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Topics - RedRobe

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DFRPG / Converting d20 Adventure Modules to DFRPG
« on: June 08, 2017, 12:47:51 PM »
My group has agreed to try the DFRPG, but only really has experience with d20 systems. I had planned to run a d20 Modern game, but they were more interested in a completely different system for an urban fantasy game. I want to keep things simple on my end, so I thought about converting a d20 Modern module to Dresden to have something going on in the background for them to interact with. Has anyone had any experience with converting d20 modules to DFRPG or Fate in general? Some things I have to consider:

1) Power Level. The module assumes 1st level characters unaware of the supernatural, so I was thinking the PCs would start at Feet in the Water. One player has expressed interest in playing a werewolf, so I thought he could take some of the basic required were-powers and build up as they hit major milestones. Story-wise it may be that they'll all just be familiar wih their own powers and lore, but have only heard stories of other creatures and supernatural abilities.
2) D&D races and creatures. I will try to stick to Dresdenverse creatures when possible, but there are several I will have to build, such as kobolds, bugbears, giant spiders, an oni (ogre mage) and a demon or two (eventually).

I'm sure I'll think of more, but this is a good start. Thanks in advance for any suggestions or advice!

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DFRPG / Magic items and gear
« on: May 30, 2017, 02:32:49 PM »
How is the acquisition of gear handled in the DFRPG? I understand having an item of power, which I equate to Sting, Narsil/Anduril, the Staff of Magius (in DragonLance), and other signature items. However, what if the characters run across a crate of grenades, or a knife made from the claw of some beasty? Would these be represented as additional Extras like in Fate Core? If a wizard character makes an item for another character, like an invisibility cloak, would it count as one of the wizard's enchanted item slots, or would the recipient have to devote an aspect or stunt to it? What about characters acquiring an item as loot (like the Colt or the Demon-killing Knife in Supernatural)? Are there built-in free uses per session and then they have to be activated with Fate Points, or are they just useless until recharged by a practitioner? Sorry for all the questions in one post. Any help would be appreciated!

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DFRPG / Wizard power level without the Laws of Magic
« on: March 31, 2015, 02:31:12 PM »
Say I wanted to do a DFRPG-based game in a fantasy setting. Would spell casters be too powerful without the Laws of Magic in play?

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DFRPG / Non-City Games
« on: February 09, 2015, 09:14:33 PM »
I have an idea for a non-city game that will be a mash-up of Dresden and Supernatural. The characters are all hunters and will be traveling to a few cities in the U.S., with a stop-over in South America and the Nevernever. The game will be a conversion of a lower-level d20 Modern game that I have already started. Has anyone had experience with a traveling campaign and if so how do I set up aspects for places that characters haven't been and don't know about? Should I basically work up each adventure site as its own city even if they are in the same town? Any other suggestions would be welcome! Thanks in advance!

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DFRPG / Clearer explanation of an evocation attack
« on: January 23, 2015, 11:21:53 PM »
I am still trying to teach myself the rules without having played the game. The example of an evocation attack in the book is a little confusing. Would someone be good enough to break down an evocation attack and resulting defense of the opponent?

Thanks in advance!

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DFRPG / D&D Races
« on: December 09, 2014, 09:21:16 PM »
I saw a YouTube video of a group playing a FATE fantasy game set in Eberron. I thought something like that would be a cool change of pace for one of my groups. How would I go about setting up characters who are not human, but shouldn't be beyond human power level? Basically how would I represent demi-human racial traits? Is there a FATE supplement with guidelines for stuff like this?

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DFRPG / Running the Age of Worms Adventure Path using the DFRPG
« on: August 26, 2014, 09:50:24 PM »
So I have run the first adventure of Wizards of the Coast's Age of Worms Adventure Path in a Dresden/Supernatural mash-up world using the d20 Modern rules. However, it didn't have quite the feel that I wanted. I have been studying the DFRPG rules for a few weeks now, and want to take a stab at converting the second module, The Three Faces of Evil. I am looking for advice on how to do so. I don't intend to keep every aspect of the adventure, just the bits that fit DF and Supernatural. For example, I left out the dungeon crawl in The Whispering Cairn, and kept the interaction with the ghost, the confrontation with the local thugs, the exploration of the abandoned observatory and final showdown with the necromancer. I am aiming for an on-the-road type game, so building the "city" is a bit daunting, and I don't know where to start. If any of you fine folks have had any experience with the Age of Worms, or running a DFRPG game that doesn't stay in one city, I would appreciate any advice you might have to offer. Thanks in advance!

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