The Dresden Files > DFRPG

DO and DONT of scenario creation

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Madmacabre:
Hello all,

I am brand new to FATE and I am in the process of putting my first Dresden RPG game together.

I created my city as it is proposed in the book. I also prepared a few minor plots as well as my main “situation”, which is the drive behind the first story.

Now, this is all nice and good on paper. But when its time to run a game for 3 or 4 of your buddies, you need to be more prepared then that. Background material only get you so far...

How do you organize your scenario so that its efficient for actually running the game?

All I have for now are the big lines of my story. But should I break it down into chapters and scenes? Should I prepare some conflicts in advance?

What material do you get ready before running a game?

Anyway, if you have experience running Dresden (or FATE games), would you care sharing some of your HOW TO, DO and DON’T ?

Thanks a lot.

luminos:
Well first off, I'd say DO design the city as a group. 

Bubba Amon Hotep:
I have not yet run a game, however I plan to do a One-Shot.  In which Scenes and chapters are setup in advance.  I don't plan on railroading the players, but the story will take on a natural flow, and even if they skip to the end before coming back to a section in the middle you will have the scenes ready in advance with the NPCs ready to go, and at least a basic description that the players can base Declarations on.

Falar:

--- Quote from: luminos on April 30, 2010, 11:28:00 PM ---Well first off, I'd say DO design the city as a group. 
--- End quote ---
Wondermous advice, for true.

Seriously, do the city creation how it says - as a group. It's like one of the best features of the system. I would buy the book just for that chapter and concept, it is so awesome.

TheMouse:
Don't over plan. It won't survive contact with the players.

Instead, have the beginnings of a few scenes and some central conflicts in mind. Then look at character Aspects (both PCs and NPCs). Compels should pop out at you, and those should serve to make the scenes interesting.

Don't create situations with only one solution.

Do allow player creativity to come up with neat ideas you would never have thought up on your own. Facilitate that type of stuff.

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