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The Dresden Files => DFRPG => Topic started by: Ryan_Singer on November 15, 2010, 01:37:40 AM
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Has anyone here ever run a DFRPG game in a setting other than the Dresdenverse? The magic system is a fine replacement for D&D style magic, and I'm becoming a big fan of the play style and mechanics. I'm considering running a DFRPG game in the city of Sharn, in the Eberron setting. Any thoughts?
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I have never done this but I really like the idea. I think that it would be a great fit and would really help the game flow. 3.x is really fun but it does tend to get be very rules heavy and it can slow things down a lot. So do it, and when you do, please post here how it went.
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Actually this idea reminds me of Fifth Age for Dragonlance, it was a Dragonlance game but using the SAGA system.
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Please tell me more about the SAGA system.
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as per Wikipedia:
"The SAGA System is a role-playing game system that uses "fate cards" to determine the effects of actions. The cards have numbers, suits, positive and negative states, and role-playing cues that guide the gamemaster in telling the story and administering the game. The system has been used in TSR, Inc.'s Dragonlance: Fifth Age game[1] and the Marvel Super Heroes Adventure Game, later published by TSR. Sue Cook was the brand manager for both of those game systems, and helped design the SAGA game rules.[2]
In SAGA, a player holds a hand of fate cards that represent his health and the range of actions he can take. The maximum number of cards he can hold is determined by the number of quests he has completed. This replaces the experience points system of many other role-playing games. The cards replace dice-rolling, as well. When a player attempts an action, he plays a card from his hand. If the suit on the card matches the action type (swords for strength-related actions, for example) it is considered "Trump." Playing a trump card means that the player can draw another card from the top of the Fate Deck and add the number on it to his total for attempting the action. When a character takes damage, the player must discard the number of points of damage to be taken from his hand. When a player has no more cards in his hand, the character is unconscious."
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Some light race and class templates:
Elf
-0 Wizard's constitution
Dwarf
-1 Darkvision
Artificer
-3 Thaumaturgy (Crafting Power Specialty
Sorcerer
-3 Evocation
-1 The Sight
Gnomes
-0 Wizard's Consitution
Note: Gnome's highly magical nature allows them to make minor spell effects by invoking their high concept with a fate point even if they don't have spellcasting powers
Half-Orc
-2 Inhuman Toughness, no known catch
Shifter
+1 Human Form
*-1 Echoes of the Beast
*-1 Claws
Wizard
-3 Evocation
-3 Thaumaturgy
-1 The Sight
Warlock
-4 Sponsored Magic
-2 Breath Weapon (Arcane Blast)
The pure mortal bonus exists, and is the primary benefit of playing a human character. Human spellcasters and IoP wielders lose it as normal. Non-powered classes are just combinations of skills, stunts, and aspects, and don't need templates. The Sight is a more tame detect magic effect, telling you nothing about character or history, and not a risk for psychic attack. Soulgazes are the province of psychics, not spellcasters.
Minor Magic items are best done as aspects. Enchanted items cost slots as normal. New Power:
Magic Items
-1 Refresh
Gain 2 Focus item slots ala Refinement
This power costs the pure mortal bonus. Lore reflects your access to powerful enchanted items, and your ability to keep them in good repair. Many characters in this setting have magic items but no other spellcraft.
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IoP:
Deneith Sword
+2 Item of Power (Obvious)
-0 It is what it is (big honking Weapon:3 sword)
-1 Add +1 to all Weapons rolls made with this sword
-1 Sword does an extra 2 stress on a hit, for a total of Weapon:5
-1 When using the weapons skill as a block against attacking another character, successful defense gives you the option to reposte, like the stunt.
=
-1 Refresh total.
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Power:
-1 Mark of Warding
You can lay down a ward with complexity equal to your Lore score by spending a FATE point. The ward lasts until sunrise.
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Controversial Eberron-only stunt:
Cannith Account
You have 1 enchanted item or potion at a strength equal to your resources skill.
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Google Wave DFRPG Eberron game (https://wave.google.com/wave/#restored:wave:googlewave.com%252Fw%252BkTmiFR7QB.2) recruiting now!
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I'm looking at starting a new group for a DFRPG/Eberron game. It's a persistant interest for me. Would anyone like me to post updates here? Are there are SF Bay Area players interested in joining?
I'll probably post things here like City sheet for Sharn and some characters.
R
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Updates are always cool.
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If I may point you to Spirit of the Blank (http://spiritoftheblank.blogspot.co.uk/search/label/spirit%20of%20greyhawk), where one of the authors is building up a Fate hack for the AD&D world of Greyhawk (, there's some pretty interesting stuff in there.
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I'm an SF Bay Area gamer and would be interested in further discussion about this.
I think you should look at the Fate Core kickstarter ( http://www.kickstarter.com/projects/evilhat/fate-core (http://www.kickstarter.com/projects/evilhat/fate-core) ). The Extras chapter covers things like magic (being tied to aspects, costing stunts, or combinations of the two). And in fact a lot of things in DFRPG can be turned into aspect things.
I just made a Red Court Infected NPC that doesn't really have any special stuff. She has a two "supernatural" stunts that follow the normal stunts (one to use Physique for physical attacks when grappling instead of Fighting and another for Deceit to get a +2 on Deceit vs targets that have been exposed to her saliva).
Her blood lust is a compel on her trouble. Vampire speed or strength is an invoke for +2. Basically the more she vamps out, the more fate points she uses, and the less she can resist compels to feed.
Other examples are:
Can you see ghosts? You need an aspect related to that. Now you can use your skills to sense and influence ghosts.
Are you a wizard? You need an aspect (probably High Concept) related to it. Now you can make magical actions using Lore. Magical Attacks are basically Weapon:0 Lore attacks, even if they are no longer mental stress track limited, Weapon:0 doesn't really compare to a Longbow with Weapon:3, which is also nearly unlimited (yeah you need arrows). Of course a spellcaster could take stunts to augment it (like +2 shifts on a successful magic attack).
Most people I have shown the DFRPG spellcasting system to have their eyes fall out. The Fate Core solution is way simpler.
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Just a note - one of the things the kickstarter offers is a 'toolbox' of different ways to handle magic.
One of the options planned for that toolbox is a "Serial numbers filed off version of DFRPG Evocation". See http://games.groups.yahoo.com/group/FateRPG/message/22002 (http://games.groups.yahoo.com/group/FateRPG/message/22002) for more info on the various systems of magic being looked at.
It should be interested to see the various options they come up with.
Richard
(who wonders how a Vancian magic system could be made to work using the FATE rules...)
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I'm currently using a blend of FATE Core and DFRPG to run two games-- a Spelljammer game and a game set between the "real world" and a grim and gritty envisioning of the Mario Bros universe.
Main change I've made to the magic system is that I've added more "elements"-- there are multiple characters with the Shadow element and one with the Wood element. I'm thinking about replacing the standard element system with something more akin to Legend of the Five Rings, with Earth, Fire, Metal, Water, and Wood and giving each of them "spiritual" qualities that replace the Spirit element. At least for the shroompunk game. DFRPG's standard magic system is actually a really good substitute for D&D magic.
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For reference, that's not even a House Rule. Alternate elemental systems are right there in the book as an option for characters in-universe. Ancient Mai is listed with Wood, for example.