Okay, finally read this thing. My (very nitpicky) thoughts, recording as I read:
The writing is really good. It's interesting, has a strong tone, and looks very game-able. And the side notes are both amusing and informative.
I'm curious what it means for the Accords to not be binding. My impression has always been that the Accords were enforced mainly by threat of violence, so...are Las Vegas-ians protected from Mab and company?
I'm disappointed by the approach to powerful characters here. With the exception of Fortunato and maybe Brianna, I don't think any of the characters written here are likely to survive more than a moment in a fair fight with Chest Deep or stronger PCs. And even Fortunato and Brianna could probably be taken out one-on-one by a Submerged character with a few FP to burn. This wouldn't be a real problem, except whenever someone's stronger than Fortunato Evil Hat leaves them stat-less.
Also, I wish they would list skills in the rating-first system they use on PC sheets. Much easier to read, I think. But that's just me being nitpicky.
Surprised that Corin doesn't have Rapport and Empathy skills listed. His description makes it sound like he should have high ratings in both.
Kinda neat to see a White Court Vampire with no Deceit skill to speak of. (I'm talking about Nelson.)
Wow, Arlene has a lot of skill points.
I don't get the animosity in the page 24 notes. Why is Murphy threatening Butters?
Freeing Hand looks like a decent custom Power. Maybe a bit on the weak side, but not useless at all.
Fortunato's description says that his Greater Glamours are of Legendary quality. But they're actually of Legendary + 1 quality.
Brianna's writeup should say Bows (Guns) instead of just Guns, like Fortunato's. Also, is her bow really weapon 4?
What foci do Brianna and the Ice Queen use?
I don't think a sword battle between Brianna and the Ice Queen is likely. Brianna's better with her bow, and they both have pretty strong attack spells. Also, I don't think much of the Ice Queen's chances in a fight with Brianna.
Silk's writeup is wrong. Lawbreaker's cost caps at -2. Unless there's some new rule in the Paranet Papers, of course. Also, enthralling people with Channelling seems a bit much. I wouldn't let a PC do that without Ritual or Thaumaturgy.
Bibliomancy is terrible. The flavour is there, but the power just isn't.
They should specify which Lawbreaker Power Moira has. I'm guessing First, since she killed that guy in her backstory. A bit indirectly, but it probably counts. Also, she needs at least Fair Lore for that focus. Unless they changed the rules, of course.
The Ghostly Concord stunt looks rather weak.
Not totally comfortable with the glorification of vigilante cops and hitmen here.
Not sure how Worldwalker is meant to work for Tommy. It almost looks like it's supposed to let him teleport from place to place, but Worldwalker doesn't work that way at all.
The idea of casinos making attacks to drain people's money is neat. Not sure if Resources is the best defence skill, though, it seems more like a stress track skill. Discipline could be used to resist temptation, or Empathy could be used to see through it.
I like the way everyone reacts to this talk of a demon and a seal. After all, if someone tells you their evil is necessary they're probably lying...but you can't just assume that they are. Wonder if this is gonna come up in the novels later...I mean, Jim is involved with the RPG to some extent. Maybe he shares plot seeds.
I thought Mother Winter was Baba Yaga.Baba Yaga made an appearance in my first DFRPG adventure...and yes, so did I.
Woah, hold on. Been away for a while. Paranet Papers is finally out?Well, the PDF is out if you preorder the book, which comes out around June 1. :) http://www.evilhat.com/home/the-paranet-papers-instant-pdf-preorder-is-live/ (http://www.evilhat.com/home/the-paranet-papers-instant-pdf-preorder-is-live/)
And I'm back. Time to read the Nevernever chapter.
I've got high hopes for this one, because I really like the Nevernever as a setting. My players will confirm; my games tend to end up there an awful lot.
....The other notes are pretty funny, I'm liking the tone here.
....Okay, that's enough complaining. It might not be obvious, but I actually really liked the Urban Legends section. And the chapter overall, actually. I think this one has displaced the Russia chapter as my favourite.
Hey, jeditigger. Is there some way I can apply to be a proofreader or a beta tester or something?
Because I think I could've improved the editing (and maybe also mechanical rigor) of this book if I had gotten an earlier look at it, and I'd like the chance to do just that if Evil Hat puts out another DFRPG book any time soon.
I think they're overselling the Lords of the Outer Night here. Harry and company aren't much stronger than a Submerged group, and they beat those guys. Sure, they had help, but so did the Lords. That aside, the advice to run is bad given how Speed and spellcasting work. Better to surrender and try talking.
Well, I'm not a PM; I'm just a creative monkey on the EHP team who lends a hand with the other tasks when needed. :) But you can check the Evil Hat site for when Fred and company mention needing help. And I know fresh rounds of testing are about to happen on some games. :)
Before I bought the book, I thought @santaphrax's critique was a little harsh. Since buying it, I have to almost agree with most of the things he's saying.
The book feels rushed and like the creators lost excitement about it before they began (I can imagine creative meetings going something like, "We'll start on our part once the art starts coming in. I know we've been waiting, but there's not a lot we can do until we have the go ahead from legal and approval on the art. The fans will just have to deal. Just check email the designer to remind them. Now shhh; Kickstarter.").
After my first perusal, and even now after reading and re-reading, I have more questions than answers. My impression is that the creators got fed up with opinionated players posting about rules and criticism from the most avid fans of the game (which should be a good thing; people really care about the universe and game setting and that's why they criticize even if we might sound like trolls).
Just speaking for myself, I appreciate constructive feedback of any variety, because it helps me do better next time. :)
If they were responding to opinionated players, it probably wasn't the ones around here. Because if they were responding to us, I think they would've explained how Feeding Dependency was intended to work. And some other stuff like that.
Just to be sure, I want to say I'm speaking only for myself here. :)
I don't post here much - too busy with a full-time job and working on two other projects for EHP right now - but I like to read what's going on, see how people are using the games. I know other Evil Hatters are lurking, even more sporadically than me in posting. So we see the feedback, read the suggestions here and on other forums...just not everything will make it into a game for a variety of reasons. Jim's work is so flaming popular (Harry? Flaming? Get it?) that we could probably have two 2K tomes and just scratch the surface of what people want to see!
If you guy feel really passionate about helping out, keep an eye on evilhat.com's news to see when the next round of playtesting comes up.
:)
I don't think Warden Chandler's specialization pyramid works. He's got four +2s and only two +1s on his evocation.
I also thought they had to be balanced entirely within evocation and thaumaturgy separately.
Though I would take Ice Queen's Weapon: 7 'fae forged longsword' over Brianna's Weapon: 4 bow unless Bri can run fast enough to stay away.
The stat blocks were a bit of a let down. There was a huge opportunity to throw in all kinds of new stunts and methods for making them from Fate Core. Plop. There is a severe lack of stunts across the board. Thomas should/could have them for stealth/investigation/weapons/guns/resources, Susan should have had some spy and reporter stuff, Martin was a master spy and sniper (could have had two straight from YS at least), and so on.
Overall the history nerd in me really liked the Russian section.I have the same positive reaction to the historical accuracy of Las Vegas. Wifey and I love the place and go as often as we can wrangle. I've learned tons about the city over the years (I'm creeping up on 58 very soon). I'm not bashful in saying that the designers not only captured a goodly amount of the place's 'essence' in their write up, they managed to put a very interesting 'spin' on it to fit it into the DV. Good job, guys.
Just went poking through the book again, and now that I'm not so focused on the text I'm starting to pay attention to the layout and graphic design. It's really excellent.
Three cheers for Daniel Solis.
I think. He's the one listed in the credits for "layout and graphic design", anyway.