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DFRPG / Re: My Group Hates the System
« on: February 09, 2011, 07:59:32 PM »Maybe you can tweek it a little to suite your group. What it sounds like is that your character can and are willing to roleplay, but the self compelling gets in the way. Maybe you could just have them roleplay with the aspects as a guide, and you hand out fate points when you feel it appropriate. that would IMO reduce the amount of characters pouring over their character sheets and put more of the weight on your shoulders. But hey, it might also come down to this isn't the system for you. I am excited about because my group is kind of the opposite. They are used to be dnd players, and this is their first introduction to an indie game. So the aspect system for them will hopefully help them take more narrative control. So good luck, and I hope everything goes well. And even if you decide not to run dfrpg, isn't a great reference guide anyway?
Yeah... I think that's a good idea. I think that would work if I could get them to play the system again.
I gotta say, the aspects during character creation is one of the best things I've seen in a role-playing game in years. I think almost every game can use them. I even did a Star Wars Saga Edition that had aspects and it worked beautifully. Giving out force points and the like for good RP and putting in complications. I think the beef with Dresden is that you really need those fate points and without them, characters quickly get handled. Socially, mentally physically... it's not just combat.
I'm honestly looking for something to convince my players to give it a try again. I think with a bit of massaging it could be really cool and they would love it. But I don't have any REALLY good reasons. But maybe enough GOOD reasons might get them interested. I don't know. But thanks for all the input here. It's helping me put some arguments in order!