The Dresden Files > DFRPG

How Heavy are the Rules?

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lankyogre:
I picked up DFRPG when it first came out and tried to run a brief game without success. I've run a few demos and played in some online games, but that was all years ago, so I've been detached from things for a bit.
I tried playing Pathfinder with a couple of people, but it was too rules heavy and character creation was too much. I'm trying to think of another game to suggest. From what I remember, character creation can have a lot of rules-based options, in addition to the aspects that can require work. The gameplay though, is lighter on the rules thank d20, unless spells are involved. The other side of this though, is that player creativity is required in describing and flavoring various actions. Is this appraisal correct for those of you who have played more?
For those who are familiar with both d20 based games and DFRPG, how would you say they compare in character creation and gameplay rules?

Taran:
I find 5e D&D less crunchy than Pathfinder but, despite this, I've often wasted hours on character creation trying to drum up the perfect combinations of feats, classes etc, in order to bring a character concept to life.


--- Quote ---The other side of this though, is that player creativity is required in describing and flavoring various actions.
--- End quote ---
I don't play as much d20 any more but, when I do I sometimes find it restrictive.  I enjoy describing an action. 
You can ask the question, "can I do this?" and, in DFRPG it's almost always "yes".  Find the right skill and the right action-type and it's doable.  In d20, often times the answer is 'you need a feat for that.'

DFRPG and Fate, in general, can have a quick start-up because nothing is written in stone.  You can adjust character abilities and skills at milestones.  The aspects can take a while to hammer out but, once again, at the beginning, you can use place-holder aspects or keep some open and fill them in as the game progresses or change them at milestones.

In both games, if you aren't used to running or playing it, use the templates (or the quick start-up characters in d20 phb) and just play.  It's the easiest way to learn and the fastest way to get going.  Chances are, though, once you start playing, you'll be referring to the rule-books less in DFRPG than Pathfinder. 


--- Quote ---unless spells are involved
--- End quote ---
Spells are always more work in any system.  The advantage in D&D is, once you have your slots, it's done.  Cast the spell.  The down-side is you always have to look up the various spell descriptions and, sometimes choosing spells is a pain.

In DFRPG, learning the spellcasting system is harder but, once you know it, you never have to go back and look up rules for individual spells.  Ever.

Sanctaphrax:
DFRPG is much lighter than Pathfinder.

g33k:

--- Quote from: Sanctaphrax on July 14, 2017, 06:32:33 PM --- DFRPG is much lighter than Pathfinder.
 
--- End quote ---
Yes; but the OP has captured a genuine issue in that Aspect Creation, from High Concept on down, requires more from the player than the "Choose from lists of classes/skills/feats/etc" that is d20/PF character-creation.  Players can hit a creativity block !

lankyogre:
With running demo games, I quickly got to the point where I almost never referred to the rule book in DFRPG. I think that if the group is interested in the premise, the modern setting might help with the RP choices. Also, there are a couple of players that struggle with all the options in Pathfinder combat. Especially how many options you either have to devote resources to being good, or not bother trying. Ex tripping and intimidate. The aspect system of Fate allows those sort of actions to all be possible.
I think the aspects could also help create a list of pre-chosen courses of action. I.e. Choosing the aspect "It's Clobbering Time," means that when in doubt, smash something.

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