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DFRPG / Re: Apects / FP system vs. roleplaying
« on: November 09, 2012, 06:11:28 PM »This is probably where I am most uneasy. This out-of-character approach of the players. I already understand that it's not a flaw of this game, it's a feature and probably a very good one for many but still it makes my head spin a little bit. I will definitely discuss all the new matter with my players at the first convenient occasion and I think we will give it a try ... and based on that experience we will discuss what to keep and what to omit.
The best pieces of advice I can give if you're going to go for it and try the system out are as follows:
Start the players at the LOWEST power level. While being a full wizard is cool and all, for a first time game the less complex a character is mechanically the better they'll grasp the system.
Try it RaW (or as close as possible) for a few sessions (I recomend 4 to 6) before you go fiddling with houserules, give it a chance.
Let your players know ahead of time and introduce stuff gradually. Aspects and the dice mechanics first, then manuvers and blocks as actions, then consequences, then concession. But be sure to tell them "hey there are some rules I will introduce later that may be applicable before I introduce them, don't freak out."
Make the firse campaign shorter and use it as a trial run. If ya'll like it gear up for a longer game. If not then maybe it's not the right game for your table.