56

Your player loves the setting, but this is blinding them to what the books actually are: casefiles. They're not true, they're what the writer believes is true. The Dresdenverse is much more complicated than even Harry Dresden knows. If your player truly loves the setting, they should embrace that fact. On page 26 of Our World, at the end of the chapter ...


52

Player Revolt/Intervention You must, in an out-of-character context, talk about this with your GM. There is no rule in the world that will solve player favoritism. This conversation needs to include, bluntly That this behavior is making the game unfun for you That this behavior is making the game unfun for your table-mates That the behavior must end ...


24

My initial suggestion is to attack the problem from a different angle. You say that in the early part of the encounter/investigation/episode, the players will not invest resources or better yet, garner points by putting themselves in situations to fail. That essentially means that they find the decisions they're making in the beginning of these sessions ...


24

No, you're not missing anything, as far as the rule goes. Red Court vampires use the narcotic saliva to manipulate people, not to injure them. That's according to the rule you cited, and that's according to all fictional positioning from the source novels. The un-asked part of this question is about ways which a Red Court vampire could alter the flow and ...


22

I don't know that this is quite at ultimatum level yet - from your description, it's not clear to me whether you've privately raised this issue with the GM yet in a serious way. It probably should have been clear to her from your joking about it that it bothered you, but if you and she are best friends, you should be able to pull her aside and raise your ...


17

I think that one thing to refer him to (in the book appropriately titled Your Story) is the section on "Running the Game"YS306 . In the first part, "What the GM Does", this statement is a good starting place: Generally speaking, the GM is “where the buck stops” for any decisions about the game that come up during play—questions of ...


17

First of all, you didn't follow the rules when creating characters. You say: ...he didn't take thaumaturgy, the sight, the soulgaze... But on p.86 of Your Story it says: A wizard must have a high concept that declares his nature (e.g., Wizard For Hire or Favorite Son of the White Council). In addition, the character must take the following ...


17

Inhuman Recovery allows the recovery of a single physical mild consequence. Feeding Dependency inflicts hunger consequences, not physical consequences. The only way to restore those is going to be to either feed or make a successful discipline check so as to start recovery normally.


16

Your first question is about half a GM problem, and half a player/PC problem. I've been on both sides of this issue: GMing for a character who had little reason to participate in the story with the other PCs, and playing a character who had no reason to participate in the story and every reason to run wildly in the other direction. In both situations, the ...


16

FATE's gameplay style is specifically and intentionally novelistic. The character does not gain or lose significant amounts of ability over the course of the story and while there is some variation in success the truly critical moments usually come down to previously established elements of the character's background. So, to some degree, yes, this is exactly ...


16

Mortals do lose out in combat against the supernatural, but they gain majorly in other aspects, and are excellent to have for storytelling purposes. We've had a two-year campaign running, starting from a relatively low level and currently at Chest Deep. We have honestly found that there's advantages and disadvantages to both mortal and supernatural ...


15

Stunts I would argue that this falls perfectly under the application of stunts - using one skill in place of another. From Your Story p.147: The first possible use for a stunt is to broaden a skill by giving it a new trapping. Often this is a trapping that’s “transplanted” from one skill to another. Sometimes this trapping may need to be modified, or ...


15

There are a number of parts to this. First of all, the pure mechanics of looting stuff. Stealing things would often come under the Burglary and Stealth skills, but other skills might get involved too. Find a likely target (Contacts), observe it to find the best time and way to break in (Burglary, creating an aspect to use later if needed), pick the lock ...


15

That is exactly how it works in the setting (at least in the books, the RPG should most likely work the same way) touching the coin directly will 100% infect you and presuming you don't want that you would have to remove it (I forget exactly how that is done). Presuming you don't want that, and you need to transport one, AND you didn't already get infected (...


14

From YW199: You may opt to delay your action until a future point in the exchange, allowing you to interrupt someone else’s action later in the initiative order. Once this happens, your initiative is set at that point for the rest of the conflict, unless you delay again. On that same page, they carry on with an example: Harry, Murphy, and Mouse ...


14

Transforming yourself is entirely possible and there are no especial restrictions on it compared to performing it on someone else, and yes, it makes sense (both fictionally and mechanically) for it to be slightly easier—though it's not nearly as much easier as you might hope. It's actually remarkably straightforward to work up a generic template for these ...


13

There is nothing in the rulebooks that specifies a limit, to my knowledge, besides the fact that you only get one "free" tag on a set-up aspect, and the rest has to be invoked by narrative or cost. That said, look at this from a conflict narrative perspective. If your group is setting up aspects to tag, those represent disadvantages to their opponent that ...


13

Canonically, a player can probably demand a Fate Point for it not being a full moon, darn the luck. When faced with a lycanthrope PC, a GM will have to consider how often she's willing to stage stories near the time of the full moon - and, if she is willing, how much of a restriction the Human Form (Involuntary Change) really represents. (However, deciding ...


12

The best way to show specialty is with stunts: keep in mind that stunts (Mortal Stunts, page 146) are the primary means that the game uses to add more trappings to skills. (YS318) So this doctor should have stunts which make him good at doctory stuff. A +2 when using Scholarship to give medical attention (the trapping on YS141) would be simple and ...


12

Yes, it's possible to inflict Mental Stress with magic without breaking the Laws of Magic. You just can't affect someone's mind directly; whenever you're thinking of an effect that could cause Mental stress, the brain is strictly off-limits. There are plenty of ways to cause Mental Stress with less psychic effects, though. The entire field of illusion (...


12

This reminds me of the saying; "When you have a hammer in hand, every problem begins to look like a nail". I can see two distinct possibilities for the cause. You said it yourself: The risk-reward ratio. Maybe the rewards of taking the risky route are not worth it. DF rules only specify the risks, the reward is up to you as the GM. Make sure that it is ...


12

Courts interpret the law, they don't enact or enforce it. This sounds much more like a town-hall meeting, which will probably enforce some variant on Robert's Rules of Order. To a certain degree, trying to shift things once the meeting has begun will be a waste of time -- many of the key decision makers will already have their positions locked in place. ...


11

I think not. On a side note, on page 202, it is written: Do weapons rating stack? What about armor? No, they don't unless a power says otherwise. [...] As Inhuman Toughness don't say that the rating stack, I think it doesn't. Hard to Hurt. You naturally have Armor:1 against all physical stress. I think that when they say "naturally" they mean ...


11

Don't You use the guns skill to use guns, its just that simple. Sounds like your friend/player is trying to get you to houserule something to make his character more powerful. Even using an aspect to do this would be too powerful and potentially game breaking. Discipline the skill does not mean trigger-discipline. Its a representation of your character's ...


11

It's probably Alertness, but it depends how you frame it. Passive Awareness (Alertness) [... Alertness is] appropriate for things that you do not expect or are not looking for. -- Dresden Files, "Your Story", p.121 Detective Raphael Ambrosius Costeau has two skills that use his senses to get information from the world. Alertness is "passive&...


10

Unless ramming each other in autos all the time is a very important part of your game, I would refrain from using special rules. I would not even treat the car as a seperate character - just attack using the driving skill, and defend with driving, too. Stress is applied to all people in the vehicle - so if you attack with a +3 and the defender rolls a +2, ...


10

Pretty much anything is possible with Thaumaturgy—if you can imagine it, the right ritual can accomplish it. The limitation is always going to be how complex the ritual is, and the resulting time it takes to pull that off. The important thing is to figure out what the spell is meant to do first, and then find the rules that best fit it. (Everything in ...


10

If you could do so, that would be an abuse rather than a use of the system. That said, on (YS250) in the 'flavor text' in the sidebar to the left, your question is asked and answered, i.e. Hey, Billy can you take a stunt, or cast a spell, or make an item of some kind that gives you armor against the mental stress caused by casting a spell? Good ...


10

We Don't Know The entire Dresden Files series is rather vague on this point. Certain events within the series also make it unlikely to come up. Each of the Vampire Courts seemingly represents some subset of the modern interpretations of vampires. The existence of the more traditional Black Court and the hereditary White Court, as well as the use of the term ...


10

Step 1: Trim the Overhead The Fate SRD has rules for Mobs and Teamwork starting here. Everybody builds and runs their own Fate game how they like it; I for one favor a more diminishing-returns approach to ganging up. But anything that's in the core, accelerated, or toolkit SRDs are at least useful for teaching, reproof, correction, or training in GM ...


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