Hi. I've new to DFRPG, but not gaming. I've played games & rpg's since 1980 when I started college. I've read probably 100's of games; rpg's minis, board, ccg's, tcg, MMO, computer and even created a couple of each. I've played beta rules, proposed rules, rule changes and worked on erratta. I've played diceless games, and games with pages of charts & rules.
I've never had a game make me reread the rules as much as DFRPG.
I want to run DFRPG for the locla group. I've read the Fudge rules from the website.
I understand the ladder system, assigning target numbers for rolls and that sid eof the mechanics.
What I'm not sure I completely have a handle on is aspects.
Let me list what I understand, and maybe I can get some examples and/or corrections.
Basics of DFRPG.
aspects: feats, edges & hindrances.
Used by players to spend fate points. Used by GM's to cause confrontation in the game.
fate points: used to modify dice rolls or give rerolls.
refresh: amount of fate points refilled a sessions.
Example, John has the aspect, looking for trouble.
As a Gm, I could use it when there's a problem and he happens to be in the area. The local LEO come to the scene, and see him that and automaticlly figure he's involved some how.
John could use it to give a reroll, or a bonus to a roll for a streetwise roll.
Yes, no?
Also, when a GM compels a character/player, does he give a fate point, to the player/character if the player/character acts/follows/does the compel?
I understand the player/character can spend 1 to not follow/do/act on the compel, right?
The rulebook is well written, as a read, but I think the examples could be better written. Too many times it uses jargon, without completely explaining example.