The Dresden Files > DFRPG

Dresden Files...the Story Game!!

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Mickey Finn:
"Yes, I know it's not out yet. I'm still torn, though. I'm pre-torn!"

You're perforated.

finarvyn:

--- Quote from: John P. on November 03, 2007, 09:31:38 PM ---I am trying to make a "Harryesque" game using a combo of the old " Call of Cthulhu ' and the new D20 "C of C" . So I am waiting  for the new game, badly!
--- End quote ---
I'm curious as to how this has worked out, since the philosophy behind CoC and DF are so divergent.

CoC puts an emphasis on mundanes searching for clues that Nasty Things really exist, and their struggle to understand them. The magic systems of both versions aren't really designed to allow for much magic use by characters.

As posted in another thread, you might look at "Monte Cook's World of Darkness" if you want to insert d20 systems into the Dresdenverse. MCWoD is more supernatural in theme.

Torvaldr:
I like to tell stories. Occupational hazard. But at the same time, no crunching makes things a little too loose for me. In a storytelling based game how do you know if a spell works, or if you shot someone or missed? Depend on the GM to decide? I don't like that idea at all. When I run RGPs I do have a story. I know how it starts. I know how it ends. I know what the party needs to find to get to the end. How they find it, how they get it, how they use it, is up to them. I am not above fudging the numbers to make something work when it needs to. The biggest problem with crunch games, D&D as an example, is that too many people who play it, GMs included, are "bible thumpers". The rules are the rules are the rules are the rules. I then take the book out of their hands. Bash them HARD across the skull and force them to write a million times the one rule in the book they always seem to ignore.

"THE RULES ARE GUIDELINES!"

By the way I really did take a book away from a player and hit them once. Eventually that player was no longer invited to play.

Now as Iago has already mentioned the game will be in the vane of a story form with some crunching as needed. I would expect for combat situations, or spell casting. I do not know if I will ever get to actually play, since I can't find a gaming group at all in this area, but I will likely get the game to read it over.

Lizard King:
There are ways to do it without a lot of crunching.  Dozens of them.  And they keep things fair, with an element of suspense.  My group uses them all the time. 

Lizard King:
The more I read about the upcoming RPG, the more disheartened I become.  It looks like an extremely rules-heavy game, and I'm just tired of that.  I've done those since I was a kid.  I'm ready to just play a game without having to read a text book first. 

I realize I'm probably in the minority on this, and I'm not trying to criticize the game.  I'm just into the more indy style story games.  Is anyone else thinking this way?

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