Hi. My group and I recently picked up the Dresden Files RPG after the majority of our gaming group has started reading the series. We have three players who haven't read the series (through Changes), 3 who have, and 1 whose back at Dead Beat or so. When we were sitting down and making characters, the 'in the know' players decided to stick one of the players who hasn't read the book with Tarsiel's Denarian coin. I had him keep his refresh high so that I could drop a power or two on him without removing his character to the NPC pool. The other party members are a midget girl werewolf, a changeling girl half-pixie (and when I asked "how did that work... physically?" we just decided to go with magic), a Kincaid-expy (except without the half-demon part), a native american shaman/anthropology student, a 'paintomancer', a Catholic Priest White Court Virgin, and a until recently clueless bartender who has Tarsiel's silver coin.
Now there, are a couple things I kind of had some questions about, and at least one I guess only Jim could really answer for sure, but if you don't mind the info dump, I'd appreciate the hand.
1) How does it work when multiple people handle a Denarian coin? The bartender got the coin when a guy (another Denarian) paid his tab with it, intentionally delivering it to him. He showed it to the Kincaid-expy, who handled it briefly before handing it back. Now, for the time being, I assumed the coin has one particular person it's 'intended' for at a time, so I didn't have Tarsiel leave a little piece of himself in the Kincaid-expy's head. Though in retrospect, it might consider him a better possession target, but I didn't want to take away the concept from the other player. But say he passed it around the bar... what would happen then?
2) Similarly, I am having Tarsiel essentially pose as a completely helpful angel. The player knows somethings up, because we are all practically giggling about him having the coin, and I as a DM never just give away freebies like that. Tarsiel is basically pushing the character to keep getting involved in more and more supernatural stuff, and when he does, his main resource is to call upon Tarsiel's power and knowledge. As he gets more dependent on it, I presume it both gradually increases Tarsiel's influence over him, and his own natural inclination to resort to angel powers when in danger. At some critical moment, Tarsiel brings out the stick ("Oh, you don't want that sidhe to freeze your heart in your chest? Then I guess you'll have to let me take over") and bam, Denarian. Is this how it is generally understood to work? And is it too long term a plan to experience the drawbacks (IE, in the same way the Wizard's Constitution is a 0 cost power because it's effect on gameplay is virtually null)?
3) In our first case file (
http://thegamesweplay.net/ The Bad Dog case files posts), I generally feel everything went pretty well except the final confrontation with the sin eater spirit. Short version: They forced a spiritual creature to manifest in it's physical form (a huge dog) to kill it and so that it wouldn't affect their spirits when it attacked back. During this fight, the changeling tried to use her glamor powers a couple different ways. First, she tried to use it to blind the dog. I was okay with this, but it seemed weird that since she was basically making a maneuver, the dogs blindness only mattered when people had fate points to spend. Then, she tried to make duplicates of the Kincaid-expy, as he was the one it was focused on, and it bypassed it by using the smell of blood from a consequence he had taken. I know it made the player feel kinda useless, and I didn't really like the functionality of "well, you can make veils and illusions, but they only work kinda." Did we misinterpret how much she can do with the glamor power, or did I misunderstand aspects/maneuvers?
4) Related note: Consequences seem to greatly extend a fight without reducing fight capacity, besides just making easily invoked aspects. The dog was one turn away from inflicting an extreme consequence on the Kincaid-expy when they finally dropped it, because it's 'Bruised Ribs' 'Bullet wounds' and 'Shattered Leg' didn't really affect it in a material way after the aspects had each been invoked once (and they can only be invoked once per scene, yes?). I also am a bit iffy on giving fate points for invoking consequence aspects, on account of it being something of an entirely negative aspect.
5) The Kincaid expy brought to my immediate and fore attention what just one player with very high resources can do to a game. It reminded me of WoD games where the one Ventrue vampire basically bankrolled the coterie. In this case, the Kincaid-expy is the owner of the bartender's bar, regularly employees the midget werewolf as a research assistant/tracker, and is armed to the teeth with high-grade military weapons and armor. I know hte other players don't want him to just solve every problem by shooting it with the right bullets (I denied him the knowledge of depleted uranium rounds affecting spirit creatures on the basis he hadn't come up against it before, and he doesn't have Bob to tell him these things when he does). Am I being over concerned here, or should I just find ways to hastle his armory/bank accounts so he doesn't feel like he can just buy a replacement suit of advanced armor after his gets torn up, no problem?
6) Coming from 3.5 and 4.0 D&D, I am having some difficulty deciding on what I really feel are good guidelines for difficulties. Anyone have advice on this?