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Messages - finarvyn

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46
DFRPG / Re: going off the beaten path and then new books
« on: February 16, 2010, 06:42:27 PM »
A couple of things come to mind here.

1. If Jim's material differs from your own, you could make a gradual change towards his. First, your leader of the Jade Court (or whatever) might step down, or a newcomer (Jim's) could overthrow power. You can make this gradual or quick, depending upon how it works in your plotlines.

2. You could just tell your players "I want to follow the canon Dresdenverse and this was just released, so we're making some changes" and I suspect the players will be fine with it.

In my experience, players are more interested in the game than in details of continuity.

47
DFRPG / This. Game. Will. Rock!
« on: February 12, 2010, 08:02:32 PM »
Not much "buzz" about the official DFRPG here recently, so I thought I'd start a new discussion. The "Playtester Prototype" rules are out there for playtesters to look at and react to, but the game is essentially complete. You've seen the cover artwork (and some of the interior art) for a long time on the Evil Hat pages, so you can probably imagine what it looks like. The book looks visually stunning and the rules flow well. I think this looks a lot nicer than earlier products from Evil Hat. (Not to put down SotC or other games, but to elevate DFRPG.) Lots of color, sidebar boxes with key rules highlighted, and lots of goodies. I liked the early layout, but this one blows the old one away.

DGRPG playtesters are encouraged to talk about the game but are not supposed to give out too many specific details so I'm not so sure how specific I can be about this, but having had an opportunty to look through the revised playtest materials, let me say that the DFRPG is quite simply going to be amazing.

After a four-year wait, you may think that this game is bound to be a let-down because it can't be as cool as the home-brew version you've already been playing. Or can't possivly live up to your expectations. I think it will.

The basics of the game are still very much FATE-like, but are evolved in order to handle elements specific to the Dresdenverse. What I mean here is that if you know FATE and/or SotC you're pretty close to being ready to do DFRPG, only with a few key tweaks (mostly in terms of magic). Pretty much every character type you can imagine from Jim's books has been handled in good detail. I think that folks are going to agree that it was worth the wait, and then some!

This is the game that encouraged me to learn FATE in the first place, and Fred & Co. have certainly hit a home run with the DFRPG.

Just my two cents.  ;)

48
I think that the key is this: most rules systems can be used for most settings if you are willing to accept the way those rules work, so pick the one you're most comfortable with.

I've done DF with Amber Diceless, [/b]OD&D[/b] (house ruled for modern era), Unisystem (Buffy) and so on. All of these games were a lot of fun.

49
DFRPG / Re: D and D
« on: December 18, 2009, 07:07:20 PM »
As a further thought, you might look at the threads on d20 for Dresden and M&M for Dresden. (M&M is a superhero system, based on the d20 mechanic.) Both of those threads have some neat ideas.

50
DFRPG / Re: D and D
« on: December 18, 2009, 07:05:45 PM »
I find that the simple mechanic behind OD&D is easier to adapt to campaigns like Dresden than d20, because d20 makes use of so many more details (such as skills and feats). Uing the old OD&D rules, it's easy to throw together a quick spell list and get players underway. Monsters are rated by only a couple of stats, so they are easier to convert as well.

If you don't have access to OD&D, you might google search for "Swords & Wizardry" (which is an OD&D clone) or OSRIC (which is an AD&D clone) because both are simple and are free downloads.

Another adjustment I tend to make is forcing wizards to be a fighter-mage or thief-mage, in order to control their magic level somewhat.

51
Re other systems for a DV game: I've been thinking about the possibility of using D20. A month or so ago I posted some stuff on the d20 thread. I really do think it could work quite simply...
And remember that Monte Cook's World of Darkness rules are based on d20 and have a lot of good Dresden-like elements. There is a freeform magic system and rules for demons and vampires. A pretty good game, if you like d20.

52
DFRPG / Re: DFRPG Fate Dice?
« on: November 13, 2009, 03:01:30 PM »
I found a place where I could get dice with a pentagram on two sides, skull on two sides, blank on the other two -- if I order 100 I can get them for less than $2.50 per die. (Not sure how this translates into UK money.)

53
DFRPG / Re: DFRPG Fate Dice?
« on: October 26, 2009, 08:36:22 PM »
Custom dice -- which these would be, since each face is not a '1, 2, 3, 4, 5 or 6' -- that cover all faces are *pricey*. We don't have plans to do custom dice right out the gate.
Maybe there could be a pre-order system. Figure out the base cost of these dice, take people's money in advance with the notion that none will be made until there are a certain number pre-ordered, and then it would be a limited supply kind of thing.

BAM! Instant collectable.

Since we're looking for + + _ _ - - and really only need two symbols (one for + and one for -) maybe something arcane like a pentagram for the + and a skull for the -.

Depending upon the cost, I could see ordering a dozen or more of these. I have 2 packages of FUDGE dice with at total of 40 dice (5 colors of 4 dice each per pack) and would easily be interested in 3-4 sets of 4 dice for my players.

Just a thought.

54
Wow, Bosh, that was a long post (but a good one!)

FATE is certainly an abstract system and this is a bonus to some and a penalty to others. FATE is all about options, which means that sometimes reading the rulebook gets pretty heavy due to the sheer volume of examples and descriptions. Often I'll just take the information and trim it down to a few essentials so that it doesn't seem overwhelming. I guess the key is that FATE either "clicks" for you or it doesn't, and it looks kind of intimidating until you see how the parts fit together.

As far as using other RPG systems for Dresden, I've used the Buffy RPG with a lot of success (and liked its cinematic approach more than Witchcraft, which is more gritty) and am currently tinkering with Supernatural because the Cortex system is pretty simple. My problem is that some of my players are willing to experiment with more dramatic systems like FATE, but others want something more traditional. I've also run a Dresden game using the Amber Diceless system and it works really well, but is quite similar to FATE in some ways. Another option might be Monte Cook's World of Darkness, which is d20-based and may be more familar as well. Some folks have told me that Mutants & Masterminds is an excellent d20 variant for Dresden. Bottom line is that it would appear that there are many RPG systems that can run the Dresdenverse pretty well. Pick one you're most familiar with and play!

55
DFRPG / Re: DFRPG Fate Dice?
« on: September 07, 2009, 03:10:44 AM »
When I read the title of the thread, I thought the OP was suggesting special FATE dice to go with DFRPG. (Maybe a special Dresden arcane symbol on them?)

I'd buy that!

56
DFRPG / Re: Dresden Files D20 Homebrew
« on: July 12, 2009, 12:38:37 AM »
You could use Mutants and Masterminds pretty easily for a Dresden Files game, particularly if you use The Book of Magic supplement.
And there is a thread on using Mutants & Masterminds for DF gaming right here if you are interested.

57
DFRPG / Re: Dresden Files D20 Homebrew
« on: June 02, 2009, 07:51:35 PM »
I'm not really a d20 guy becasue I think those rules are a lot more complex than you need (or I want) to run a fun game. Using d20 to create a Dresden style game may take a while since you need to come up with skills, feats, and a number of similar game-mechanic pieces to fit into the campaign. I'd be tempted to go for an older edition of the game. A simple approach would be to take the OD&D game system (or AD&D or OSRIC or other similar RPG mechanic) and use it to run Dresden Files. It's certainly a fast and easy way to go.

* Classes - Start with fighter and magic-user. Others could be added as desired. For example, the Knights of the Sword function a lot like the Paladin. I can also imagine non-canon classes like Druid, Cleric, or Monk entering a game after you get the campaign underway.

* Races - Start with human and probably vampire. You can customize vampire by Court if you like, or start out with them being somewhat generic.

* Magic - A "vancian" fire-forget system is not very Dresden-like in philosophy but probably is a close enough fit and is certainly easy to run. You might want to use new spell names or maybe add a few to be more Dresden in style.

* Special Items - not much here as the DF universe doesn't seem to have "random magic" type items. I'd make each magic item unique and create it as needed instead of having a standard list, but if you want a generic list focus on rings and cloaks of protection, magic potions, maybe an occasional magic dagger or other weapon. Try to stick to things that seem in keeping with the style of Harry's world.

* Monsters - some of the monsters seem very different than their D&D counterparts. For example, the DF ghoul is really nasty whereas the D&D ghoul is nothing really terrifying. Probably some re-statting would be needed here.

I'm thinking that with an OD&D style system you could sit down for a few hours and create enough material to play almost right away. If you try to build a system from scratch, it would take a lot longer.

58
DFRPG / Re: Greetings and questions
« on: June 02, 2009, 07:38:21 PM »
I’m a playtester, and maybe can toss a few ideas your way.  :D

Though I’ve read a little online I’ve never actually played a tabletop rpg before. <snip> I’ve never been able to find anybody else who was interested.
You might try to join an online game. There are often message boards where you can post once every day or two and a Game Master guides the group through an adventure.

I have however been playing Warhammer for a couple of years, mostly thanks to the school club (considered trying to introduce them, but I’m leaving in a few weeks). Maybe some stuff from that is transferable, I’m not sure.
I think in general any experience with miniatures and role playing games is transferable. The terminology used in Warhammer won’t match DFRPG, but the general approach and tactical expertise will.

Classes. First off, are these set in stone or are they closer to templates?
I think of them more like templates. They certainly aren’t “classes” in the traditional D&D sense, anyway.

One of the things in had in mind was keeping a continuous story and characters with a group, but using time-skips ala the novels. One problem I noticed with setting stories about six months apart is that the characters could get “old” pretty quickly.
I really never worry about this sort of thing. How many adventures to you plan on running? Twenty adventures set at 6 months apart is still only 10 game years. Twenty adventures set 4 months part is under 7 years and set 3 months apart is only 5 years.

From one of the podcasts (and sotc) I got the impression that places have aspects, including the whole setting (like Detroit, or Chicago in the canon). While the concept seems fairly simple I’m not quite sure how to put it into practice, because surely traits like “dark” or “dangerous” are going to be tied to particular areas, rather than something as large as a city.
There are quite a few aspects to work from, and in general they aren’t “tied to” any particular area or setting.

Am I thinking about this far too much considering I don’t even own the game yet.
A tough question. I’d say there is nothing wrong with thinking about the game and/or the setting, even though there is no concrete release date. I’d say find a system you like (such as FATE, which is what DFRPG will be based upon) and put together a few ideas of your own for your group. Don’t worry about being “official” until the game actually comes out, and at that point you can decide how to adjust your game to fit the game rulebook.

That help any?

59
DFRPG / Re: Dresden Files - M&M Style
« on: April 15, 2009, 01:11:05 AM »
The thing is, I'm not really sold on 4E.  :(  I bought a bunch of the rulebooks and really wanted to get "into" the game, but I'm just having a hard time with it. Too many rules and I guess my old braincells are not willing to grapple with them.

I guess that's why I go for more freestyle games like OD&D, FATE, and Amber Diceless....

60
DFRPG / Re: Dresden Files - M&M Style
« on: April 13, 2009, 11:38:12 PM »
Well, I'd have to start them out a little above first level.  ;) In his later days, Gary started players out at 3rd level and that's probably not a bad level for intro play.

The basic concept of hit points, weapon damage, armor, saving throws, and so on, could probably be imported with little effort, except for updating a few things into modern times.

I think that DF magic could work with OD&D if the number of spells were tweaked a little and the spell list redone to fit the style of a Dresden campaign. (Sounds like a lot of work, but I'm not sure it would be.) One way to do some of this would be to make a list of spells Harry uses and which book he does them in; this would help identify the "easy" spells (early in the series) versus the "harder" spells (later in the series). It would also weed out some of the spells that are un-Dresden-like.

Just me thinking out loud....

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