The Dresden Files > DFRPG
Dresden Files...the Story Game!!
Lizard King:
--- Quote from: BlueStocking on October 12, 2007, 12:03:30 AM ---Wait...Night Watch/Day Watch game? You mean, like based on the novels by Sergei Lukyanenko? TELL ME MORE! Though, you should probably do so in a messege or somethin cuz ya know, it's not exactly on topic ^^;
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I thought the same thing! (I just finished Night Watch).
What I hope to see in the Dresden RPG is the freedom for players to have as much say in the game as the GM. As I was reading through the posts, I realized that's what I maybe hadn't clearly stated. For me, the games that allow that are the only ones that are any fun any more.
Harry1974:
I agree discussion of Night Watch related matters can be done by PM. PMs have been sent.
harleshade:
I like to have my games that allow me to look at what my characters attempt and then see if they succeed. You can't really do that with with a game that is all scene and chapters but, getting so bogged down by dice rolles and number crunching just to see if a chracter walks across the street without getting hit is a pain in the rear.
finarvyn:
--- Quote from: harleshade on October 28, 2007, 12:23:20 AM ---I like to have my games that allow me to look at what my characters attempt and then see if they succeed. You can't really do that with with a game that is all scene and chapters but, getting so bogged down by dice rolles and number crunching just to see if a chracter walks across the street without getting hit is a pain in the rear.
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I agree with your assessment of fun gaming, Harleshade. One of the strengths of the FATE system is the fact that you can quickly assess task difficlulty, roll, and move on. Whereas many games give lots of tables and charts of modifiers in the name of "realism", FATE is all about playability and getting that task resolved so that we can move onto the next interesting part of the plot.
One neat thing from the "Amber Diceless" rulebook is the way that Erick Wujcik makes observations about Zelazny's writing style. If a contest occurs between people who are balanced in ability, Zelazny may spend pages explaining each and every detail. If the contestents are unbalanced and the conflict should end in a hurry, Zelazny spends a few words on it and moves on. FATE is a lot like that. Certainly you can build in layers of complexity if you want, or set the stage for a prolonged confict if that fits the adventure, but if you want something done quickly and want to move on then FATE lets you do it.
I'm wary of the use of the term "Storytelling Game" because it gives the impression that there aren't any rules but just players sitting around a room telling stories, but FATE is a great example of a game with rules designed to enable a gaming group to tell wonderful stories with some structure guiding the resoltion process. The rules assist you through speedy resolution as needed so you can move the plot forward.
John P.:
As a "Old School" gamer (Really old school -I began with D&D FIRST edition!) I am trying to make a "Harryesque" game using a combo of the old " Call of Cthullu ' and the new "D20 "Cof C . So I am waiting for the new game, badly!
I have "done " game rules before and "Feel Your Pain" so I just qiuetly (whimper...) wait. :'(
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