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Messages - finarvyn

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106
DFRPG / Re: Anyone gaming Dresden anymore?
« on: December 18, 2007, 04:22:08 AM »
One of the things that a lot of Players complained about with Dresden-Style Gaming was - regardless of the RPG System used - the "Murphyonic Field" that surrounds all Wizards.
That's a good point. I really haven't emphasized this aspect of magic use in my games -- and maybe that means I'm not running "true" Dresden.

Of course, I noticed that in the TV series they have allowed Harry to use technology sometimes. I get the sense that the anti-technology aspect of magic is being used more like just another spell rather than a universal effect of magic.

While having magic mess up technology is a lot of fun in books and TV shows, I can see where players would get annoyed with it quickly in a RPG. In most games, wizards seem to feel picked on because of artifiical restrictions (like wizards not being able to use swords in D&D) and I suspect many players would see this as just another artificial restriction. It might be fun for a short campaign, but I'm not sure how my magic-user players will react in a long-term game.

107
DFRPG / Anyone gaming Dresden anymore?
« on: December 17, 2007, 07:46:18 PM »
For a while there were several posters giving updates as to how they were using various systems to run a campaign in the Dresdenverse, but recently this section of the board has been very quiet.

Perhaps this happened at the same time as Fred announced alpha playtesting of THE REAL THING and somehow homebrew games seem less interesting? Maybe people just didn't have anything new to report? I'm hoping that the lack of conversation here isn't indiciative of low long-term interes...

Anyway, I've experimented with Dresden in a couple different game systems with varying degrees of success...
1. Amber Diceless -- this works surprisingly well, since so many of the characters are supernaturals. In a mostly mundane world, it would have some issues.
2. Buffy -- I've found that BtVS (Eden Games) has the right kind of feel, perhaps because Buffy is written with wry humor in much the same way as Dresden. Also I find that I can use some of their ideas for vampires and spells and other things that fit well into Harry's world.
3. Monte Cook's World of Darkness -- this plays like most any d20 system, and typically you like it or hate it. I find some of the ideas (particularly the magic system) to be particularly clever, but overall the system is bulky and cumbersome.
4. Spirit of the Century -- of late I've drifteed back to SotC as my Dresden rule system of choice, in anticipation of the SotC system being similar to Dresden Files. I know that the magic system will be different, but at least my players will be used to the funky +/- dice.  ;D

Anyone else running Dresden at the moment?

108
DFRPG / Re: Pssst... Now Accepting Playtest Applications
« on: October 31, 2007, 08:41:03 PM »
I'd love to play!  Cept...I've never played a table top RPG before *stares at her, now dusty, Serenity core book on it's shelf* and I don't have any friends close enough who could participate.  *is made of sad*
I would say that you should find a way to play a few times to see what the experience is all about.

You might look for a local hobby store or book store to see if they have a board where folks post when they are looking for players or for games to join. You might ask around here or on other gaming message boards to see if anyone near you also plays. (It's a lot easier to learn when someone shows you, rather than trying to read about it.)

I would suggest you find a RPG that is simple and fits a campaign setting which you find interesting. Maybe get into the mood by reading books or watching movies on a similar theme to the campaign. Get together and play a few games and don't stress over the exact rules, but instead try to experience the fun.

If you want to look at Dresden Files, maybe download a copy of FATE or the Spirit of the Century SRD. Maybe support Evil Hat games by buying a copy of SotC (I really love my hardback copy!) and reading about how this kind of game is played.

It'll give you a feel for what RPGs are all about. Give it a shot!

109
DFRPG / Re: Dresden Files...the Story Game!!
« on: October 31, 2007, 08:31:35 PM »
I like to have my games that allow me to look at what my characters attempt and then see if they succeed. You can't really do that with with a game that is all scene and chapters but, getting so bogged down by dice rolles and number crunching just to see if a chracter walks across the street without getting hit is a pain in the rear.
I agree with your assessment of fun gaming, Harleshade. One of the strengths of the FATE system is the fact that you can quickly assess task difficlulty, roll, and move on. Whereas many games give lots of tables and charts of modifiers in the name of "realism", FATE is all about playability and getting that task resolved so that we can move onto the next interesting part of the plot.

One neat thing from the "Amber Diceless" rulebook is the way that Erick Wujcik makes observations about Zelazny's writing style. If a contest occurs between people who are balanced in ability, Zelazny may spend pages explaining each and every detail. If the contestents are unbalanced and the conflict should end in a hurry, Zelazny spends a few words on it and moves on. FATE is a lot like that. Certainly you can build in layers of complexity if you want, or set the stage for a prolonged confict if that fits the adventure, but if you want something done quickly and want to move on then FATE lets you do it.

I'm wary of the use of the term "Storytelling Game" because it gives the impression that there aren't any rules but just players sitting around a room telling stories, but FATE is a great example of a game with rules designed to enable a gaming group to tell wonderful stories with some structure guiding the resoltion process. The rules assist you through speedy resolution as needed so you can move the plot forward.

110
DFRPG / Re: MCWOD and Dresden Files
« on: October 31, 2007, 08:20:33 PM »
I've always had a problem with rules lawyers because it seems like they take the fun out of the game. We had a GM in high school who ran 1E AD&D and every so often he stopped the game to hunt for a rule. We sat around watching TV while he flipped through pages of the book. Really boring.

I think this helped me shape my style of gaming because I'm the anti-lawyer. When faced with an unknown situation, I'm more likely to say "grab a die and roll it" where I'm looking for high numbers versus low numbers. (Practically a coin flip, actually, but I can modify it a tad.) Keeps the flow of the game going.

My general disline with 3E D&D (and to a certain extent MCWOD, even though I love certain aspects of MCWOD) is that fact that the game system is somewhat rules heavy and I continually have to resist the urge to look for a rule while my players watch TV. Part of what excites me about the DFRPG is the fact that FATE is a loose game where I can have the players grab-n-roll and it won't upset the flow of the game.

111
DFRPG / Re: MCWOD and Dresden Files
« on: October 29, 2007, 08:48:45 PM »
I originally purchased some Deryni (sp?) dice because that was all that my local FLGS in Birmingham had.  I have since called a FLGS in London who are sending me the two fudge dice packs like the ones you have.
What I find is that the color of the dice is very important to some of my players. Who am I to deny them “hot pink” dice. ;D

I went even further and purchased the pdf for Spirit of the Century because I was intrigued by your comment about the quality of Fred and Rob's work.  Having read it I called the game store in London back and ordered a hardback copy.  I guess you could say I have been sold!   ;D
Glad to hear it. Maybe I can get a “referral fee” from Fred? Nah. Didn’t think so. I think that Fred and Rob are really sincere about their writing and I find it neat that they are willing to push off a deadline in order to ensure quality. (Of course, if this happens forever and we never get a game – then I get grumpy.) Not all game designers are willing to do this, as evidenced by the number of products that go into 2E mode shortly after printing 1E. They really want to get it right, and it shows in the final product.

I am also really impressed (and just a little jealous) that your family is your gaming group.  That is just great!   :)
We like it, too!

I know not many on this forum like to hear this, but I think a d20 system would be really effective.
I think that there are many systems which could be used to run a fun Dresden campaign. Before DF even existed as a series (or, at least before I ever heard about it) I used Buffy the Vampire Slayer and ran a really fun modern-day sorcery game that was similar to Charmed and Dresden in style. I’ve tried out the MCWOD system and with some tweaks I find it to be pretty good as well. I’ve run something similar using Amber Diceless. My point is that you can find good points about many different game systems, so pick whichever one fits your style. If nothing else, buy DFRPG and mine it for ideas that you can use in a campaign of your own rules of choice.

112
DFRPG / Re: Dresden Files...the Story Game!!
« on: September 29, 2007, 09:04:35 PM »
Chris, have you had a chance to read either the FATE or Spirit of the Century RPG rules sets? I think a quick read-though would ease some of your worries.

DFRPG will be based on the games mentioned above, not d20 or Rolemaster or any of the other really numbers-driven games.

113
DFRPG / Re: Pssst... Now Accepting Playtest Applications
« on: September 27, 2007, 07:02:47 PM »
Suddenly, a big smile appears on my face.

My group has been waiting for this for a long time!

114
DFRPG / Re: MCWOD and Dresden Files
« on: September 23, 2007, 04:07:57 AM »
I have even purchased my first set of fudge dice today in anticipation!  ;D
I went for two sets of fudge dice -- one which has the classic colors and the other with bright colors. (The second set was mostly so my 12-year-old daughter could have her own "hot pink" fudge dice.  ;D) We're all pumped up about DFRPG and ready to play....

115
DFRPG / Re: Will the Dresden file RPG have supplements?
« on: September 22, 2007, 04:49:12 AM »
While I embrace the notion of having a short PDF supplement add-on after each of Jim's books, keep in mind that Evil Hat also has to somehow turn a profit along the way. The unfortunate economics of the gaming industry are such that free PDF files may not be reasonable, but perhaps they can be relatively inexpensive. I would imagine that most supplemental materials would be fan-generated unless enough material was accumulated such that an official supplement from Evil Hat would be warrented.

As to the estimate of 15 pages of PDF per new novel, I agree that this seems somewhat large to me. Keep in mind that each book so far tends to bring in a few new characters, but that those are Chicago characters and the DFRPG will be based on Baltimore. It's possible that new characters in the novels will not be part of the Baltimore Dresdenverse because the two threads are not really designed to overlap so that cross-polination would be at a minimum.

Even so, each new novel adds a couple characters and a small slice of a timeline. Each book advances the plot but it seems like most of the mechanics of the Dresdenverse were unveiled in the early books so unless Harry's powers change radically, there may not be much to write up in that department. Also, the skill system for the original RPG rulebook should cover most generic skills and I wouldn't anticipate many additions after the fact. In other words, once the original gamebook is written there may only be very minimal additions unless the intent is to "pad out" the text with fluff (which really doesn't seem to by Fred's style).

Bottom line -- if Jim really writes 20 books I can maybe see an official supplement coming out at the end because there might be enough new material by then to fill up another book.

Just my two cents.

116
DFRPG / Re: MCWOD and Dresden Files
« on: September 22, 2007, 04:32:08 AM »
I agree that the official game for TDF will likely tackle the setting better. <<snip>> ...the game actually being written up for the setting officially should most fit the flavour of that setting (I hope!).
You've hit the major point right there. While I think that MCWOD is a neat book and well written, some conversion is still needed to make the WOD setting fit into a Dresden-style campaign. At least the vampires, weres, et all, seem somewhat similar in abilites in both WOD and DF so the conversions won't be too difficult.

Having seen some of Fred and Rob's work before, I think we can be pretty confident that they will fit the FATE rules to the flavor of the Dresdenverse very closely. DFRPG will be great when finally complete, I'm certain of this!

117
DFRPG / Re: MCWOD and Dresden Files
« on: September 14, 2007, 03:50:42 AM »
I am a much bigger fan of the D20 system than the Fate system.
I think that the two game systems do different things. The d20 system is designed to add a certain layer of complexity and depth of numbers to a campaign. If you want exact data for the characters such as hit points and carefully listed skills and abilities, d20 is clearly a game designed to do that. If you want a game which is more freeform and open to interpretation, then FATE should do a better job.

Any time you attempt to simulate a book or movie, there is always that decision as to whether to achieve the "general feel" of the genre or the exactness of detail. I think it's nice that there are some choices out there, and MCWOD does seem close enough to Dresden that it should make a nice setting until the real thing comes out.

118
DFRPG / Re: Comments thread for "The Laws of Magic: Part 7 of 8"
« on: August 31, 2007, 03:40:17 PM »
Nice write-up.

Little examples of speeding up or slowing down time are fine, as they are not likely to have long-range effects.

I agrree that actual time travel is really tricky, and that the best thing to do is to avoid it entirely. If a GM does want to use time travel, I would suggest that they plan ahead and prepare a careful timeline so that they can figure out potential side effects of timestream interference.

And find ways to make changes that will surprise the players.

Some inspirational viewing for this kind of thing might be the first couple of seasons of Sliders where the characters visit different Earths that each have little tweaks and variations from the true Earth. Simon Hawke wrote a series called Timewars that details a time police trying to fix broken timelines. There are quite a few other shows and books if a person wants to see examples of how to make time travel work.

Or just make the White Council rule with a heavy hand. That's probably the best idea of all!

119
DFRPG / Re: I need some help with my Dresden game
« on: August 30, 2007, 04:35:35 PM »
Sometimes it depends upon the style of your campaign.

I find that the soundtrack of VanHelsing is somewhat dark, while Pirates of the Caribbean is more flashy and free-wheeling. Harry Potter is flighty while Conan is booming and somber.

120
DFRPG / Re: Equipment and Fate
« on: August 30, 2007, 03:33:44 PM »
That's a great question, by the way, because it leads to a discussion of the philosophy of playing in Harry's world and how FATE will tie it all together.

The notion of "game balance" is more important for number crunchy systems and less important when the story is the focus of the campaign. FATE is loose enough so that the story drives the adventure.

For example, think of The Lord of the Rings. Tolkien makes no attempt to write with game balance, and the most important characters are often those with the LEAST power. The Hobbits get to be the focus of the story instead of being the blasters of the enemy.

FATE is a lot like that. The hero isn't always the one who can control the biggest fireball, but (since the rules system is flexible to emphasize the story). In Harry's world, he often finds himself battling enemies with overwhelming power or werewolves with supernatural strength. Harry doesn't think it's fair, either, but he manages to be clever and use his talents to the maximum advantage at just the right time to save the day at just the right time.

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