The Dresden Files > DFRPG
Magical Mechanics (& advancement)
prophet224:
Or maybe I should have just said "Mechanics of Magic"
So how do ya'll think the DF-Fate magic will be working? I know we have skills and stunts to play with. Anyone have a theory on how this might be built? It seems to me that for someone like Harry, most of his skills and stunts would have to be magic-oriented, but at the same time, he is SO attentive and smart. How many times has he noticed something and put together the various impacts of a new piece of information before the police even realize it's there? Anyway, I'm just saying I'm concerned about whether we can have a rounded magic-user in the current setup. Thoughts?
On another note, the SotC SRD doesn't really encourage skill advancement (and I can see why), but we definately see Harry getting better at certain things over time. Heck, he talks about it to himself repeatedly. I don't have the books here to provide examples, but I didn't feel like those were new aspects, but rather skills he had improved at. Do we think we'll still see the skill tree in it's current form? For that matter, are there any thoughts about abbreviated character creation rounds? Instead of doing 5, for instance, perhaps doing 3? The characters would then start off at a lower <cough> level. :( There would be a bit more room for growth and development in-game. I think these are thoughts with some weight based on the SotC 'one-shot' intent vs. the DF probably being more ongoing.
Another post with thoughts and questions on 'monsters' up next.
iago:
We will be directly addressing advancement, but it's not nailed down yet.
Similar things could be said about magic. Definitely the hardest rules-wise part of all of this.
Kristine:
My 2 cents
I would like to see advancement and start off at a lower level. Maybe start off with 3-4 aspects...
--- Quote ---Most characters will have ten aspects. That can be a significant amount for the GM to keep track of, as the aspects of important people and places should get used frequently to add the appropriate flavor to the game.
--- End quote ---
From: http://www.rpg.net/reviews/archive/12/12619.phtml
and allow the purchase of more for 5 fate chips, more or less, at the end of each game? (just a suggestion) or after every full game scenario is complete allow the addition of one more. Maybe this could be an option for 'epic' play? for established groups that are not playing a pick up game, but that plan on doing a long haul development?
Just a thought.
Just a thought
calatorre:
I suppose everyone has their idea of the perfect RPG system and creating a system that appeals to the majority of the Dresden files fans can not be easy. The majority of my role playing background is based in Dungeons & Dragons and Rifts. So obviously I’ve lived a lot of my RPG life with heavier rule sets.
With heavier rule sets there are a lot of problems: if anyone can show me a rules heavy game that doesn’t bog down game play and doesn’t make a battle take hours I’ll sell every other RPG book I own. Game balance becomes a larger issue. A lot of times with heavier rule sets combat and equipment become the focus of game play. Those are just a few off the top of my head.
I agree with chris_moore when he says he wants the RPG to help him create his own Dresden Files novel. I want a system that’s going to let me run an amazing game that makes my players feel like they’re the main characters in their own novel. I want a game that encourages character growth; I have the same concerns prophet224 has; I want to make sure that as my story line progresses my players keep invested in their characters which for them is a combination of on going story line and a sense of character advancement.
I guess I can sum up what I want from DFRPG in the following: As much rules/crunch as a game can give me and my players while telling me what I can do and Nothing I can’t do.
:o
DDR:
I have spent the last few days reading through the SoC rule book. I think this system is a good fit to the Dresden World. It is also a good fit to my style of GM'ing where the story is more important than the rules. Most of my playing and GM'ing has been done with Champions. I like the flexability, but things do bog down in rules.
I tend to start first time role players off on Tunnels and Trolls because it is fast to learn, fast to set up a character, and easy to run. But I may have to try SoC with some newer role players to see how that goes.
Magic rules and character advancement seem to be the major issues to work out in a Dresden game. I agree that I my group would have more fun starting the characters off as late teens with limited control and building up to more serious stuff. Kind of like we have seen Billy grow up through the series. Although I'm fairly sure that not all my players would want to be Wizzards. One of them goes for really screwed up characters and would go for something like a Susan character. One likes ugly semi-bricks with unusual powers. I can see him going for something like a were-crane.
I think the system's lack of hard and fast numbers is plus to working out unusual stuff.
Devin
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