The Dresden Files > DFRPG

After reading the Spirit rules...

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finarvyn:
It didn't quite cllick for me the first time, either, but once I went through the rules slowly lline-by-line things fell into place. What I did was to start with the SRD in Word format and start trimming out chunks of things that seemed more "advanced" to see what was more "basic". The rulebook is thick, but parts of it duplicate itself and most of the bulk of the rules are examples.

I thought at first that I had to understand every paragraph in the book, which I found to be pretty intimidating, but then I realized that most of the stuff is just some guidelines. I made up some character cheat-sheets with just the names of the Aspects and Stunts (no explanations) and asked my players what they thought each did; usually we could just go with their concept and everything works out just fine. When in doubt, the rulebook can add extra ideas and such.

Once you realize that there aren't many rules you NEED, the game clicks a lot better. Most of the time I run a game without looking at rules at all, and use the Aspects and Stunts as a skeletal outline for each character. The game just sort of flows from there, with me improvising dice modifiers and such as needed.

Maybe that helps?

Oren:
Easily my favorite part about the SOTC RPG is the character creation. It's amazing. I also like that they have rules for resolving conflict in ways other than physical combat.

The main problem I have with Spirit is that when combat does happen, it tends to take a very long time, and in my group at least, has tended to be rather boring. I mean, there's only so much flair you can put into describing an action before you realize that you're just rolling 4 dice over and over again and adding your highest applicable skill. That was why I had so much fun using the White Wolf Mage system, because there are so many variables open that even long combats don't get dreary (obviously this required some major house rules, I'm not a fan of the WOD system as is).

But then again, the play test reports seem to be going fairly well, so I'm willing to believe the final product will be awesome. Worse comes to worst, I'll just keep using the cobbled together system I use now.

iago:

--- Quote from: Oren on March 07, 2008, 06:36:36 PM ---The main problem I have with Spirit is that when combat does happen, it tends to take a very long time, and in my group at least, has tended to be rather boring. I mean, there's only so much flair you can put into describing an action before you realize that you're just rolling 4 dice over and over again and adding your highest applicable skill.
--- End quote ---

We know what causes this effect, and we think we've got some stuff in place in the DFRPG version that addresses it.

Oren:
Really? Awesome times. It's always gratifying to hear someone say "Yes, we recognize the problem and will do something about it."

 :D

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