I will start up a DFRPG campaign after the summer, and have been thinking a little about what makes a DF-story special, to be able to as good as possible try to copy the concept from the novels. I thought that this could be a good discussion point. If it has already been discussed, please show me the thread. Here is something to start with:
I think the system itself covers all of it very well, or at least it puts down the basics for you.
Several threads - Many parallel story elements tend to be active at the same time. At the end, they might merge into one (but not necessarily). In the game, this can be done by letting each character have it’s own side story, and then weave them together midway. I think this is one of the most important key elements.
Every character has it's own trouble aspect you can draw upon for a different part of the story. Plus, you would compel different characters on different aspects anyway, in order to get them involved, which most likely will lead to multiple threads.
People are behind – The force behind the opposition is people (or supernatural creatures). We do not see the effects of, for instance, a natural disaster being the main focus of the story arc.
During city creation, you are putting faces on all of the threats and themes of your city, so anything that pops up will have a face attached to it.
Here and now – Most of the novels are taking place during a short time frame (a few days), and very seldom do we see any significant time jumps (like “three weeks later…”).
Different plots progress at different speed. I admit, the system doesn't say that much about it (as far as I can remember), but I think it said something about an average scene being about 15 minutes, and when you are done, wrap up and move on. The faster style is at least implied.
Supernatural presence – In all cases, there main threat is of supernatural nature (or related to the supernatural).
It doesn't have to be, but it is more fun that way
In over his head – For the first half or so of the novels, Harry seems to be facing overwhelming opposition or that the problems are too many or too big for him to handle. But after taking several beatings, he does manage to overcome the opposition.
This is very well covered by the fate points mechanics. When you start a session, especially the characters with low refresh have very little fate points, so if there is a conflict, they will most likely get their asses kicked... and earn fate points. When the final battle arrives, the characters will have enough fate points saved up to tip the scales to their advantage and defeat the bad guy. Of course that requires meta-communication, so the players (as others pointed out) won't just try and kill anything you throw at them, but actually do the smart thing and run.
As a whole, playing as written will most likely give you a very dresdenesque feeling, that's what the rpg was designed for.
In the livejournal, Jim talks about the difference between a
scene and a
sequel. Very roughly, a scene is where the action takes place, while the sequel is where the protagonists stops and thinks about what just happened ("Sequels are what happens as an aftermath to a scene"). He says a story needs to alternate between scenes and sequels.
And I think that is true for the rpg as well. If you put a sequel at the end of each scene, where every player can do a quick recap for his char and himself, the whole game is going to go more smoothly, because everyone knows the others intentions. Especially as a gm those sequels will be helpful to keep the game running or to know when to change pace and/or directions.