community's population declined to 194 by 1930 and 127 by 1940.  The number of businesses operating in Fate declined from fifteen to six during the 1940s. As of the census of 2000, there were 497 people residing in the city.  Fate seems to be growing. (Aspect: Growing Pains)

With the Growth of Fate, the city has started making big plans. 
Creation of an internet presence, and growing community organization.
http://www.cityoffate.com/en/index.html
As well as big plans to develop and shape the city.
http://www.cityoffate.com/images/docs_mapsplans/MasterPlanConcept_110806.pdfWarning PDF
Is that a lone star in the center of town, or a pentagram?
(Aspect: Hidden Puppet Master)

On 5/18/2000 a magnitude 3.4 earthquake occurred.
On 10/20/2002 a magnitude 3.4 earthquake occurred.
On 5/13/2006 a magnitude 3.0 earthquake occurred.
On 10/15/2008 a magnitude 3.0 earthquake occurred.
All Four dates on the lunar calendar are full Moons.  The next full moon in May is the 28th.
(Aspect: Somethings Brewing)

Points of Interest in Fate:
http://www.houseofpainironwear.com/
House of Pain (911 Holiday Dr., Fate, TX) is a private company categorized under Sportswear, Men's and Boys' and located in Fate, TX. Current estimates show this company has an annual revenue of $500,000 to $1 million and employs a staff of approximately 5 to 9.  Host to Weight Training, Fitness Classes, Mixed Martial Arts training, and other painful workouts.  (Threat: Feeding Grounds)

http://www.castledouglastexas.com/
http://www.castledouglastexas.com/_photos/g1-photo16.jpg
Castle Douglas is a true castle in every sense: a setting for fairytale weddings, a center of community events, a monument to the conquering power of love, and a source of confidence that events planned months or years in advance will come to pass just the way you've dreamed.  Now that doesn't sound sinister at all. Why is it called Castle Douglas?  In 2000, Bernadyne Douglas Dumford, J.R. Dumford's wife, died suddenly. Castle Douglas is dedicated to her memory. Also, while on a trip to Scotland, the Dumford family discovered a town named "Castle Douglas" in honor of Threave Castle, an ancient stronghold of the Douglas family. (Aspect: Wellspring of Magic, and trouble)

---

Well I am convinced, truth is stranger that fiction.  90% of the above is Truth.  And it is easy to see the dark, gritty, and supernatural undertones in this quiet little piece of the world.

So off the cuff I can envision a Castle dwelling Wizard turned to the black in an attempt to bring his wife back after her sudden death.  Every two years he tries tapping the power of the moon and other darker things, causing earthquakes.  Perhaps he did bring his wife back to life, or perhaps something else came through from the never never and needs a new body every two years.  A Demon?  Whatever it truly is.  That something is attempting to carve out a town to its own goals.  A Something that feeds on pain and strong emotions?  A something that can hide and feed in the open courtesy of a house of pain.

Ideas? suggestions? Am I on the right track?

101
DFRPG / Welcome to Fate - Introductory Adventure
« on: April 30, 2010, 12:17:20 AM »
First off let me just state that I have never played FATE, and in our group looks like I will be the Storyteller.  I am pumped!

So to that end . . . I am attempting to create a short Introductory Adventure.  Something that has all the basic items that can happen in a game, so the players can learn the system as well as teaching myself. 

Goal: Cover the basics in a short story, and then get into the more advanced pieces during the campaign.
Question: What are the major bits that need to be included?

Scene 1
Compels, Declarations, and Aspect Tagging. (How Fate chips work)
Scene 2
Social contest (indirect beat downs)
Scene 3
Physical contest with a single zone (direct beat downs)
Scene 4
Skill usage (I can do what?)
Scene 5
Free for all Climatic ending (The BBG confrontation, multiple zones, multiple avenues of contest, fear death instilled.)

But, What else? 

Thanks in advance,
BAH

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