I am not being elitist saying that. It is the issues I read on boards like for Mutant & Masterminds, GURPs etc as well as people posting a thousand times since this game started we need to power down the game right away.
Dresden Game depending on your group and starting power level can have a lot of power. Some GMs cannot handle that power nor have the background for it. Why I mentioned the games I ran. Hell they even have great suggestions on running games with a lot of power. I also said power level as well in my statement.
I agree. I experienced this first hand. While a more "low key", storytelling style GM who likes complete control /can/ use the DFRPG, there are much better systems out there for that style of game.
I should have said this to be more clear. If you think you cannot handle the power of a Submerged game don't run it run a lower leveled Dresden game. You do not need to be Submerged.
I don't necessarily agree with this. The heart of the DFRPG is compels. If a GM doesn't compel properly in a higher level game, they probably won't in a lower level game either.
The game is supposed to be dangerous.... because if in doubt, a character can concede. That's a big change from other RPGs, but I think it's really cool.
I said there is a lot of planning to do to run this. Dresden is about planning and spending hours working things out. This is not a plug and play system like D&D. (I do not hate D&D). There are not a thousand adventures and a 4 Monster Manuals. It can be difficult to run if you do not have the experience in high powered genres with a versatile system. It is very tricky and FATE is very open system like GURPs and Champions. Mostly GURPs. I like FATE hell of a lot more than GURPs (which is a system I do not like).
I pretty much agree with this too. This is a terrible analogy, but running in or playing in a DFRPG can be a lot like pvp in an MMO. It is not only necessary to know your part, but to understand the parts and abilities of everyone else as well.
I do not think DFRPG is good for super casual gamers (unless they are willing to put the time into it) or one shots. The system streamlines and simplifies a lot of things, but compared to other systems the concepts are so alien that it takes a bit of reading to truly get familiar with the mechanics.
Remember as I said as well. The characters are human and have flaws something you can exploit. Dresden has that happen to him all the time in the novels where even dealing with a simple matter can be hard if one of his Aspects comes into play. Talking to some Dresden GMs I know. Aspects seems to be the part many of them have difficulty running. One GM who did not have an issue compared the Aspects and Fate Point system to Deadlands with how chips are spent and used by both GM and Players.
I agree 100%. I left a game a while back because the GM was not using aspect correctly and it was causing frustration on my part. After experiencing how that game ran and comparing it to GOOD games on podcasts and in the play-by-post on this site, it is obvious that compels and a good pacing are critical to a successful game.
I might not have been very clear and I apologize. My wife was sick last night and our 3 month old was being fussy as I wrote it late last night. Sadly my personality disorder may bleed through as well. Not my intent. I am trying to word myself carefully and not to offend.
I reread and edit before I post so I do not come off as a jerk. Sadly no matter how hard I try I do sometimes.
Pshhh - I just let it all hang out. It may not endear me to some, but I hate diluting what I am trying to say.