The Dresden Files > DFRPG
Alternate Time Periods for Dresden RPGs
Blaze:
;D
and UnHoly Crap, too.
Mr.J:
Hello all,
I'm new here, and I don't really have time to post very often. But I am a big fan of the books, and I've got a few ideas for the game.
If we're talking about historical events to set a game around, I think a crisis might be a good idea. That way, the timescale can be more like the books, for when people want a shorter campaign.
A setting in the Cuban Missile Crisis would be awesome. You have a group of five wizards, but they're split up. Two are in D.C., one is in Havana, and two are in Moscow. They can communicate by shortwave, but they can't easily work together. Their overarching task is to avert nuclear war - maybe they are compatriots of major government officials, or maybe they can find and leak important information to the press/U.N..
Though all the wizards are working together, they all want different resolutions to the crisis: the Cuban wants the missiles to stay, the Soviets want the U.S. to remove its missiles from Turkey, and the Americans want the missiles out of Cuba. This could lead to some intra-group tension. As a Diplomacy player, I see that as a plus - I don't know what others think about it.
Of course, the wizards shouldn't just be fighting the paranoia and inertia of the superpowers. Some group of villians (Denarians? Black Court Vampires? Some sort of pulp-sci-fi-ish "Cult of the Atom"?) should be working to cause war while the wizards prevent it.
Maybe a more old-timey setting would work better. The year is 1914. It's July 10 or thereabouts. Archduke Ferdinand has been shot and the armies of Europe are mobilizing. The White Council has called upon your team of wizards to save the peace of Europe. Meanwhile, the Red Court wants WWI to distract the White Council from its interference in Latin America.
Latin American political wrangling would be an awesome setting for a game. Maybe the Mexican Revolution is a populist uprising against the Red Court. I always thought Jim was making a political statement with the vampires as big landowners - the patrons and barons of Latin America drain the lifeblood of the working class! Maybe this is too much to assume, but having the players fight for land reform somewhere in Latin America with Red Court and possible U.S. opposition (see Guatemala, 1954) would be a neat spin on the setting.
Do any of these make any sense?
Lizard King:
My group had a surprisingly good game a little while back. We were set in New Orleans, and the weather was really starting to pick up, getting worse and worse.
The GM did a great job of NOT telling us that Katrina was on the way, just letting it happen. It was a wild game with pressure from all around.
DrygonDM:
Howdy Mr. J.
Interesting situations there.
=======================================================================
I'm more of the "quiet threat" kind of GameMaster: With adjustable degrees of Challenge.
For example: In Grave Peril: there were lots of homeless people vanishing from the streets.
Now, Harry knew where they were most likely being taken and what was likely to happen to them;
but he felt that he was not in a position to do anything to help them - at least not until later.
So, the year is 199x, The Red Court is throwing a shindig and there are more and more runaway kids vanishing off the streets.
And while "cool" vampire stories like The Lost Boys abound - the reality is a lot worse.
The Goal of the Players' Characters is: Find a way to save them!!!
http://www.youtube.com/watch?v=psP1bKKEtHg
(For those that need help now, as well as those looking - Keep trying.)
Create your Characters as per instructions, and give them some Background.
Who your parents are, and where you lived up to age 15-16.
Is your Character a Runaway? If so: Explain why.
And if not, explain how your PC would get involved in the events about to happen.
Begginer Level:
--- Quote --- This level of Challenge usually starts with the PCs getting picked up and taken to the "Party".
For the PCs - Things should start out be a great deal of fun.
Speed the party up when one of the PCs are either attacked
or the Party Members see another kid (NPC) being bled dry.
Remeber to allow the Players every chance to do something, but don't lessen the Vampires abilities.
Someone like Harry shows up and deals with the Vampires, at the end of the night.
--- End quote ---
Expert Level: For those that the GM knows are experierenced.
--- Quote --- This time, the PCs are tracking down where the Kids are being taken.
There are clues and NPC informants ment to aid the PCs.
At this stage, the PCs can still be rescued, as above.
--- End quote ---
Master Level: For those Players that the GM knows are very experienced.
--- Quote --- Fewer clues and no willing informants make finding the Secret Location for the "Vampire Party"
extreemely difficult. Adding more false leads and needed rescues
- all of these are with time limits for all of it.
--- End quote ---
prophet224:
An interesting point of note on this is that there is some question during the series as to how the technology vs. magic situation works.
There is at least some evidence that magic's effects on technology is dependent upon the magic-user's beliefs about it and/or their view of technology.
I don't remember the specific lines, but Harry wonders at one point about Ebenezer and how well he deals with technology, being older and of a different mindset.
This also makes me wonder: if a wizard from the far future were to show up, would he not have any problems with technology because it is, to him, so antique and simple? For that matter, do TOOLS count as technology, or just electronics? I expect that no matter how new the technology of a sword or armor, for instance, might be, there just aren't as many possibilities for it to not work as there are for electronics. Though it might shatter, and I wouldn't, as a wizard, want to stand around while a smith was forging it. :)
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