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DFRPG / Re: First time RPer wants advise
« on: May 27, 2011, 07:27:34 AM »
As has been said, there are a lot of different ways to GM. The easiest is to make a railroaded story and focus on stats. I think people who enjoy that sort of thing are either autistic or need a life. The hardest is to make a broad world and let the characters play, the story unfolds based on the characters choices (where they go, what they do) and how the world reacts (rinse repeat). I think GM's capable of this are either geniuses or need a life.
I like to start a game on a railroad story-focused game, which I do through an intense plot hook. This serves both as a start for the story, and a chance for the players to get used to their characters. Then I broaden their choices throwing plot twists at them in an episodic fashion. The longer the game goes, the bigger the episodes, and more important the scale. But that's because I'm not a genius, and I like to delude myself into thinking I have something resembling a life.
It might be a lot to take in, but read the books. Especially read Your Story. Don't read it front to back, that's boring. Start the first few chapters through Character Creation. Then play with the lists (such as Templates, Aspects, Skills, Stunts, Powers, and magic examples), it doesn't matter if you really understand what you're reading at this point, think of this as osmosis. Then go through and read the instructions part of chapters in whatever order pleases you most. It works best if you can trick yourself into enjoying it. Once you've read the book, you'll have a fairly good idea regarding the game (I'm still on the last step of that process and I like to think I understand the game fairly well, but that's probably because I'm clever).
As for OW, I don't really see the need to read it through. OW converts known aspects of the Dresdenverse into game terms and mechanics. I think of it as a reference book, and I weep for anyone who reads encyclopedias all the way through.
You can find Death Curses in YS282. But I wouldn't worry about the mechanics too much in your story, it's a plot devise more than an actual spell.
I like to start a game on a railroad story-focused game, which I do through an intense plot hook. This serves both as a start for the story, and a chance for the players to get used to their characters. Then I broaden their choices throwing plot twists at them in an episodic fashion. The longer the game goes, the bigger the episodes, and more important the scale. But that's because I'm not a genius, and I like to delude myself into thinking I have something resembling a life.
It might be a lot to take in, but read the books. Especially read Your Story. Don't read it front to back, that's boring. Start the first few chapters through Character Creation. Then play with the lists (such as Templates, Aspects, Skills, Stunts, Powers, and magic examples), it doesn't matter if you really understand what you're reading at this point, think of this as osmosis. Then go through and read the instructions part of chapters in whatever order pleases you most. It works best if you can trick yourself into enjoying it. Once you've read the book, you'll have a fairly good idea regarding the game (I'm still on the last step of that process and I like to think I understand the game fairly well, but that's probably because I'm clever).
As for OW, I don't really see the need to read it through. OW converts known aspects of the Dresdenverse into game terms and mechanics. I think of it as a reference book, and I weep for anyone who reads encyclopedias all the way through.
You can find Death Curses in YS282. But I wouldn't worry about the mechanics too much in your story, it's a plot devise more than an actual spell.