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The Dresden Files => DFRPG => Topic started by: Darkshore on February 05, 2012, 01:58:25 AM

Title: What It Takes To Run A Game
Post by: Darkshore on February 05, 2012, 01:58:25 AM
I've found myself with a little extra cash and am currently debating on buying "Your Story". I'd most likely find most of my playtime by getting involved in play by posts here on the forum, but if I could talk my friends into it I'd be the one running the game. My question is, would I need anything besides "Your Story" to run a game? The idea of pen and paper rpg's have always been interesting to me, but I've never been able to play them. I've also heard they are great for working on writing skills. Any input would be appreciated.  ;D
Title: Re: What It Takes To Run A Game
Post by: UmbraLux on February 05, 2012, 02:02:30 AM
'Your Story', a good imagination, and a few friends - that's all you need.  :) 

Enjoy!  And welcome to an addiction which can last decades.   ;)
Title: Re: What It Takes To Run A Game
Post by: Tallyrand on February 05, 2012, 02:03:13 AM
And 4 six sided dice or a set of Fate dice, preferably one for each player.
Title: Re: What It Takes To Run A Game
Post by: Darkshore on February 05, 2012, 02:05:27 AM
Where can I get a set of FATE dice?
Title: Re: What It Takes To Run A Game
Post by: UmbraLux on February 05, 2012, 02:52:27 AM
Ooops, forgot the dice.   :-[  You can find them on Amazon, one of several other online game / dice stores, and usually at a local gaming store.  Just search or ask for "fudge dice".

Edit:  You can also use d6-d6 for a similar range.  It's not as narrow a probably curve and the extremes are +/-5 instead of 4, but it will do if you don't have access to fudge dice.
Title: Re: What It Takes To Run A Game
Post by: Richard_Chilton on February 05, 2012, 02:55:13 AM
You may find "Our World" useful as well.  It has descriptions of Vampires, Fairies, and other thing only touched on in "Your Story".

But it is optional.

Richard
Title: Re: What It Takes To Run A Game
Post by: InFerrumVeritas on February 05, 2012, 02:56:11 AM
Honestly though, if you're looking to save some cash, regular 6 sided dice work well enough.  Your Story is all you need.  I recommend getting the book (which comes with a PDF copy), but you can save a few bucks just buying the PDF from Evil Hat.

You can get both of the PDFs for not much more than just the paper book.
Title: Re: What It Takes To Run A Game
Post by: Darkshore on February 05, 2012, 03:02:09 AM
I'm one of those people that like to have the "dead tree editions" :D. I've never used paypal before though so I'm kinda confused on how to buy from evilhat. I'm used to amazon. EDIT: I'd like to support Evil Hat by buying from them and the PDF would be handy, but I'm just a bit confused on how it works since I was going through the checkout and not once did it ask for my information. As I've stated, I'm a bit lost as to using paypal.
Title: Re: What It Takes To Run A Game
Post by: UmbraLux on February 05, 2012, 03:43:20 AM
Paypal is, primarily, just who Evil Hat outsourced money part of the purchase process to...you can check out with a credit card and no Paypal account. 
Title: Re: What It Takes To Run A Game
Post by: Darkshore on February 05, 2012, 03:44:15 AM
Thanks...I feel a bit foolish now.  :P It was just the fact that when I got to payment option all that was listed was paypal and it never asked me for my credit card info. Was a bit lost as to how they were going to get payment.
Title: Re: What It Takes To Run A Game
Post by: Richard_Chilton on February 05, 2012, 03:46:14 AM
Evil Hat is a great company.  They have a policy that if you buy the book and send them proof that you did they will give you a free copy of the PDF.

Giving you the best of both worlds - the dead tree copy to game with and an e-copy to search for key words.

Richard
Title: Re: What It Takes To Run A Game
Post by: Darkshore on February 05, 2012, 10:36:05 AM
Bought it last night. Wow. Even just the pdf itself looks really well put together. I'll have to pick me up some dice soon :D.
Title: Re: What It Takes To Run A Game
Post by: Vargo Teras on February 05, 2012, 03:22:56 PM
Honestly though, if you're looking to save some cash, regular 6 sided dice work well enough.
You can even color the 1- and 2-pip sides in red, and the 5- and 6-pip in green, and now they're Fudge dice and d6s, for the price of not a whole lot.
Title: Re: What It Takes To Run A Game
Post by: Mij on February 06, 2012, 03:02:38 AM
Lots of good advice in this thread already, so let me just say that I've had (as I tell my group) an obscene amount of fun with this system.  I probably still do it wrong, but everyone seems to have a good time anyway.  I'll put in a quick plug for Evil Hat.  They're a good company.

Enjoy the play!
Title: Re: What It Takes To Run A Game
Post by: Darkshore on February 06, 2012, 03:13:33 AM
Thanks for all the advice and well wishes. In HS I was a big jock so most of the friends I've grown up with would just give me a look and say "Why not just go out and drink beer?" If I were to ever invite them for a game. So the problem will be finding anyone besides my GF and my one best bud that shares my love for fantasy, but if all else fails there seems to be plenty of forum games.
Title: Re: What It Takes To Run A Game
Post by: admiralducksauce on February 06, 2012, 02:16:55 PM
Thanks for all the advice and well wishes. In HS I was a big jock so most of the friends I've grown up with would just give me a look and say "Why not just go out and drink beer?" If I were to ever invite them for a game. So the problem will be finding anyone besides my GF and my one best bud that shares my love for fantasy, but if all else fails there seems to be plenty of forum games.

Ah, but you can game AND drink beer.  Problem solved!
Title: Re: What It Takes To Run A Game
Post by: InFerrumVeritas on February 06, 2012, 04:12:48 PM
Ah, but you can game AND drink beer.  Problem solved!

I didn't know you could game and NOT drink beer...huh.
Title: Re: What It Takes To Run A Game
Post by: polkaneverdies on February 06, 2012, 04:52:49 PM
My response sadly isn't as excellent as the previous couple. Hopefully it will still be helpful though.

Obsidianportal.com. and
Penandpapergames.com

Both have an easy to use function to help you find a game or players in your area. Even if they don't have anything in your area you can post that you are starting one and see if anyone crops up.

Make sure to check out the dfrpg lfg thread on this forums resource board. You might get lucky and find players there.

Last thing that springs to mind is hit your local gaming store. They sometimes have flyers in the store or a website that helps hook up local gamers.
Title: Re: What It Takes To Run A Game
Post by: InFerrumVeritas on February 06, 2012, 05:06:37 PM
For a more serious response, I'd also casually broach the subject with friends and acquaintances.  You'd be surprised how many of them would like to play D&D or wish they had.  DFRPG is an excellent introductory RPG, largely because it focuses more on story than mechanics.
Title: Re: What It Takes To Run A Game
Post by: Darkshore on February 07, 2012, 02:50:29 AM
Found a very cool looking set of Fudge dice on amazon. I know the book recommends a set for each player, but it should certainly be possible to share a single set at first, right? No simultaneous rolling needed for any reason?
Title: Re: What It Takes To Run A Game
Post by: EdgeOfDreams on February 07, 2012, 02:52:25 AM
Found a very cool looking set of Fudge dice on amazon. I know the book recommends a set for each player, but it should certainly be possible to share a single set at first, right? No simultaneous rolling needed for any reason?

I would consider two sets the minimum, because there is often "opposed rolls", such as attacks, where two characters are both rolling, and the winner is whoever's skill + roll comes out higher.  Generally, you could probably get away with one set for the players to share and one set for the GM to have to himself (since he rolls about N times as often as the players, where N is the number of players).
Title: Re: What It Takes To Run A Game
Post by: Darkshore on February 07, 2012, 03:00:12 AM
I see. So I suppose I would be better off buying a cheap 10 or 15 dollar gm set, rather than a cool looking 8 dollar single set.
Title: Re: What It Takes To Run A Game
Post by: UmbraLux on February 07, 2012, 03:34:42 AM
Depends on how fast you want to play and whether you're willing to pass dice back and forth.  If you're willing to share at first, I'd go with the set you like better and either buy another set later or encourage your players to buy their own sets.  You can also use online sites if that's easier than sharing.  May even be a tablet or smart phone fudge die roller...though I don't know of one myself.