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Messages - Rubycon

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46
DFRPG / Re: Fourth Law of Magic Help
« on: August 22, 2011, 08:19:45 AM »
For a truth-spell, you could have different options: A spell that forces the person you cast the spell on to speak nothing but the truth can cause you a lot of trouble while a spell that gives you a bonus on Empathy to detect lies will not.
As a third possibility, you can tell someone that he is under the influence of a truth-spell and he has no chance. Mybe he is biting on it... ;)

47
DFRPG / Re: Tattoos for other Vampires
« on: August 19, 2011, 11:32:15 AM »
What about the white Court? As I see it, many of those who grow up like normal mortals should have ethics and morals like a normal mortal. So, at least for some of them becoming a mindsucking monster isn't really an option - if only they have a chance to resist. Sure, some of them try, more or less successful.But I'm sure that a competent wizard or some sponsoring source could provide further assistance, be it with tattoos or something else.

48
DFRPG / Re: Fate convertsion for BSG: Advice needed
« on: August 19, 2011, 08:31:45 AM »
There is another FATE-based sci-fi-game. It's called Starblazer. I don't own it but it could be more fitting for the BSG universe.
You can take a look here: http://rpg.drivethrustuff.com/product_info.php?products_id=56969&filters=0_0_40050_0

49
DFRPG / Tattoos for other Vampires
« on: August 19, 2011, 08:24:44 AM »
Hi,
is it possible (or should it be), that the tattoos of St.Giles help protect "Near-Vampires" of other Courts tha the red one. As far as I know, the red and the white Court have the phenomen that inflicted persons have a half-state where they are not full vampires. So, at least for  the white Court Virgins I would assume that either the tattos of St. Giles help these Virgins, too, or that there is something simular for them.
As for the black Court, I don't know about how they get their progeny, but if they have an inflicted-but-not-crossed-over-state, than there might be a protection for them, too.
What do you think?

50
DFRPG / Re: How do white council wizards resolve disputes between them?
« on: August 19, 2011, 08:18:15 AM »
I would say  that the White Council has a Judical Court for things like that. This could include Wardens or Divinators and could still include the possibility of a formal battle with fixed rules.

51
DFRPG / Re: Conflicts of style and taste...
« on: August 17, 2011, 11:45:13 AM »
As I see it, the Dresden Files has a bit of everything. Very funny parts and very dark ones. Therefore, the stories attract lots of people who especially like one of those styles mixed into the whole stories. So I'm not surprised that the game is played by some in one of those styles the whole time. Don't forget: They have fun with it, so it's O.K.
That doesn't mean, of course, that you have to like it or there aren't other styles of gaming in the dresdenverse that are more "complete" or, as you called it, canon-like. I see this problem nearly in every roleplaying group, no matter what they play.
As for your question, in my very personal opinion, I would consider a group as "too crazy" if:
  • more than one player plays a "monster" (a character who has no refresh)
  • this player has not a very good (spell:  plausible) story why his character is a part of the group
  • the group beginns with more than 10 refresh because they think 10 is not powerful enough
  • the group tweak rules or develop houserule to make the characters more powerful
  • the GM let the characters constantly go away with breaking the Laws (mundane or magic)

This list could  be longer if I have some time to think about it, but this points should be the most important... ;)

52
DFRPG / Re: Homebrew Stunts
« on: August 16, 2011, 06:08:46 AM »
Athletics
The §$%& Bastard will not escape: Get a +2 on athletic rolls when chasing someone in a footrace.

This stunt could also work with Endurance on longer chasings...

53
DFRPG / Re: Social Conflict - Any Good Examples?
« on: August 16, 2011, 06:04:07 AM »
I had my difficulties with social conflict, too. I now think that sociial conflict makes sense when one of the combatants really want to take the opponent out. Embarass him, ridicule him etc. The exampe above from admiralducksauce is more about diplomacy. I would play such things out - no rolls.

54
DFRPG / Re: Which book?
« on: August 15, 2011, 07:13:45 PM »
Even if you just want to read something about the dresdenverse, you shoud start with YS. You simply can't understand the powers and stunts and all the stuff in OW when you didn't read YS first...

55
DFRPG / Re: McAnally's and other places
« on: August 15, 2011, 09:25:44 AM »
What bothers me a bit: If it's possible to distract magic by the number and constellation of things, why not doing it at your home when you don't want the occasional wizard practicing at your home (or, being a bad guy, making it harder for the wizard to get you... ;))

56
DFRPG / Re: Non-magical disruption of thaumaturgy
« on: August 15, 2011, 09:21:17 AM »
Maybe the characters are able to avoid the ward? If it's not stated that way in the adventure, you can change it so your group has a chance...

57
DFRPG / Re: Which book?
« on: August 15, 2011, 09:19:18 AM »
If you really want to have "Our World" but you don't really need it, buy it as a pdf. It's much cheaper than the books and as a gm-book as much as useful...

58
DFRPG / Re: Staff of Moses
« on: August 15, 2011, 09:02:51 AM »
Well, with all the discussions about IoPs, I would say that this has to be a "sponsored" item (for lack of a better term) like the swords of the Knights of the Cross.
The reason for it is simply that "normal" items of power loose their powers when their creator is dead - which should be the case with Moses.

59
DFRPG / Re: McAnally's and other places
« on: August 12, 2011, 01:48:35 PM »
Me too. So, place 13 things of everything in a room, put some aspects on the scene and be ready (at least, as a GM... :D)
Things like POWER DAMPER or something ike this is good and yes, such a place has some unwritten rules and everone in the know will learn them some way or another... That's why I want to include such a place in my campaign. 8)

60
DFRPG / McAnally's and other places
« on: August 12, 2011, 11:22:41 AM »
Hi,
I was wondering what makes McAnally's Pub so special. The books seem to suggest that there is some kind of protection in his pub, besides considered neutral ground (is this so?). But how does that work? All the mirrors, placement of tables etc., is there a clear (and explained) purpose?
I'm asking because I want to include something like McAnally's in my own campaing and was wondering if there should be certain elements in it in order to work...

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