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Messages - fantazero

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16
DFRPG / Re: GMing Tips and Hints
« on: October 03, 2013, 04:18:21 AM »
Hey, look at at all that discussion we already had. over about twenty links. In thirty threads.
DING DING DING


or


DING

17
DFRPG / Re: GMing Tips and Hints
« on: September 19, 2013, 12:44:48 PM »
Most of the time this happens, it's something that's no rush--like opening a Way when they're not under any real pressure, so even if I was going to roll it out, there's nothing stopping the players from dividing up the rolls to something super easy to succeed at anyway.

I'll give you that, because like its been said, "why roll the dice if something interesting isn't going to happen"

18
DFRPG / Re: GMing Tips and Hints
« on: September 18, 2013, 01:11:10 PM »
Really, "Don't roll if there isn't going to be an interesting failure" is the biggest rule I follow. Hell, my players only have to roll out any thaumaturgy spell under 5 or 6 shifts when they're in the middle of a fight, because the worst thing a failed roll is going to do is give them a mild consequence, which will only last through the next scene.

Though here's an interesting alternative, finn: Compel them with a "succeed, but..."

So if that wallflower goes for the awesome but doesn't have the stats to pull it off, compel their wallflowerness to say, "Okay, you shove the innocent bystander out of the way, but you're too unathletic to escape the blow yourself, so that's a moderate consequence," or "...but now you've got the ghoul's attention on you."

My only problem with that is, Magic users should be stacking consequences its what "levels the field" with non-Magic users.
Also, a Mild should stick around for a scene or two, the stress may be gone, but the consequence can hang around for a little bit.

But if you dont want to have a combat round with 1 low level NPC, I have no problem with saying "You kill him, or he gets knocked out" thats just you the GM as the NPC conceding.

19
DFRPG / Re: GMing Tips and Hints
« on: September 17, 2013, 01:36:20 AM »
I strongly oppose this and anything like this (which is sort of half your list). If I want to, I can just drop a fridge and say "You are dead, because I said so". I've actually had things like this happen to me, and no good GM I've come across does this. I'm all for a tough challenge, but this is not a challenge, this is one sided warfare. Do this as an ambush and it works. But "shot, you are dead" doesn't only kill the character, it kills the story. Every game I had with GMs that employed this method was filled with game stopping paranoia by the players towards the GM.

Throwing something against the players that's stronger than they are is easy. Throwing something that the players will be able to beat marginally and with a big price to pay and that they feel good about beating, that's the art of creating the opposition. All you said about creating them intelligent and things like that belong to that. There are some hero/villain tropes that can and should be invoked here, I think. The overconfident villain, for example.

Tropes are your friend. Tropes are tropes for a reason, it's because they work. That doesn't mean you have to shovel tropes into your game just because you like them. But if you break it down, there is only a finite number of things that can happen. They can have a lot of different colors, but under the hood, they are all the same. That means whether or not you are using tropes willingly, you are going to use them nonetheless. Knowing what tropes you use and knowing what tropes your players use in their characters can help you identify what your game is and can be about. It can show you what kind of tropes can work well with others, when it would fit to invert a trope and so on. This is basically craftsmanship for writers that is a great tool in the GM's toolbox as well.
Where I agree with fantazero is, that tropes become stale, when you use the same one over and over again.

Rule of Cool:
If you think an action is too cool to fail, don't roll. Otherwise, one of three things will happen:
1) the player succeeds and all is well
2) the player fails but you decide the action is too cool to let it go. Basically 1), but it leaves a bad taste in your mouth.
3) the player fails and the cool action is lost
Really only 1) is what I am looking for, so why bother with the rest?
Now it's important to notice that cool =/= powerful. Sure it is cool if the hero strikes down the big bad with one stroke, but that's something he'll still have to roll for. But making a cool move to get close or tinkering a cool contraption or anything that will help in a cool way can be done without much rolling. Or, in fact, the heroic sacrifice can be done without rolling or counting any numbers (just mentioning this, because it just happened in my game).

Something's happening offstage.
Basically, what some of you already said about NPCs and their plans, wishes, families and such. NPCs have plans, and they are going to go through with them. I address this by roughly playing things out offstage. The players don't see what's happening, and I usually don't roll, but something is happening and that's going to affect the story. I don't keep a strict timeframe here, things are happening at the pace of the plot. If the players are going to stop something from happening, it means they'll arrive at a critical moment to do so. But it also means that they won't be at the other two places where something else is happening.
How do you hug someone over the internet ?

20
DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 09:15:20 PM »
So...how about this. Have you ever just "hand waved" a NPC death?
Basically, Harrys going to take out the low level mook, thats not interesting, its interesting what happens because of that.
I've had people take Law breaker because they go "So I shoot a Fireball at him" and I have to say, "Dont bother rolling, it hits him, he's dead"
mechanically conceding before he rolls (you can concede to death, its been covered)
So if you can do that in the game, why fudge rolls?

Taran nails it with "This isn't D&d" and thank Christ for that.


21
DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 07:49:42 PM »
Sometimes fudging dice rolls needs to happen,....
Then why are you rolling dice?
Its cheating/rail roading, plain and simple.
Like others have said, partial success and all that works better

22
DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 01:29:06 PM »
FIGHTS SHOULDN'T LAST HOURS
This is something I've learned as a GM, brief intense fights are more interesting than traditional "Dungeon crawls" I've seen some GMs go through.

DRESDEN HAS SEVERAL STRESS TRACKS FOR A REASON
I hate playing for months in a game and not having any Social, or Mental Stress.

Think of Social Stress like the Tv show Firefly, they were always carrying around a consequence and stress from Social Stress and it effected the plot.

Think of Mental stress as more than "I have a headache". Think instead "Quick to Anger" or "Pissed off" "sucidal" ect ect

Lasers are more powerful than flashlights because of focus.
What I mean is, Focus on what makes the (for example) Red Court such badasses, money, power, influence and big f***** claws.
I see GMs making the mistake of shining a flash light on ALL of the Dresden universe. So its Red Court, Black Court, White Court, Jade Court, Summer Court, Winter Court, Spring/Fall Court,  Denrians, Swords of the Cross falling out of ever crevice, pixies, elves, Monarch security ect ect ect Which hey, thats cool, but Butcher tends to string that stuff out over several books and thousands of pages.
So while you can do EVERYTHING its going to suffer, better off doing just "alittle bit" and making it great. Quality not Quantity.

Railroads are dying, people drive for a reason
"You guys see an abandoned building in the middle of no where, your Wizard sense Black Courts nearby"
"Lets just light it on fire and leave"
I hate rail roading. Let your players decide what they want to do. Also you as a GM have a really great tool to get things to happen. Compel Aspects.
GM "I'm going to compel your High Concept of "White Court Warden" to have you check in at a local HQ and catch up on stuff you missed.
GM "I'm going to compel your Trouble of "Family comes first" to check on your little sister in the hostipal
At the same time, often times Players will take you to more interesting places.
Example
Playing in a game where it was Obvious the GM wanted us to make a deal with some thing from Atlantis, instead the player wanted to reach out to the Winter Court (where he had connections) and make a deal. GM just said "They  dont pick up the phone" boo! Hiss! Bad GMing.

Your Players are the Stars
A lot of GMs write out the epic storys and plots. Who cares? Always put yourself in the PCs shoes "Who is this? why do I care?"
So when you spend 30 minutes real time having two NPCs battle each other or have private conversation. 99% you shouldn't be doing that.

Shadowrun is a great game, but.....
The "Mysterious benefactor" who pays you to go on a mission has been done and is just lazy gming. Troupes and Cliches are fun sometimes "Your long lost Wife shoes up and says "they took our Daughter" but use them sparingly.

NPCS have Families
They want to go home to them at the end of the day. If you're a Henchman for the Joker, you're not going to go throw a Pie at Superman, you're going to go "I surrender" or run for it.

GM Screens are for Bad Gms
If you NEED the Screen for Notes, stats, thats fine, but lay it down and roll your dice where everyone can see them. "Fudging" Dice rolls is Rail Roading.

23
Display Case / Re: Perfect Casting, part 2
« on: September 14, 2013, 07:34:19 PM »
No ones mentioned Nathan Fillion

24
DFRPG / Re: Using Weapons as defense?
« on: September 11, 2013, 11:00:37 PM »
If someone proposes a house rule, always ask what the rule is meant to accomplish.

This, A thousand times this

25
DFRPG / Re: Using Weapons as defense?
« on: September 11, 2013, 10:10:44 PM »
So i picked weapons with the understanding it can defend against other physical attacks, as well being my main attacking skill. But recently, my gm decided to nix that by saying i can ONLY use weapons to defend against other weapons. I can't use it to defend against fangs or claws or even fists. I have to dodge those with athletics. Which i think is pretty unfair. Is this unreasonable? Did I miss something in the rules? Or am i just being that guy who feels treated unfairly because my character is being nerfed?

I'd like to hear some input from the board.

EDIT: Before he nerfed Weapons block for me, i took the Stunt Riposte, which i could use to pretty good effect, but which is now pretty much useless as we fight monsters the majority of the time.

Take a stunt, or better yet, get a new GM.

26
DFRPG / Re: Question concerning Fate Points
« on: September 11, 2013, 09:53:11 PM »
What constitutes as a refresh event? I haven't heard of that before.

I'm sure the book has a long lengthy explanation.
But really its GM fiat.

Our group tends to wrap up a plot point a session so I refresh every session.

27
DFRPG / Re: What are your favorite aspects?
« on: September 06, 2013, 09:09:45 PM »
Played in a game where I was a crazy preacher and I shared an Aspect with a White Court Vampire of
"God Hates Fangs"

28
DFRPG / Re: For the guys at Evil Hat
« on: September 05, 2013, 01:09:03 PM »
thats unfortunate that there probably will not be much more stuff released before paranet. the setting and books were very interesting. even if the casefiles cost a dollar or even five i would prolly buy them just becouse i am lazy and i want something already put together were all i do is sit down read throught it once or twice and i can play it at gamedays at  a local shop or conventions etc. i tried running neutral grounds at a gameday a couple months ago and everyone at the table had already played in it a couple of times at different cons.

sincerely
heath delashmit

You gotta run your own, teach a man to fish and all that.

Here's an easy one that kinda "fits"

Start everyone at stupid low refresh and skill points.
So 3 Refresh 10-15 Skill points.
So everyone is basically human (and get +2 refresh)
Awesome, so do character creation really quick, reduce the number of aspects down to Five (Because 7 is stupid)
Now, bam, there's been a series of murders in (whatever town you're in).
Blah blah blah
it's a Black Court Vampire.
And, done.

29
DFRPG / Re: For the guys at Evil Hat
« on: September 04, 2013, 03:46:52 PM »
They are working at something called "Paranet Papers", which from the previews seems to be both expanding the setting a bit in the form of letters from various Paranetters around the Dresdenverse; aswell as updating the setting to the post-changes world. I'm unsure exactly where in the current book timeline these Paranet Papers will be, but the previews feels like they are at least between Changes and Cold Days.

Remember the wait of Dresden? Now triple that.
Evil Hat has Fate Core, Fate Dice and a bunch of other projects (Atomic Robo*) AND they are going to do a Dresden Files Fate Core.
So....after the Paranet papers, I think anything Dresden Fate will have to come from the community because they will be putting effort elsewhere.

*Which just seems to be Fate Core with a few things I like and a lot I don't

30
DFRPG / Re: NEWBS INCOMING!-Game Advice
« on: September 04, 2013, 03:44:04 PM »
Give the One-Shots a serious look, you may be pleased. I was able to incorporate Neutral Grounds and Evil Acts into our campaign on Obsidian Portal, we hit 2 years this month.

http://www.evilhat.com/home/dresden-files-rpg-downloads/
This, a thousand times this.
Let them have a taste of it cake before having them bake one.

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