Hello, I'm pretty green about RPGs (Level 5 of my first ever d&d campaign) but I've gotten hooked. I've been a Dresden files fan for years and knew there was an RPG but never looked into it. Basically I have two questions:
1. Are Your Story and Our World the only books I'll need to competently DM a campaign?
2. How involved should my players be in selecting a city, making faces, setting type decisions?
1. Alright, take all those lessons you learned from D&D, got them? Throw them away. You won't need them. You only need Your Story. Our World is Neat if you (Like me) work by Example, something Evil hat is um...lacking on sometimes. Like heres a bunch of "Examples" but we won't really explain how or why they work together (MAKE AN OFFICIAL VIDEO OF HOW DRESEN IS PLAYED)
2. World Creation IS PART OF THE PLAYING. Making all your characters TOGETHER avoids some common pitfalls of gaming. If everyone knows each other, you don't have to deal with "why would I help the Paladin if i'm a thief" also, it avoids having your PCs meet in a Bar. Try this, avoid having your PCs meet at a bar the whole campaign. Also, if you and your group spend 10-15 minutes making a "Night Club" it avoids this "I'm going to burn it down" really? REALLY? We spent 15 minutes making that bar, you're not going to burn it down. Really spend like 10-15 minutes on EACH aspect, like REALLY think about them. I also played in a campaign from hell where the GM had maybe 15-30 Plot threads going on at any given time, the problem? We didn't know who HALF the NPCs were, and the GM had the memory of a GOLDFISH and couldn't remember who they were. If I, as a player, have a had in making characters, it gives me a "Clue" of who they are, and why I should care about them.
Personal Tips.
*7 Aspects, are 2 too many. Start off with 5. "Unlock" aspects as you play (make it part of the major and minor milestone).
*Start off lower refresh , like feet in the water. If this is your first Dresden game, maybe have everyone start off as pure mortal, and work from there.
*The Rules are the Rules are the Rules, expect when they're not. I personally don't like the part in character creation where you and ME have to take an aspect from the same "story" I'm fine Guest starring in your story in a way, but you getting attacked by a troll while getting a Pizza, might not be that big of a deal to my character, but it's fine that i'm there and I helped.
*Rules Lawyering is fun for none. If theres a "rules" question, save it for the end of the game, seriously, make note of it and get back to it. But nothing "ruins the fun" like having to sit through a 45 discussion on White Court Feeding blah blah blah when you're not a White Court Vampire, and don't care.
*Scene Aspects, Campaign Aspects. Make them taggable for free the first time, it really encourages people to USE them and to PLAY THEM.
*Fate Points are a currency, that means if your characters don't spend them and horde them, they become worthless.
*Social and Mental conflicts are real things. If you DO burn down that night club, thats a social hit, think of the show Firefly, basically they had a reputation that effected them. Maybe have Social consequences clear at the end of a session instead of at the end of a scene.
*NPCS don't fight to the death. They will try and run, or call in back up.
*If you have a magic user in the group, and they are throwing shift 3 fireballs at mortals, their need to be consequences. It's been talked about, but have an NPC Concede before your wizard throws a fireball, his concession? Death. I wouldn't have your Wizard take a law breaker the first time, but I would mention, next time you're going to have to.
* Remember that Dresden is a Mystery, what makes a mystery? One of the best Mysteries? The Big Lebowski. Use it.