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Messages - finarvyn

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121
DFRPG / MCWOD and Dresden Files
« on: August 30, 2007, 03:25:18 PM »
In spite of the M&M thread and a couple of others, I was never reallly certain that Dresden Files could be done using the d20 system. Too mathematical, not loose enough for my liking.

Then I bought a copy of Monte Cook's World of Darkness, which takes the familiar lines of Vampire/Werewolf/Mage and puts them together in a 3.5E format. I'm not a fan of 3E but really like the way this book reads so far, in terms of the way the levels are charted out (the classes essentially become "Vampire" or "Werewolf" or whatever) and the magic system is nice because it allows for custom spells (ala SAGA system) and exhaustion rather than a pre-determined number of spells per day. There are special feats for each class/race, as well as general feats for all characters. It just seems to be well written overall.

So why post this on an DFRPG forum?

Well, we've had a few discussion threads about using different systems (like HERO and M&M) to run Dresden campaigns, and the first two settings that immediately popped into my brain when I saw MCWOD were Amber and Harry Dresden. I have no plans to run MCWOD in the actual WOD universe, but now I think that it would be possible to create a d20 Dresden rulebook in a way that could actually be fun to play. I'll bet that feats could be generated for each major group (wizards, vampires, weres, fairy courts, and so on) and the individual groups could correspond to classes.

The spell-casting system in particular just screamed "Dresden" with the rules for exhaustion, etc.

Just thought I would share my enthusiasm. I'm still waiting for the official DFRPG to come out, but in the meantime this may be a nice fit.

122
DFRPG / Re: Equipment and Fate
« on: August 29, 2007, 08:07:18 PM »
Have you read Spirit of the Century? It's a pulp system based on the same FATE rules that will power DFRPG. It deals with people and events that are "bigger than life" and in many repects is handled in a way similar to Dresden's modern magic.

Philosophically, FATE is a somewhat loose and freestyle type of RPG system. What that means is that it is actually able to handle almost any situation, and special items are no exception.

With a "tight" rules system special items often fall outside of the parameters defined by the rules, so exceptions become hard to handle. FATE is a more "loose" system designed to allow for a Game Master to improvise as needed, so dealing with (spoiler) items such as what you have listed shouldn't be a problem.

123
DFRPG / Re: Punching Bag
« on: August 14, 2007, 07:54:39 PM »
There's another thread a lot like this one here and some of the information there might help you out.

The best wayto learn how to play RPGs is to have someone there to show you. The game store group is nice, or a friend is better. Without some of those resources, you might try joining one of those play-by-post message boards to get in the spirit of telling stories with each other.

The tricky part of tabletop RPGs may be the rules. You should look for a game that is light on rules rather than an encyclopedia to try to read through. I have some personal preferences as to games, but one to try might be Spirit of the Century because it's pretty narritive (rather than number crunchy) and is the core rules which the Dresden Files RPG are being built upon.

Often, early versions of games are more simple than newer versions becasue as people play the games they add to them and the game slowly expands. If you want an "old school" game you might look for any Dungeons & Dragons rules set publlished before 1999, or Tunnels & Trolls of 5th edition or earlier. Both are simple enough to figure out by yourself. These can often be found cheap on e-bay. I can give you more exact titles to search for if you have interest in these products.

Another option is to search google for "RPG" and "free" and find some stuff that won't cost you anything to read over. The downside of this is that the quality control doesn't exist and you may end up more confused than you began. Some free RPGs are better than others, however, and you might look for Fudge or Fate, both of which are excellent games.

Tabletop RPGs are all about story telling with each other, and the rules just help us avoid the "did so / did not" arguments. If you find the right game for your personality, you should find RPGs to be an excellent hobby.

124
DFRPG / Re: Comments thread for "The Laws of Magic: Part 3 of 8"
« on: June 22, 2007, 02:40:23 AM »
I see this law as being somewhat tricky, depending upon the style of the campaign.

Certainly, transforming someone against their will is a bad thing, the same way that trying to alter a person's thoughts against their will is a bad thing.

The grey area is this: what if a person wants to be transformed? I don't think that Harry has ever encountered such a thing, and in fact the werewolf belts from FOOL MOON give the impression that a person who is transformed may lose their sense of self. However, suppose a situation comes up where a character wants to be transformed for some reason? Perhaps the group needs a person to be able to fly to the top of a cliff to grab an item up there and a player volunteers to be turned into a large bird to accomplish the task?

I'm not saying that I would allow such an action in my Dresden campaign, but I really hate to fall back on the "sorry, but it's a rule" defense in order to dis-allow a clever action proposed by a player.

Just a thought....

125
DFRPG / Re: The Dresden Files RPG -- Information Thread
« on: June 16, 2007, 01:42:11 PM »
I'm not so good at RPGs. Most of the gaming I've ever done was via CCG or simple board games like Zombies! So for the RPG challenged, how easy is it?
There is an entire spectrum of RPGs out there, and I would advise you to do some research before buying many of them. On one end of the spectrum you will find rules-lite systems (or some with essentially no rules) which are designed to get people telling stories together. On the other end are rules-heavy systems, which are designed to be more "realistic" simulations of a particular setting. I find that 3rd Edition Dungeons & Dragons, for example, is a very popular game but is very hard to learn by yourself.

The secret to any RPG is having trust in the person running the game. That person invests a lot of time creating a situation for the players to experience. However, with that power comes the responsibility of running a game where the players can change events. (Many Game Masters seem to enjoy a process called "railroading" where an adventure is linear like a book or movie, and no matter what the players do they will arrive at exactly the same ending. Most players hate this and would rather read a book or watch a movie.) If your players trust you to run a good game, you can probably run any rules system in any campaign world and people will have fun.

Dresden Files is going to be released using the FATE game system, and you can get free information from http://www.faterpg.com/dl/. If you’re new to RPGs you might find someone who already plays to teach you (it’s much easier to learn by example) or download free RPGs like FATE and read about it yourself. Give it a try and don’t worry about messing up the rules too much. Go in to have fun. I’ve been playing RPGs since 1975, have read and/or played dozens of game systems, and have been a playtester for several games. It’s a great hobby and one you can enjoy for years to come. I’m teaching my children about RPGs and they love it, too.

Good luck, and if you have questions be sure to ask.

126
DFRPG / Re: Comments thread for "The Laws of Magic: Part 2 of 8"
« on: June 16, 2007, 01:23:52 PM »
Of course, there are a couple of things to consider.

1. The magic pinned-to-the-wall effect contributed to a person's death. As Iago said, it's a gray area in terms of the First Law and might be subject to Warden investigation. In my campaign I think I would at least let the wizard sweat a little and then have the Wardens grudgingly let her off the hook ... this time. Keep in mind that death is death, no matter what the intent. The difference of murder versus manslaughter might not matter to the Wardens.

2. Thunking someone in the head with an axe is also an event that should bring in traditional civil authorities ... the police. Too many times in RPGs players get into the pattern of see a critter, kill the critter, take its loot and move on. That's not really true role playing, it's a video game mentality. The Dresden world is supposed to be essentially our world, only with the twist that magic works. Harry gets some slack because he's friends with Murph, but that doesn't always stop her from cuffing him and running him into the station. The PCs probably don't have such connections, or if they do probably haven't built up enough of a white-hat reputation to allow an axe-murder to slide off so that they can just walk away clean. If nothing else, some "Dark Side" points might be in order...  ;)

Just my two cents.

127
DFRPG / Re: Comments thread for "The Laws of Magic: Part 2 of 8"
« on: June 15, 2007, 04:53:28 PM »
Good reading. I like the overall philosophy of writing articles first in theory and then in specific to the campaign. That style certainly combines the best of both worlds, as it gives a general Dresdenverse resource as well as campaign-specific thoughts and suggestions.

It's stuff like this that makes me certain that the DFRPG will be a big hit.

128
DFRPG / Re: Whatever happened to "on topic"?
« on: June 09, 2007, 04:01:44 AM »
I've been lax.  Apologies.

Bumped the ones that didn't obviously contain Dresden content.
Oh, and thanks Iago. You da man. (I'd rather have you writing game materials than doing moderator-fu anyway... ;))

129
DFRPG / Re: Whatever happened to "on topic"?
« on: June 09, 2007, 03:59:42 AM »
I think part of the problem is that it's hard to discuss something that doesn't actually exist yet and we haven't seen. *shrug* Only so many "wouldn't it be cool if..." posts one can make :o)
Oh, I'm quite aware of this issue as well. That's why I suggested some options of discussion on (1) Spirit of the Century, since it has a similar mechanic, and (2) ideas for Dresden role playing in other game systems. That way, we can still discuss the way magic works, relative strengths of characters and critters, or other aspects of Dresden gaming that might actually be useful down the road when the official game is finally released.

Again, apologies if I come off grumpy on this issue. It's not my intent to discourage enthusiasm.

130
DFRPG / Whatever happened to "on topic"?
« on: June 08, 2007, 03:09:03 PM »
I hate to sound too grumpy here, but the guidelines for this particular forum is supposed to be about the Dresden Files RPG.

I know that some of the threads have been slightly off topic -- threads such as playing SotC or ways to play Dresden in other game systems -- but I think at least these threads can be justified.
1. Spirit of the Century contains the core rules which will form the basis of the Dresden Files RPG, with some modifications to magic use and other details along the way. Because it's closely tied to DFRPG (and is written by the same authors) I would think that such discussions are appropriate in this forum.
2. Discussing Dresden in other RPG systems is a bit tangential, but at least is still Dresden-based and after all these are Dresden boards. While some might argue that these threads should stick to the official RPG, it should be noted that since the official RPG hasn't been completed yet this could be somewhat limiting. Again, I would argue that these threads are okay as well.

What I'm seeing recently is a lot of general/generic RPG threads that have no relationship to Jim Butcher, Evil Hat, the Dresden Files RPG, or anything else that I can tie directly to these products.

There are many generic RPG sites on the 'net, as well as an "McAnaly's Anything Goes" section here on Jim's site. Any chance that we can stay on topic more and get some of the random threads moved to McAnaly's?

I'm interested in discussion of anything Dresden related, but I get to the point where it's hard to find anything on topic in the midst of the background static.

Just my two cents.

131
DFRPG / Re: Harry Dresden Diceless
« on: April 23, 2007, 08:18:41 PM »
I based it off wikipedia...

Anyway, the cost of artifacts in Amber is way too low.  Multiplying it by five or ten would be a good idea.
I'm familiar with the ADRP rules, and certainly the Wikipedia synopsis is right on track for the way things are in Amber. My thinking was that Amber level attributes cost zero points because they are considered to be "average" for the campaign. Since humans are average in the Dresdenverse, I thought that basically adding 25 to each score would put them more in the right range so that zero would become average for the campaign. Clearly, that's why our numbers differed.

As far as artifacts go, I suspect you're right about them being too cheap but I don't know yet what is a logical scaling factor. After all, Harry has a staff, silver pendant, anti-missile bracelet, and quite a few other magical items which one might argue would "cost him points" and I'm not entirely sure how many points should go into items. In the ADRP the vast majority of points go into attributes and powers, but in a Dresden version I'm just not sure...

The werewolf belts in Fool Moon, for example, seemed pretty powerful and gave typical humans some fantastic abilities. On the other hand, Harry managed to defeat them so maybe those items weren't so hot against REAL powers.

132
DFRPG / Re: Dresden Files - M&M Style
« on: April 20, 2007, 04:28:15 PM »
I did manage an exchange -- turns out they had a 2E in the back room!

Now I'm frantically reading. If I can figure M&M out, I may run a short Dresden adventure for my group this weekend. If not, I'll have to default to one of my "house" systems and wing it.  ;)

133
DFRPG / Re: New Dresden files game
« on: April 20, 2007, 01:41:21 AM »
That's cool. Looks like the mods got it moved for you.  8)

You didn't say in your original post how you're running the game -- is it somewhat freeform or are you running it using a particular RPG system?

(Guess I'll have to wander over to the website to find out....)  ;D

134
DFRPG / Re: Harry Dresden Diceless
« on: April 20, 2007, 12:09:47 AM »
I actually statted out Harry Dresden for Amber DRPG

Psyche: -15
Strength: -24
Endurance: -20
Warfare: -24
Bad stuff: Too much.
A few points invested in sorcery and misc artifacts.
Made me smile.  :D  I assume your scale was with zero representing "Amber" level.

I was thinking of running something where zero would be "human standard" level so that I wouldn't need to have all of those negative numbers. I also was looking at using the system but not all of the Amber NPCs -- the point would be to run a Dresden campaign and not simply insert Harry into an Amber campaign.

With "human" level at zero, "exceptional" (Chaos) might be at 15 and "supernatural" (Amber) more like 25, Slife's example would stat out more like this:
Psyche: 10
Strength: 1
Endurance: 5
Warfare: 1
Bad stuff: Too much.
A few points invested in sorcery and misc artifacts.


To set up characters, one would need some sort of baseline:
Vampires would have "supernatural" strength = 25.
Weres would have "supernatural" endurance = 25.
I would put most Wizards with "supernatural" psyche = 15 (so Harry's would likely be more than this).
Mercs like Kincaid might be close to "supernatural" in Warfare, maybe 10.

Pretty much all of the ADRP powers would be gone, as they are not part of the Dresdenverse, but some system for spellslinging and shape shifting would clearly have to remain. Many of the item costs (for things like Michael's sword) could remain, and the basic conflict resolution process would remain intact as well.

So ... just some quick off-the-cuff thoughts for generic critters:
* Vampire = P 10, S 25, E 15, W 0. (50 point template)
* Loup Garou = P 0, S 15, E 25, W 0. Shape Shift 35. (75 point template)
* Generic Warden = P 15, S 0, E 10, W 5. Power Words 10, Sorcery 15. (55 point template)
* Better Warden = P 15, S 0, E 10, W 5. Power Words 10, Sorcery 15, Conjuration 20. (75 point template)

Thoughts?

135
DFRPG / Re: Dresden Files - M&M Style
« on: April 19, 2007, 06:45:35 PM »
Actually, the second edition is so much smoother and better than the first.  It fixed a lot of problems with some powers and how things were bought, and it's also nice.  Plus power level no longer determines how many ranks in a power you can take (though it still does if the power does damage, as damage rating is still mostly capped by power level, unless you trade off attack bonus for damage bonus).

I highly recommend the second edition.
Argh. So I picked up a copy of Mutants & Masterminds at a bookstore and now realize that it is 1E. Is the 2E version different enough that I should spend even more money, or can I get by with 1E?

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