The Dresden Files > DFRPG

what sort of adventures do you run?

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vampmike:

--- Quote from: Knave on May 15, 2009, 04:05:23 PM ---Well let's see:
- War stories -  White Council vs Red Court / Oblivion War / Fae vs Fae / Denarians vs Everyone / Order of St Giles vs Red Court
- Political Intrigue stories ( pretty much any of the Accorded groups )
- Fallen down and trying to get up, or - 'it sucks to be Black Court'
- Coming into power (anyone)
- Drafted! (Wardens / Wyld Hunt etc etc)
- Look who has come to town!  Stop them!
- Find that Darned MacGuffin!
- Joe PC, TARGET!  Now - figure out why?
- The posse
- On the Run

etc etc

--- End quote ---
ok love these knave hehe, a few questions?
1]Fallen down and trying to get up, erm i take it were not talking about actual falling down hehe, ive run some really obscure ideas for adventures, but im not that good. but seriously im alittle dense at the moment could you explain this one for me
2]ok it was just 1 question i looked up what a macguffin was

but i have to say i love the idea of a bunch of characters getting drafted into the wyld hunt hehe. i could see another good one here drafted into special investigations lol work for us or we will make your lifes a living hell. i would love to see a fae have to work inside the law hehe.

anyway great list and thanks my minds already buzzing with ideas

TheMouse:
If one of the players wants to create a Knight of the Cross, that shouldn't necessarily present a huge problem so long as all the players work together.

For the other players, that would mean not creating total monsters. We see that Michael is pretty tolerant of anyone who doesn't hurt people. The other players simply need to make characters who don't tend to hurt people. That means that any White Court characters need to avoid making people into thralls, Wizards have to not use their power against people, etc.

For the player of the Knight, that means extending that tolerance. Don't pounce on every little thing and insist that everyone behaves by the Knight's personal code. There are lots of tolerant people of faith in real life; it's not a huge stretch that they exist in a fantasy game.

As for creating stories, start with the formula from the books. There's a problem, whatever it is. For some reason it can't be solved in the most straight forward fashion. Then things start going more wrong than they were already. Throw in the final twist, and there you are.

Take my example story from above. The problem is that there's a murder with supernatural implications. The complication is that there are federal and local law enforcement agents in the area looking for unusual characters, and the PCs are unusual characters. Ergo they have to keep their heads down and avoid the law.

Now things need to start to go wrong. Research shows that this murder is likely one in a series of five. Whoever is killing is sacrificing to some nasty demon, and the demon demands five murders, each of which provides an organ. The murders must follow a certain pattern of days, and that means that someone's going to be killed tonight. Evidence leads to the campus... which happens to be a White Court hunting ground, and with the war going the way it is, you absolutely cannot piss them off.

The final twist is the FBI showing up at the characters' house, convinced that they're the killers. See, the real killer spotted the characters snooping around and decided to throw them to the cops. But the only one they mentioned their names to was that really helpful pre-med student. It must be him! Oh, but we've got to escape SWAT, the FBI, and anyone else who's throwing tear gas through the windows.

Just remember that complications shouldn't prevent all forward movement. Some of them should even be clues.

Hope this helps.

Knave:

--- Quote ---1]Fallen down and trying to get up, erm i take it were not talking about actual falling down hehe, ive run some really obscure ideas for adventures, but im not that good. but seriously im alittle dense at the moment could you explain this one for me

--- End quote ---

Sure - the basic idea is the characters have metaphorically fallen down.  They or their ancestors or their reputations have been damaged at some point in the past and they're out to regain their place in the world, or if things go badly for them - avenge themselves.  So they start out as serious black sheep.  Maybe they are hideously evil black court vampires.  Maybe they're necromancers.  Maybe their master was a remnant of a group crushed by the Council for breaking the laws.  Regardless of their origins their plight provides purpose.


--- Quote ---2]ok it was just 1 question i looked up what a macguffin was

--- End quote ---

Main Entry:   Mac·Guf·fin
Variant(s):   or Mc·Guf·fin /m&-'g&-f&n/
Function:   noun
Etymology:   coined by Alfred Hitchcock
: an object, event, or character in a film or story that serves to set and keep the plot in motion despite usually lacking intrinsic importance
 :)


--- Quote ---but i have to say i love the idea of a bunch of characters getting drafted into the wyld hunt hehe. i could see another good one here drafted into special investigations lol work for us or we will make your lifes a living hell. i would love to see a fae have to work inside the law hehe.

--- End quote ---

Forcing characters to APPEAR to run inside a structure is great fun!  :D

DrAmyWeaver:
Having run Champions and Ars Magica games back in the day, one my favourite minicampaign types was was "Unholy Alliance" - the classic one where our heroes are forced to work with villains (or really, really irritating people - as a purely random example, Harry working with Morgan). They may be working under duress, against a common/greater foe, or even just with no-one else to turn to. But with all the opportunities for snarkage and octuple-crossing plots, it's good fun and a lovely way to mess with people's heads.

Another favourite requires a player's (knowing or unknowing) co-operation... "Seduced by Power". A player acquires a talent or object that is WAY too powerful for their characatier - and while there's benefits for the team and the player, (s)he may be forced to choose between letting go of their newfound strength - or letting go of their friends/health/sanity. This has worked well in AM, Champions, and even MERP...

TheMouse:

--- Quote from: DrAmyWeaver on May 17, 2009, 09:01:20 PM ---Having run Champions and Ars Magica games back in the day, one my favourite minicampaign types was was "Unholy Alliance" - the classic one where our heroes are forced to work with villains (or really, really irritating people - as a purely random example, Harry working with Morgan). They may be working under duress, against a common/greater foe, or even just with no-one else to turn to. But with all the opportunities for snarkage and octuple-crossing plots, it's good fun and a lovely way to mess with people's heads.

--- End quote ---

I had a blast back in the day with a similar setup in In Nomine. My Elohim had particular issues with the Calabim. Lots of fun.

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