Hello. This is going to get verbose fairly quickly, so if you want a drink, get it now.
This is my first time posting on these forums, for reasons that will soon become obvious, and I'm rather quickly finding myself in a situation, the depths of which I'm unsure of. My regular gaming group, consisting of myself, my wife and two older, more experienced gamers, found ourselves in something of a rut last Saturday. No one really felt like continuing any of our regular campaigns (a couple of superhero campaigns using the Hero system in our own piece of the multiverse), and a desire to play something. One of the older fellows was throwing an idea around for a crazy guy who saw signs and portents in late trains and faulty traffic lights, and I suggested a Urban Fantasy game despite myself (again, for reasons that will soon become apparent). After everyone decided that Urban Fantasy was something we wanted to try, we looked at the Dresden Files RPG books that had been placed on our DropBox, with my wife's proviso that if we did this, she didn't want it to just be a one-shot. She invests a lot in her characters and feels bummed every time a campaign dies. We all agreed, and quickly decided on a Chest-deep campaign in a modern-day Nevermore/Baltimore. The concepts came quickly for everyone, with a punk kid-turned-cycnical police detective who saw dead people, a former criminal, now servant of a Dragon (not one of the ones mentioned in lore), and were-raven courier complete with insatiable curiosity. Feeling the pressure building, I said that "I'll play the Wizard" and slotted myself into our world.
I don't play the Wizard. Ever.
Despite being veritable virgin of the gaming group, I've got about a decade's experience at formal role-playing, starting with D&D (I joined the RPGA at my then-fiance's advice, and met the other two fellows there), and as mentioned elsewhere, Champions (a superhero game that began when my wife moved here (Australia) once we got married (she's from the US), we met online on a play-by-post forum, which is where I started 'gaming'. In that all that time I have stuck to playing mechanically-simple concepts, and more importantly, concepts that didn't mess with the structure of the universe. The game universe that I'm in is more important than me (both as a player and a character), and as such I play my character safely within the 'realms of reality'. I've repeatedly had the group nix playing Ars Magica because I couldn't jump the hurdle to become an actual big-hitter in the game. It has been an issue particularly for my wife, who loves magic as a concept, and when Dresden Files were mentioned, I could feel her mention of 'Pure Mortals' carry the undertone of 'Sweetie, please play something else. PLEASE?' A gaming 'mistake' I make (a lot) is to create a character that is an 'Outsider', and as such makes it difficult for them to commit to whatever is in game world. By playing the Wizard I've tried to stop this issue coming to rise.
"I'm the Wizard, this world revolves around me."
This leads me to another issue.
I don't read Urban Fantasy. Ever.
A source of the mindset of issues of character probably has something to do with my choice of genre. I don't have a problem with High Fantasy, although I'm more likely read something that focuses on someone other than Mages. (I haven't read George R.R. Martin, and feel no real compulsion to do so) I don't have a problem with 'magic' in my Fantasy setting (it's sort of essential), but I like to keep it in it's own jar (Shadowrun mixes to perfectly decent genres, so I steer clear of that). Needless to say, I've avoided Urban Fantasy as a genre. I've never read (or watched) Harry Potter despite having the surname 'Snape'. Needless to say I haven't read any of the Dresden Files. One of our group has read nearly everything, and my wife has read a bit. My limit is reading Mister Butcher's entry on Wikipedia and as much of the few role-playing pdfs that we had. I like to be prepared as a gamer, and as when the pdfs were first placed in the DropBox a few years ago, I figured that someone was going to want to run a Dresden Files game at some point. I studied the books, coming up with a floating concept (a were-wolf mercenary sniper, the half-sister of the Wizard). Of course, that banked on my wife playing the Wizard, which she didn't. Her were-raven is too awesome a concept to ignore.
I'll be posting my concept of character below, and while I mechanically I'm pretty-much sorted at Chest-Deep (slap the Wizard template on her... BAM! I'm done), I'm still trying to iron out a lot of the issues (Are her Aspects okay? How are her Skills). Any input anyone has on any part of the character would be greatly appreciate.
"Hope Kent's future was determined long before she was even conceived. Peter and Phillipa Kent were young, well-to-do, and knew more than was good for them. Hungry for arcane power, they made pact with the powerful Wizard Duane McDowell – initiation into magic in exchange for their Firstborn at their moment of Adulthood. They were young, so of course they made the deal.
"After years of study, they settled in Concord, New Hampshire, and after a few years, gave birth to Hope. Showing great potential from a young age, they carefully trained her as best they could, keeping her out of 'politics', ensuring she knew the Laws, and letting her learn in her own way. (They let her buy a mobile phone, which lasted 17 hours) A solitary child, they were relieved at not having to explain interactions of the Mystic and Mundane to over-curious parents. She performed well in class, and had a knack for what little magic they showed her. Most of all, she was loved.
"With her finishing Junior High School and the onset of menstruation (a little delayed with some 'mystic fiddling' on her parents part), Hope was informed that she we need to go and study further with her Uncle Duane in Baltimore. Sad to leave her parents, she nonetheless a dutiful child, and was placed on the Acela Express. Undertaking her new studies to the exclusion of all else, she is learning just what it takes to be a mage, still unaware of the 'promise' her parents made with Uncle Duane, or the full depth of what may be required of her."
Hope Kent
High Concept Aspect: Straight-lace Student Spell-slinger (Could this be better? Naive Neophyte?)
Trouble Aspect: Uncle Duane's Apprentice
Phase One has her growing up in Concord, Phase Two involves her coming to Baltimore and discovering just how big the world is. I don't have any Aspects recorded, although I do like "I'd like to buy a clue, Alex." for Phase Two.
Phase Three:
Upon answering the door at her 'uncle's' house, she doesn't quite understand the importance of the courier, or the package she delivers. It serves as an important wake-up call to just how wider the world really is.
Guest Starring: Ophie Rucker
Phase Aspect: Poor Little Rich Mage
Phase Three:
Whilst 'Uncle' was away on business, Detective Turner came to the house, seeking assistance in setting a Soul to rest. Working her way through divination castings, Hope is able to help the spirit find peace, and prove to herself just how competent she is becoming.
Guest Starring: Detective Turner
Phase Aspect: Hey, I can do that!
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The basic character concept is that of an Apprentice Wizard, just coming into her powers. Despite not having much in the way of social contact (or skills), word is getting around that Duane's Apprentice may be going places. I intend to start off with her being naive if exceedingly well-informed, at least in theory, with potential to develop further as needed. She's better than she thinks she is, but she's still a teenager – just more preppy than rebellious. I looked at the write-up for Molly Carpenter (a good place to start), and decided on my own take (better Thaumaturgy, no funky Talents, Stunts or Powers)
Mechanically I've given her just the Wizard Template, as I don't see what else I could afford at Chest-Deep. Her skills at various levels are as follows but I'm considering whether I want to change them (give her Weapons at some level so she could, theoretically, wield a sword – only the Dragon-servant is rigged for combat)
Great: Discipline, Lore,
Good: Conviction, Endurance, Investigation
Fair: Alertness, Athletics, Contacts, Scholarship
Average: Empathy, Fists, Might, Rapport, Resources
I haven't given her any particular spells she does well, any elements that her Evocation is focused on, any Thaumaturgical focus, or any bonded items (is that the right term?). Any help with fleshing Hope out further would be good. Very Good.
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Help me Forum, you're my only hope!