Author Topic: Elevator Pitch for the System  (Read 3366 times)

Offline SamSJester

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Elevator Pitch for the System
« on: July 06, 2011, 09:19:29 PM »
The task: What would your 5 minute elevator pitch for the Dresden Files version of Fate be to a new player.

Context: I'm curious for any answer, but here's some basic info on who I'm pitching the game to. He's familiar with, and liked the TV show, and the books from my ramblings. He's played RPGs before but only D&D and that at least five years ago. Other than that, standard PC gamer/geeky cred. I'm trying to describe the advantages of Fate without getting wrapped up in lingo too much (having to define refresh, fate points, aspects as minimally as possible... ideally without sounding like a glossary)

Offline EdgeOfDreams

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Re: Elevator Pitch for the System
« Reply #1 on: July 06, 2011, 10:20:14 PM »
The plot is part of the rules.  Every player gets fate points that can be spent to influence the story by improving their rolls, declaring things to be true, etc.  The GM can offer players fate points in exchange for making their character's lives harder or taking the plot where the GM wants it to go.

Offline Richard_Chilton

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Re: Elevator Pitch for the System
« Reply #2 on: July 07, 2011, 01:29:02 AM »
Do you want FATE's pitch or Dresden's, because I think there's a difference.  It also depends on your target - does he like to hear about rules or setting?

Rules? The Fate system is a generic one that started as FUDGE and can ultimately be traced back to its roots as an offshoot of Amber Diceless.  It's system light - 25 skills in total, but you argument those skills with special Stunts and Powers.  Stunts are special things that anyone can learn that usually gives you a +2 in specific skill uses, which is amazing in a game system where everyone defaults to 0 in the skills they don't pick and most PCs are capped somewhere between 3 and 5 - and the top rank, called Legendary, is +8.  Powers, those are mostly supernatural things, but they can also be creature features.  There's one master list of Powers and Stunts, but some Powers are really NPC specific and the book has rules on creating your own Stunts and Powers.
The Dice system is weird.  You roll four modified d3s, where 1 is minus, 2 is blank, and 3 is plus, then add them together for a total that ranges from -4 to +4.  That gives a 1 in 81 chance of getting either +4 or -4, so you can see how the bell curve hugs zero.
There are also these things called FATE chips that can add to rolls or be used to tap and invoke Aspects to help you.  Aspects are the basic building block of a character and they allow you to customize your PC just the way you want it.  Between FATE chips and Aspects you can decide when you really want a roll to count - and that's usually when fighting the big bad.

The Setting? The Dresden RPG is basically an urban fantasy one, but one that's light on the sex.  There are three different kinds of vampires defined but two are NPC only and you probably don't want to mess around with the third one.  You can play anyone from a normal human to a Wizard to one of countless (and customizable) human-other half breeds to humans with one good trick to - well basically almost anything.  The setting is well defined since it was taken from a series of books.  There are 12 books so far with another 12 or so planned.  The magic system's a bit wonky - you can't actually kill normal humans with magic or effect their minds or do some other stuff, not without the in character magic police force hunting for your head - literally! They try to enforce a "one strike and you get beheaded" policy and most lawbreakers never make to trial.  But if you're willing to duck and weave a round that there's no real limit on what you can do.
Well, other than go really public.  There's no masquerade but the powers that be see getting mortal authorities involved in something as going nuclear.  If the humans are forced to see what lurks in the shadows then the department of homeland security gets to be the new Inquisition.  Luckily most norms don't want to believe in supes so they rationalisal magic away some type of trick.   
The rules? The system is rule light.  Basically nothing to it.

Those are my two takes on it.  Hope this helps.

Richard

Offline SamSJester

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Re: Elevator Pitch for the System
« Reply #3 on: July 07, 2011, 04:08:44 PM »
Thanks, very helpful, I think I'll go for a more rules approach as he already has some grasp of the setting. But I don't want to leave out that the story drives the system not the other way around. It looks like I'll be GMing my first Dresden Files game shortly, here's hoping that it goes smoothly.

Offline Richard_Chilton

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Re: Elevator Pitch for the System
« Reply #4 on: July 07, 2011, 09:55:32 PM »
One thing I forgot to mention in the rules bit:
There are things called Declarations that give the players a lot of control over the story.  They can add to what's already in place and the GM has final say, but you can do things like roll Burglary to case a place and then Declare that there's a spot that the security cameras don't cover, or that there's an open window - things like that.  Declarations can steer the story to the point that in the demo for the game the players decide that someone else "dunit" then the GM's supposed to switch who did the murder.

Declarations and player writing the plot - that can be a lot to adapt to.

Richard

Offline Sanctaphrax

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Re: Elevator Pitch for the System
« Reply #5 on: July 08, 2011, 12:11:44 AM »
Dresden Files are light on the sex?

Compared to what?

Offline tetrasodium

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Re: Elevator Pitch for the System
« Reply #6 on: July 08, 2011, 12:40:15 AM »
The task: What would your 5 minute elevator pitch for the Dresden Files version of Fate be to a new player.

Context: I'm curious for any answer, but here's some basic info on who I'm pitching the game to. He's familiar with, and liked the TV show, and the books from my ramblings. He's played RPGs before but only D&D and that at least five years ago. Other than that, standard PC gamer/geeky cred. I'm trying to describe the advantages of Fate without getting wrapped up in lingo too much (having to define refresh, fate points, aspects as minimally as possible... ideally without sounding like a glossary)
The system itself blends some of the strong points of d&d like skill+roll with those of shadowrun type games whereopposed rolls while smoothing over the weakpoints of the two systems (d&d's escalating skill values going from results that are almost all dice early on and largely skill alone later in levels, shadowrun's where even with very high  skill+stat values could result in zero hits on top of the possibility of a glitch on even  basic actions that should be almost autosucceed, attack chance suceeding beyond defense roll adding the difference to damage to name as couple). The sort of newbie problems that oftem ciome up like "why can't I use this ice spell to freeze the puddle and impede so &so"creative attemppts that simply lack rules or require GM calls by setting up the system specifically to allow for a structured way to handle creative environmental & situational elements being applied to things in a simple & easy to understand manner.  Characters are put together using a pointbuy system similar to shadowrun without needing to plow through 400 or so pages every time you want to make a character by using a "high concept"  system sort of like d&d's classes, but far far more freeform and flexible allowing you to go outside the base high concepts without risking horifically unbalanced characters.  It allows newbies and heavy duty powergamer optimizers to play on somewhat level playing fiekds by having unused points left over from the initial pointbuy act as sort of an equivalent to shadowrunb's edge stat to let players give a bit more weight to their attempts to influence reality like "is there a..." or "wait, shouldn't he be affected by...." type questions and gain more of those same points themselves when they encounter situations they as a player know are bad ideas to go with, but the character's personality is one that wouldn't allow them to simply ignore the stupid/suicidal  Og the destroyer might be great at killing things quick or taking a beating, but joe the cop with a gun has the points needed to make that gun really freaking count and make his opponent's less effective when he wants.

Go into the bits you think will interest the player in question.
« Last Edit: July 08, 2011, 12:43:05 AM by tetrasodium »

Offline sinker

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Re: Elevator Pitch for the System
« Reply #7 on: July 08, 2011, 12:47:24 AM »
Dresden Files are light on the sex?

Compared to what?

Most urban fantasy likes to walk the line in between normal fiction and romance novels. Dresden's sex life is pretty bad in comparison to some other urban fantasy hero/heroines I can think of.

Offline TheMouse

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Re: Elevator Pitch for the System
« Reply #8 on: July 08, 2011, 01:56:09 AM »
Dresden Files are light on the sex?

Compared to what?
Any book with the word "Kushiel" in the title.

Offline SamSJester

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Re: Elevator Pitch for the System
« Reply #9 on: July 08, 2011, 08:05:07 PM »
Follow up, pitch went fine and sealed the deal for my fifth player, thanks for all your suggestions, it definitely helped me organize my thoughts to something comprehensible. Starting my first game on DF game on Sunday, with five players of various experience with the setting, and very little experience with the game. Bit nervous rules-wise; luckily though, I barely have to do any prep for the first two sessions. I'm sure I'll be back with more innane questions.

Offline devonapple

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Re: Elevator Pitch for the System
« Reply #10 on: July 08, 2011, 08:58:01 PM »
Here's my edited consolidation of the elevator pitch, if this helps anyone else:

Rules


The FATE system is system light: 25 skills in total, augmented with special Stunts and Powers.  Stunts are special things that anyone can learn that usually gives a +2 in specific skill uses, which is very useful in a game system where everyone defaults to 0 in the skills they don't pick and most PCs are capped somewhere between 3 and 5, and the top rank, called Legendary, is +8. Powers are mostly supernatural abilities, but also creature features such as claws or strength. There's a master list of Powers and Stunts from the fiction, and the book has rules on creating your own Stunts and Powers.

The Dice system can use d6s as modified d3s, or special Fudge dice. You roll the d3s, and 1 is minus, 2 is blank, and 3 is plus, then add them together for a total that ranges from -4 to +4 (which gives a 1 in 81 chance of getting either +4 or -4, so you can see how the bell curve hugs zero). The Fudge dice are already printed with pluses and minuses.

There are also FATE chips (which are like Action or Plot points in other systems) which can add to rolls, as well as tap and invoke Aspects to help you or hinder others. Aspects are the basic building blocks of a character – operating somewhat like meta-Skills - and they allow you to customize your PC just the way you want it. Aspects also represent important details about a Location or setting, as well as the other characters in the game. Characters start with a "high concept" (like classes in D&D) which summarizes their basic character type in a short phrase, then add on Aspects that have to do with their background, specialities, aptitudes, and troubles. Between FATE chips and Aspects you can decide when you really want a roll to count - and that's usually when fighting the big bad.

In addition, players can make Declarations, which give them a lot of control over the story.  They can add to what's already in place - and the GM has final say - but you can do things like roll Burglary to case a place and then Declare that there's a spot that the security cameras don't cover, or that there's an open window - things like that.  Declarations can even help determine the actual culprit in a mystery, which they do in a demo adventure for the game.

The system uses D&D-style skills checks, in which one adds the roll to their skill level, as well as Shadowrun-style opposed rolls. Characters are put together using a point-buy system: Powers and Stunts reduce the number of FATE chips characters get automatically.

Setting

The Dresden Files setting is basically urban fantasy one, a blend of pulp detective tropes and magic. There are three different kinds of vampires defined but two are NPC-only and you probably don't want to mess around with the third one. You can play a variety of character types: a normal human, a Wizard, to one of countless (and customizable) human-other half breeds, humans with a special power – basically, almost anything. The setting is well-defined, coming from a series of popular books. There are 12 books so far with another 12 or so planned. The magic system discourages players from actually killing normal humans with magic, controlling their minds, and certain other things, because doing so corrupts your character, and the “magic” police force will be hunting for your head - literally! They try to enforce a "one strike and you get beheaded" policy and most lawbreakers never make to trial.  But if you're willing to duck and weave around those laws, there's no real limit to what you can do.

Well, other than go really public.  There's no masquerade, but the powers that be see getting mortal authorities involved in something as going nuclear. If the humans are forced to see what lurks in the shadows, then the Department of Homeland Security will very likely end up as the new Inquisition.  Luckily most norms don't want to believe in the supernatural, so they rationalize magic away as some type of trick.
« Last Edit: July 08, 2011, 09:20:32 PM by devonapple »
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline UmbraLux

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Re: Elevator Pitch for the System
« Reply #11 on: July 08, 2011, 09:09:22 PM »
...then the Department of Homeland Security will very likely end up as the new Inquisition. 
Hehe, playing in DC now and instead of clued in cops we went with a local department of Homeland Security clued in...and hunting down supernatural entities exactly as you suggest above.  :)
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Offline devonapple

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Re: Elevator Pitch for the System
« Reply #12 on: July 08, 2011, 09:14:42 PM »
Hehe, playing in DC now and instead of clued in cops we went with a local department of Homeland Security clued in...and hunting down supernatural entities exactly as you suggest above.  :)

I didn't suggest it initially - I'm just editing everybody's (mostly Richard_Chilton's) contributions.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline Richard_Chilton

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Re: Elevator Pitch for the System
« Reply #13 on: July 09, 2011, 01:41:59 AM »
Dresden Files are light on the sex?

Compared to what?

The Anita Blake books - which started out much like the Dresden files but somewhere around book 5 or 6 start to shift into soft corn porn.  Then it slid into hard core porn.

The hundreds of books that have followed the Anita Blake formula of the heroine who has to (or gets to) bed half the supernaturals in the city during the course of the book (or series).

Too many Urban Fantasy novels are porn with supernatural elements - Dresden now stands out as odd because of the lack of explicit sex scenes.

Richard

Offline Richard_Chilton

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Re: Elevator Pitch for the System
« Reply #14 on: July 09, 2011, 01:42:39 AM »
Here's my edited consolidation of the elevator pitch, if this helps anyone else:

Looks good.

Richard