Friday, March 18, 2011

Not-Roundup #2

So, you'll note that this is rather late, and for that I'm quite sorry. Anyway, last week was pretty much all videogames all the time, mostly Shadow Hearts: Covenant and Rock Band 3. I have to say, the third iteration of the game is so far my favorite, mostly for band customization. Also, Paradise By The Dashboard Light, by Meatloaf, is fucking epic for singing.

Tomorrow will be the AE game, which means that there will be actual Roundup content next week. In the interim, I've got Dungeon Rooms to design, and DtD writing to do.

Salve!

Tuesday, March 15, 2011

Psychic Power and the Telepath Question.

One of the nice things (there are many) about dating a fellow gamer/GM is that you get to have long, late-night design conversations about various and sundry things. Last night, we wound up discussing what I was looking for in terms of The Truth in Yellow, the psychic horror game I am wanting to run. For this game, I am leaning very heavily towards using the Over The Edge system, although I am planning on using the Dawning Star setting. Yes, I know that DS was written for D20 Future, but the sort of game I'm planning to run isn't particularly a shoot 'em-up, while Red Truth is exactly what I'm looking for in terms of psionics for this game in specific*.

Which leads to to psionics in general, which is a special love of mine. I am a sucker for a good psionic system, though I've never yet found anything that works the way I think psionics should, exactly. Which wants to ask, well, what do I want from my brain-suckers, anyway?

*It is important to note that, although I have been maundering about Red Truth et al above, the list below is not something I intend to use in that game; Red Truth doesn't do the things listed below, as written. That said, Red Truth is effing awesome. But one can like more than one thing.

1) Psionics are different from Magic.

In my ideal system, Psi and Magic are fundamentally different, and while certain of the effects can mimic each other, the sources are not t'all the same. The primary example is Sleep. Traditionally, Sleep is considered an effect that works on the mind, whatever the source. So doesn't that make it psionic?

The answer in my proposed system is no. A mental effect is psionic only if the source of the effect is mental, not the target. Hence the difference between a pyrokinetic blast and a mage's fireball, metabolic healing and magical healing, or a telepath knocking out a target and the sleep spell.

I would not include telepathy or read minds as magic effects at all, except perhaps in a very limited, 'send message' kind of way. In these cases, what is happening is not one mind speaking to another, but an effect which simulates sound that only the intended recipient can hear.

The principal difference is that psionic energy comes from the person innately, while magic is pulled from somewhere else. To answer the question Shieldhaven just put to me, how would mages be limited at all? My thought is that the mage is limited in how much energy they can pull, and how they can pull it. Also, magic is something that has to be learned, and anyone cal generally learn it, while psions are born.

2) A Psion's lot is not a happy one.

Being a psi, using your powers, and learning to control your powers isn't easy, and is likely to take a huge chunk out of your ability to do other things. The penalty will vary based on the kind of psionics you're using. Sound risky? Should be risky. Success as a psi is freaking awesome. How to model this for different stories one wants to tell is something of a question. Not every story should or ought to be, "this is how I learned to control my powers, and these are my scars." For games that take place later in the characters' lives, perhaps a list of disadvantages linked to powers would be good, that could either be selected purposefully or randomly, though the latter runs the risk of becoming a gamble to see whether your character even survives creation.

3) Different sorts of Psi are also different.

This will require a lot more thought to cease being nebulous for me, but I think that different kinds of psi should be different skills. Pretty much as follows:

a) Telepathy -- I go into your mind with mine and affect your thoughts. I can change your mind, implant thoughts, or forbid you from thinking of a thing, though I can't make you like it. At the extreme, I can overwhelm your synapses and fry your brain. It's not particularly subtle though. I can sense thinking beings without necessarily seeing them, by 'hearing' their mental energy, if they are not trying to shield it from me, or else I am not trying to block them out. If I'm not careful, you'll wind up destroying my brain, or I'll go nuts and destroy all of yours.

b) Empathy-- I go into your mind with mine and affect your emotions. I can change the actual function of your brain much as drugs or alcohol do, by making you feel one way or another just at the moment, though I can't make you think anything in particular. I'm much more subtle than the telepath, at base. I can sense any creature which is alive and experiences emotions without necessarily seeing them, if they are not trying to shield from me, or else I am not trying to block them out. If I'm not careful, I'll go insane from everyone else's emotions, or I'll wind up driving other people to unpleasant things.

c) Telekinesis-- I move objects with my mind. With effort, I can actually sense objects that I cannot see; the more subtle, the more effort this requires. This is not easy for me. Aw shit, now I'm bleeding.

c.1) Pyrokinesis-- I generate heat energy with my mind. So... um, I set shit on fire. Go me. As for my problems, see the telekinetics.

c.2) Electrokinesis-- I generate electricity with my mind. I blow out streetlamps and can't ever wear watches. I might wipe hard drives too. But... force lightning!

d) Impression Sensitivity (Psychometry) -- I read the psychic impressions of objects. I can tell you who last touched an object, or at least what they are or were like while they were actually in contact with said object. The more information I can get from something, the more overwhelming objects are in general. (some sort of rules about how particular objects hold energy might be useful here).

Another version of Impression Sensitivity works on people at touch-- I 'read' you when you are touching me, and I can tell what you're thinking & feeling, as well as seeing a little bit of your past when I touch you.

e) Metabolics -- I heal people with my mind. I can make you-- and possibly myself-- better, stronger, and faster, with effort. I probably am also an empath though, otherwise I might fuck this up pretty badly, and wind up hurting you or myself, or healing you at a profound cost to myself.

f) Precognition-- I can see the future! I don't like being around other people who can see the future... we mess each other up. Also, this is extremely stressful, and did you know human brains aren't really built for this kind of thing? They're not.

f.1) Clairvoyance-- I can see the here-and-now at a distance! Problem is, I need something to focus on, or else it kind of hits me at random, and blacks out, you know, what I should be paying attention to. Like walking down stairs, or driving.

These are my starting place, I shall go further from there. But the brain, it storms. Storm brain, storm!

Friday, March 11, 2011

New wine in old skins.

This afternoon, Shieldhaven linked me to This Nifty Group Plan Thing, which seems like a whole lot of fun and festivity, and a thing I'll like to do. For me, this is a lovely slice of nostalgia, as my dad used to run this map as part of his half-Qasqueton & other 1e material, half homebrew dungeon. As Shieldhaven mentions, we are discussing having the dungeons be connected in some way, which should be fun. In the interim, here's the write up from the original page:



Most people that have been playing the game longer than, oh say... 15 years should recognize the rather iconic map above. Even those of you that may have cut your teeth on 3rd edition have seen it presented there. It is, of course, the dungeon originally provided in the AD&D 1e Dungeon Master's Guide. It and the accompanying sample of play have together long been a sort of touchstone for me in the way that things like Village of Hommlet, In Search of the Unknown, Bargle & Castle Mistamere or Keep on the Borderlands are for others.

I realized something about this map and I recently. Despite it's importance to my early understanding of the game I've only ever used it for off-the-cuff, ill-prepared ventures. I've never actually sat down to stock and prep it like I now normally do. That's rather a pity, I think, because it's a well-constructed level. That secret door in room 3 (hiding somewhat in plain view and challenging the party to put the clues together to find it) is a prize in and of itself. Overlook it and you've got only a handful of standard 1st-level-dungeon-looking rooms on the top half of the map to explore. Discover, it though, and the whole level opens up.

Beyond room three one can reveal the nooks and crannies of those odd passageways and the weird little side rooms whose overall layout and construction beg the questions "what?" and "why?". Why this little bit here and that narrow passageway to nowhere there? What earthly (or unearthly) purpose is served by the three 10' square rooms that terminate the narrow halls in the south-east quarter? That series of rooms beyond the secret door is just dying to be stocked and described, is it not?

So here is what I am proposing to do and this is where those reading along can come into the picture if they so desire. I'm going to stock that thing room-by-room here on the blog at a rate of three rooms per week starting next week. I'm encouraging those reading this to do the same. At the end of this process the world will have (hopefully) several stocked dungeons based on a single, iconic map. The differences and similarities between them can be an interesting statement on the game and its participants.

I offer only some simple guidelines for this venture:


  1. Use any version of D&D, the clones or even another game (even genre) entirely to complete the dungeon.
    Provide as much or as little detail as you desire as you go.

  2. To get started add a comment to this blog saying that you're getting started and provide a link to your blog so we can all go see
  3. .
  4. You can join the fun at any time and take as long as you like doing it.

  5. Use as much or as little of the background and the few existing room descriptions associated with the map from the DMG as you like. The only requirement is that you use the above map.

  6. I'll be posting three rooms per week starting Monday, February 7th. (My first post on this will probably be whenever I get around to it.)

  7. I encourage you to not only stock the thing, but talk about your choices and dungeon-building philosophy as well. For instance, if you're using randomly generated results, talk about why. If not, also talk about why. Will it be a themed dungeon? The value in this project to me is in hearing about what a particular DM likes as well as seeing it directly applied.

  8. Will there be winners? Will there be prizes? Everybody is a winner but there won't be prizes.

  9. If you want to play but don't yet have a blog, start here.

Thursday, March 10, 2011

Session Roundup #7

This week was dominated by video games and by me running my D&D game last Sunday. Yay punting!

Sunday: Tradya's Workshop-- After last session with the theatre and the rats and everything, it was about time for a low/no combat session. Which was great, because I hadn't the brain to prepare any stat-blocks for a special encounter or anything, and odd, coz I had no idea where the players would go next, but being that this is a fairly old-school dungeon crawl, the options were limited by the long pre-existing map. So they were pretty much going to go explore the northern part of the first level, which they'd looked at a bit before, or were going to go south and explore the few things that remained down there. This latter is what they wound up doing, which permitted them to get their hands on another one of their quest objects, and had them find the entrance to the hidden library maze. I won't go too deeply into the mechanics of the maze, as they haven't explored all of it yet, but it might sound a little familiar to people who really like, say, Sean Connery in monk robes.

Basically, they found themselves in a large, octagonal room with four doors, one in each wall, and stacks of books of various kinds in concentric circles. They rolled skills to see what sort of books were in the room, and if they found anything particularly useful, and also marked that above each door, there was a letter-- in order, T, R, A, & J. They knew, from the previous adventure, that the dude what owned the dungeon was called Jaylamer Tradya, so they decided to take the J path, and see if the subsequent rooms would have the rest of the letters of his name. And lo, they did! Each room was a trapezoid-shaped chamber filled with books on a common theme, with varying numbers of doors and a letter over each. This was consistent until the room with the final 'R' in Jaylamer, anyway, which contained 2 doors which had no letter. They found some palimpsests (not to be confused with the city of the same name... or were they?); the Avenger was able to create a rubbing to see the note that used to exist on the page. This gave them a couple of hints as to what they could find in each direction, and they decided to go through the one at the top of the trapezoid, which said it led to 'the center'. This took them back to the first, octagonal room, and of course, going back the same way did not work. Alas!

In the course of their searching, I remembered that this was the sort of party where I could give them magic treasure what didn't have any combat application, and so they found the following trinket:

Box of Delicious Creation
An ornate silver box with a lid of black wood, just large enough to hold a mug of something tasty.

Daily (standard): Creates a single item of food or drink, which is wonderfully delicious and comforting. Use of this daily item does not count against other daily magic item uses.

Random, I know, but the players seemed to really like it, and that made me happy.

Also, a couple of other plot advancement items were accomplished that I prefer not to discuss here, but which pleased me greatly.

Shadow Hearts: Covenant-- So, I forget which day it was-- possibly Monday?-- but the day sucked holy ass, and required that I go out to dinner with Shieldhaven immediately, and also buy a video game. Instead of doing so, however, I bought a PS2, and set about playing another run through of my favorite JRPG, Shadow Hearts: Covenant. It's frigging hilarious, and also a festive testament to the Japanese obsession with Jewish Mysticism. Fun!

I also have the first one, but the second added depth and scope in a way that I've only seen in games like Overlord and Overlord 2. Here you have the perfect setup what people ask for-- give me a sequel that's a game changer, keeps what we loved about the original, but does something new and better. The full customization of the judgement ring combat mechanic, having the turn based combat care where you stand for AOEs, and the addition of a combo system were all that is awesome, and I'm enjoying my second playthrough quite a bit.

Pretty much the rest of my whole world is eaten by culture packet writing for Dust to Dust, so yeah. That.

Thursday, March 3, 2011

Session Roundup #6

This week was less intense-- character creation for Shieldhaven's upcoming Mage:The Awakening game, and a second round of Samhaine's Dresden Files game, which turned out to be a contextless combat run. So, onto the stuff:

Mage: I found World of Darkness style character creation kind of frustrating. They try very hard to make stuff available-- most of what you need to know is printed right on the character sheet-- but at the same time, WoD's got some entry barriers, which I've not fully sorted through. I think it's largely that they have this huge and shifting lexicon of terms you need to know, and it can sort-of short out your brain. Also, Virtues and Vices, unlike Aspects, seem to be created to simply screw you over, instead of ever being useful. That said, I really like the Orders of mages and am curious to see how it plays. I am re-upping an older character to be a Mastigos (Mind/Space) Mage. This will also be my first time actively playing a male character with this bunch, though for a very long time, I'd played nothing but. Now, to come up with a Shadow Name.

Dresden Files: Covered also here. Shieldhaven's Wizard and my Serial Killah at a GA state park, fighting Hounds and Goblins. I'm equipped with a broken soda bottle and my re-goddamn-diculous weapon score, plus 2 for using an improvised weapon. Samhaine pointed out that by taking this stunt and using the hell out of it, I was potentially scrapping the chance of getting better weapons that would do more consistent damage, but I pointed out that with my 8 Refresh remaining, I could probably buy a new stunt that gave me +2 to weapons when I got a specific Favored Weapon.

I picked up two new stunts, incidentally-- "On the Scent," which gives me +2 to investigation when stalking 'prey'; and "Grady Hospital Visitor's Room" which gives me +2 to Athletics when attempting to dodge gunfire. Niether of these were of any use in this fight, where I spent some ugly rounds trying to dodge arrow fire. Not awesome. I am going to have to cycle my Athletics up, probably dropping my Rapport to 2. But to the task at hand.

As Haven mentioned in the above-linked post, it's hard out there for a Wizard who wants to blow shit up in a sudden scrap. From what I understand, Wizards have the following big things they want to be awesome in combat: a) magic items, b) time to charge up with rituals before any fighting happens, or c) both. Otherwise, they're looking at about 4 rounds of functionality before they really start hurting. So I learned that it's important for the bruiser to keep bad guys off the Wizard, but not for the reasons I thought. The Wizard is bloody tough, and can take some damage-- if only he weren't damaging himself by casting his spells. He can't afford to also take hits from the bad guys.

Fortunately, I was very happy to spend fate points on my Aspect: The Marked Condition. The idea here is that I draw the bad guys into pummeling me, rather than trying to hit anyone else. This is a bad time for anyone whose attack is opposed by my Weapons roll (ie, anyone making a melee attack), and just fine for anyone whose attack is opposed by Athletics (ie, ranged fuckers. With arrows). As it stood, I was pretty much clocking a Hound a round with my busted up bottle, as they didn't have much in the way of armor.

The Goblins, however, were tough to tear up, as their armor prevented a lot of my damage. However, since they are fey, Cold Iron (in this universe, anything made of iron or steel) would ignore their armor entirely. Once this occurred to us, Sam (Shieldhaven's Wizard) used Alertness to declare that there was a fireplace poker hanging out by the, well, fireplace in the back of the building, what I could grab. Don't get me wrong, the -1 circumstance hit for having taken a supplemental action is a big deal, but being able to burn these dudes alive with Iron made up for it.

Now, about that circumstance stuff. You can only do one thing in a round of combat, whether it is move, attack, Declare something, or whatever. That is, unless you want to move into a zone right next to you, or say, pick up an iron poker in your zone and then swing it. If you want to do one of these, then you can take a -1 penalty to your next action, usually an attack roll.

Due to the nature of FATE dice, this is not insignificant. +/- 1 is a pretty big deal, +/- 2 is an even bigger deal. Fortunately, Consequences don't exactly hand out permanent penalties to rolls-- what they do is give the bad guys "tags" they can use against you on their next turn. Luckily, when I took consequences, Samhaine forgot to use the tags towards the end of the fight; otherwise we would have just been murdered, and it would have been very sad. And I took all 4 Consequences I had available (Reg Mild, Moderate, and Severe, plus an extra mild physical) without taking the Extreme conseqence. What this looked like in-game was a little hispanic girl with an arrow sticking out of her thigh, an arrow sticking through her left hand, glass abrasions all over her (from diving through a window to get next to the final goblin-- I spent a fate point on Buffy The Serial Killer to accomplish that trick), and numerous other small wounds. Festive!

We did win, but just barely, and Sam was a curled up little ball of gibbering wizard in the corner, having conceded the fight after taking both Fugue State and Hallucinations for moderate and severe consequences, not to mention a couple of mild consequences (one mental and one physical). Good times.

I'm very curious to see how social combat works, and also how combat with a) more than just 2 players and b) against enemies that are also taking consequences instead of dying once they run out of stress boxes.

On another note, I was surprised by the number of people interested in the Middle Earth game I mentioned yesterday (from the lj poll). I'll probably be exploring both that idea and the Changeling game in future posts here.

Wednesday, March 2, 2011

Run, Rabbit Run.

So, I am considering running something semi-regular in addition to my 4e game, in part because I've never run anything non-d&d, and because I want to run something that shieldhaven can play in. I haven't ever run a tabletop game that wasn't some edition of D&D though, and the sorts of things I might run... well, let's have a look, shall we?

In no particular order:

1) Nobilis-- B's had this book for some time, and lent it me back in the day because of the Pritty. And man, is it Pritty. Also, Samhaine's Opinions Matter.

2) Changeling: The Lost-- set in the universe of the novel I am writing about a lass named Timothina and many Thousands of Kingdoms. There are fey in the story, and it might map pretty nicely, and be deeply interesting to me.

3) A 4th Age Middle Earth Game-- I am not sure what system I'd use for this, but the idea is that the PCs are Orcs, Southron, or Halflings just after the end of the War of the Ring. Based on the premise that Orcs are twisted mutations of Elves, Ulmo or Illuvitar or someone has wakened the Elvish soul in some of them, those where that part lay sleeping only lightly. This turns them from brutish beasts incapable of order without the control of a tyrant into real, thinking creatures with consciences, interested in getting redemption from themselves, and gaining some form of acceptance in the lands of Middle Earth. There's a bunch of challenges in even setting this up that I'm likely to address more in depth here later.

4) Something else that I just haven't thought of, if there's anything that my peeps might wish to play.

Also, I still mean to run my Dawning Star short-run horror game, but Shieldhaven will be helping me write and run that, rather than playing in it, which defeats some little of the purpose.

If one has an opinion, they might comment about it here, or fill out yon LJ poll.

Thursday, February 24, 2011

Session Roundup #5

This week's games were largely, intentionally or not, one-shots and video games. First, we've got the Over the Edge one shot that Shieldhaven ran for a couple of out of town friends, and the Dresden Files one shot that Samhaine ran for his overarching review of FATE rules. Further, Haven's finished his playthrough of Overlord, and I'm doing another playthrough of Bioshock 2. And if I wanted to get really granular, I could talk some about Tsuro, Entanglement and the concept of games within games. We'll see where I get before I decide to fuck off for the day.

Saturday: Over the Edge.

So, for this session, Stands-in-Fire and I were playing our previous OTE characters-- he's the last surviving descendant of Ramses II turned Crime Scene Investigator, and I'm a Telepathic Evo Shandor-styles architectural engineer reincarnated from an ancient, extraplanar city. We're both currently burned CIA Agents. We fight Crime!

Usually, we have The Monkey King and Wombat with us, but since they've absconded for some fuckin' insane place, no such luck. Fortunately, we had S. and J., hitherto referred to as the Hammer, and the Elf, playing an Impression Sensitive lady from a random Corporation in Tulsa, and a pit-fighting also CIA agent dude with a hat and one hell of a beard. So that was awesome.

I'll skip a lot of the set-up and story, though I am sad of that, because it's really awesome and paranoid and spooky. Have I mentioned that I really, really love OTE? It's super Rules Light, which sometimes I like and sometimes I don't, but in this case, the rules for say, combat create the right feel to me, and are a lot of fun. So I'll focus on combat and some highlights.

We got in the first fight of the session in visiting this wealthy dude on a yacht, who frequented an unorthodox casino called the Winds of Change-- some Satanists showed up to kidnap him while we were having a very pleasant chat, in which he agreed to let us come to the Casino with as his guests. Guns being illegal in Al-Amarja, the island setting of the game, he completely denied owning the 45s that he handed to myself and Frank, and we proceeded to charge up and deal with the Satanists. They were working over his bodyguard real good, so I grabbed their attention telepathically, which mostly meant that they decided to come and start beating me with their lead pipes, instead of the bodyguard.

This is called Tanking, kids. Don't try it at home. Thank goodness I had a couple of hit points.

Fortunately, it also worked like it was supposed to-- everyone else was able to wail on the assholes with impunity, including Frank blowing holes in one of 'em by shooting him in the face.

Word to the wise-- in OTE, Guns are Brutal. This will continue to be important throughout this session. We had been staying away from using guns for the legal implications, but the real reason to do so is that Guns are awesome-- as long as you have them, and the bad guys don't. If the bad guys have them, you wind up lying there bleeding to death in the bottom of a boat...

But I'm getting ahead of myself.

The thugs with lead pipes having failed to knock the gun out of my hand, I shoot the nearest thug in the belly with my gun, dropping him, mostly. The last one decides to take off, and I take off after him, after he's been stunned by a heavy piece of machinery thrown by the Elf from the deck. He gets away from my attempts to bash his head unconscious on the dock, and eventual lying on the ground being kicked, and I manage to get the skinny on who sent him and where he's going from his mind. Turns out, his boss is a dame named Nikki, who we know is CIA from the team that was sent to Al-Amarja before ours. Huh. Leaving the detail of who Nikki is exactly out of it, I give the rich dude the info on who was attacking him, and we agree to meet later. I need a nap, and everyone needs snazzier clothes.

Figuring out how much to heal and when is a bit of a pain, and I'm still not sure if there's anything more I ought to have done in the few hours between the fight and us going out to the Winds of Change to heal more. As it was, I was at a little over half health, (14 of 21 points) when I donned my stereotypical spy-bodyguard chick togs and we headed out.

The Casino bit was really cool, and involved a Rumblestiltzkin, "what's-my-name?" puzzle about the Casino's enigmatic owner. Of course, she has a bauble that makes her immune to telepathy, but I wasn't going to even try to read her anyway. The setting and Haven's style of running games (here's a problem-- what do you do?) work together quite well to instill total paranoia on such matters, and I don't want my brains fried or et. Hammer wound up solving the puzzle with her psychometry, which was super cool, actually. We collected the session McGuffin, a large and red-glassy gem of a sort familiar to me and Frank at least, and headed back to the Island.

The second fight was a full-on speed-boat gun battle as we headed back from the casino, after having achieved the session objective, more or less. Gun battles SUCK for both sides, but in a kind of awesome way. Also, I need kevlar, because I got shot all to hell. Well, after blowing up someone's head with telepathy after trying to get them to drive their boat into another of the attackers' boats. But I digress.

Kevlar is as illegal as guns in Al-Amarja, as the Peace Force are the only ones who are supposed to have guns-- so if you've got kevlar, you obviously mean to fight the Peace Force, amirite?

Riiiite.

However, being ex-CIA, we don't really cotton to that sort of thing-- at least, the smart ones don't. Which is why I was lying bleeding on the bottom of a boat, and Frank was Just Fine. Anyway, why I like guns-will-fuck-you-up here:

What you're doing is pretty much an 'explain how you're attacking' combat system, and the d6 contests feel very fair. Guns multiply results like woah, and speed up combat a lot. So you and the other team have tools in the form of warm bodies to be targets for these guns. You've got to hurry up and take out the other guys before you get taken out yourself, which is nicely tense. We did manage to survive, and I was healed up at the end. Hammer's character went back home after a couple of days, giving us the plot mcGuffin, and the Elf's character signed on with a security company. Everyone wins!

Tuesday: Dresden Files

We're pretty much playing this so that Samhaine can do a more detailed review of the FATE system for his blog, but that's all right by me. Also, you can read Shieldhaven's write up of the session here, if you haven't already.

My character is pretty much a mashup of Dexter Morgan, Buffy the Vampire Slayer, and Batman, with a dash of Il Duce from Boondock Saints tossed in, in a 5'2" half-black, half-mexican body. She's a normal human, mostly because I know absolutely nothing about the Dresden Files setting, and that was... curiously the right choice. I mean, I never play just normal, no powers characters, so this was actually a major change for me.

Really curiously-- I liked it.

Now, my character is pretty much a sociopath-- she's got the Dexter-style compulsion, but the Buffy/Batman fixation on killing monsters and just monsters. The toggle switch here is whether any given creature in front of her looks to her like a monster. Now, she also has another potential off-switch here in the form of one of her aspects-- "Double or Nothing" This means that any given monster can potentially re-direct her wrath by giving her a better, more monstrous target. Also, if there's likely to be a lot of a thing around, she can be talked into letting something live to learn more about it, and kill it better later. Further, Shieldhaven's character took "Violence is My Last Resort" as an aspect, to potentially give him a lever to calm down myself and Wombat's character, as we're the loose cannons of the party. This worked to great effect to avoid any real combat this session. Stands-in-Fire played a Malvora White-Court Vampire-- basically, psychically feeds on fear. These guys are the primary cause of Gertrudis (my char's) Double or Nothing aspect-- she hates their guts, but they were willing to offer her a sweet deal, working for them and killing worse monsters. Stands-in-Fire's dude, Will, is pretty much the least offensive incarnation of a Malvora-- seriously, he's a horror novelist. So that wound up working really nicely.

We wound up skipping the City Creation bit to play in 2000's ATL, which was the cause for numerous jokes-- both the ATL part and the 2000 part. I mean... remember AOL and Altavista and Bluelight and Napster? I knew you did. :D Also, my character got to make a lot of jokes about riding MARTA to meet the rest of the team. Funtimes.

So, what I like about FATE are the skills and the aspects, much for the same reason I like skill challenges in 4e. It's pretty much this:

1) identify what you want to do
2) identify a skill that should help you do it
3) describe how you want to apply said skill
4) roll
5) succeed or fail in some specific way based on 1 & 3.

Numbers and role play, gets me every time. Incidentally, I like a lot of OTE for the same reason. It's very neat to focus on what your character is all about based on these aspects... it's a very good set of tools for figuring out how one should respond to pretty much any situation. In Gertrudis's case, the answer is probably, "smother it with ether and burn it alive."

So, the quick summation of our game is that a local Malvora had summoned some Goblins from the Nevernever to spread fear that he could feed upon. We were chasing the goblins, who spoke in completely awesome rhyme, and in the final confrontation with them, Shieldhaven's wizard convinced Wombat and me to back off from jumping the critters so we could solve this diplomatically. This was mostly okay for two reasons, one gameist and one simulationist:

Gameist: As a normal human who had not bought many stunts, I had 10 refresh. Seriously, I can buy off a compel here. Even if the GM had decided to compel all 3 possible aspects (Buffy the Serial Killer, Are You A Monster?, and The Marked Condition-- guess what all of those do!?), I could have afforded to just keep buying them off, as I hadn't needed them for anything else. Also, since Shieldhaven's character was a Wizard, he only had 3 refresh, and he might concievably need them for something before we were done.

Simulationist: Again, Double or Nothing. As soon as the goblins let us know that they'd been summoned by someone else, that person became my Preferred Prey, and I'd be happy just sending the Goblins elsewhere if it meant I'd get my pound of flesh-- or ash, whatever (another aspect is, "Are you better than Fire?")-- from this Malvora. And he's a rogue Malvora, my favorite enemy. I do love killing wise guys, I do.

In a storyboarded denouement (it was getting late as shit), Will beat this dude in a social challenge before the local Court, bringing him down in disgrace. I like to think that Gertrudis then went to his house, etherized him, then poured gasoline all over his place and set it on fire with him tied up inside. At least, that's what she would liked to do, though probably wasn't permitted.

To skim through the rest of the week's gaming, Bioshock 2 on Medium is a lot harder than I was prepared for, because frankly, I suck at Shooters. Oh well. I'm still having fun. I need to not play Entanglement so much, and I really like Tsuro-- the multiplayer board version-- we're going to be using an altered version of it in Dust to Dust. Speaking of which, patch notes tonight!

Whee!