Hello fellow dresden fans I am a long time player as I stated in the title who is taking the mantle of story teller to take a group of new players to the dresden rpg through their first scenario. I have ran other systems before but its my first time in the driving seat for this system, I have read through the book a few times, searched on here and looked through some of the DRPG resources website for information but I am still to my shame riddled with some questions and rule of thumbs that I need answering. So like the grass hopper I am ive come here to you for help!
You've come to the right place. Welcome to the boards.
I am going to break down my questions between general ones and ones targeted at characters my players have created. Okay so.
I set the power level up to your waist (7 refresh, 25 skill points, skill cap at Great) since I wanted them to start small and grow.
That's a good idea. Having to deal with too many powers can be quite overwhelming in the beginning.
General
1) To get the most out of social conflicts do you initate one by itself with one or all the players or like in the books do you done one just before a fight breaks out or immiediately after?I want to get them right!
Whatever is needed. Though I've had few social conflicts overall. There's one I really liked in my pbp game, where a player is talking down someone who is trying to blow up a church. I like a bit of smack talk up front, which can be a social conflict, but doesn't have to be.
There's not really a good answer, I'm afraid. It could be that your players are much more into talking the opposition down than they want to fight them. Generally, if you feel like what the characters are going to talk about is important, make it a social conflict and try it out. You can always end it if you feel it leads to nothing, and move on with something else. There's a lot of trial and error involved to find the right style for you and your group. Doesn't mean a "wrong" way to do something can't be fun.
The conflict I spoke of:
http://www.jimbutcheronline.com/bb/index.php/topic,28668.msg1635671.html#msg1635671It's in the church bit in my posts and JayTee's posts.
2) Designing opponents for them to fight do you have advice for some examples for a bunch of 4, 7 refresh characters? I want to throw a few things at them they can handle reasonable well to get them used the the combat without putting them all in hospital Also for the designing the big bad of the scenario would you give them a few more refresh for more abilities or give them aspects that will give them a better edge against the players?
My goto visual for this sort of question:
https://www.youtube.com/watch?v=gD6olRJ8S3IThe problem is that something that one group will steamroll can be a brick wall for another group at the same level of refresh. Not only because of different powers, but also how well the players work together, and how well the characters abilities compliment each other. Again, the best way to go is start somewhere and try it out.
If you aim too low, let the players have the victory. If you aim too high, keep in mind that taking a character out doesn't have to mean that you kill him. Just take them prisoner, let them wake up next to a body, and so on. Even if the character loses a fight, the story will continue, just with some major complications for them.
Also keep in mind the rukes for concessions. You can end a conflict by giving up what you were after, but you get to have a say in how you lose.
Generally, you can go by effective (base+all bonuses) skill levels. Equal is an even chance to win, -2 is an easy opponent, +2 is a pretty hard opponent.
3) Is there usually only one neutral ground for supernatural in a city or can you have as many as you want? Like how you have Mac's in chicago.
Can be as many as you like. Usually though, there's not that many supernaturals around for it to make sense. I'd say that not even every city has one. But I could also see a city withblots of supernatural conflict setting up more, as refuge centers all around town.
If you have another cool idea for why there should be more, run with it. It's your game, so do what's the most fun for you.
4) Does armor have to be aquired through play? or would a character with a resources or contacts at a high enough level start off with say a kevlar vest?
I've capped mortal armor at 2, and that's the really good one that not everybody has access to. I would not just let anyone have a kevlar vest, just for the armor. If it makes sense for the character to have one, sure, but not everyone runs around like that. I'll rather keep the opposition at a level that won't require people to feel like they need that.
Ice (focused) practioner in debt to the winter court
1) The maxmum bonus you can get with a focus practioner on a focus item is a +2 ? since you cant take the refinement to increase it? But you can add more enchanted items with refinement?
The maximum number of focus item slots on a focus item is the characters lore. Each point of bonus requires 1 focus item slot. You can buy additional ones by buying the refinement power
Runaway white court virgin
1) This player choose fear as incite emotion power can use. If they kill while this power is active, presumble they become a full blown white court vampire (if they have the refresh) but would they also have to take the lawbreaker power due to the 1st law?
The lawbreaker is for mortal practitioners only. There's a sticky for anything regarding law talk, if you want further information. There's a lot of disagreement regarding the laws, so enter at your own peril.
2) If they enter a place where the emotion they are connected to is strongly present while that grant some kind of bonus to some skills ? or does that only come into effect if they also have the feeding dependency skill.
You can give the scene an aspext that's relevant to the emotion, and give the player a free tag, if you want to give him a bonus. Or he could spend a Fate point on it. There is no inherent bonus.
Scion (Changeling) of the lost court of moirae
This player is scion of one of the sisters of fate who we decided must be fae, right
1) Players wanted to be able to give short, term vague predications on future with some magic offensive/defense. So I suggested seelie/Unseelie casting. Does this cover both evocation and thaumaturgy in the power? also would the player get focus items and enhancement item slots with this power?
Unless stated otherwise, sponsored magic gives you evocation and thaumaturgy in the sponsored theme. I would suggest to add cassandra's tears for the vague future part.
2) If I understand correctly this kind of power would allow you to do divination at the speed of evocation? Would it be possible to be a rote spell involving touch? or would you suggest an alternative?
Divination by touch is easier if you take the psychometrie power to cover it. It works with rote spells as well, though. It's probably a skill replacement spell for investigation.
3) can you take the refinement power alongside seelie/unseelie casting to get more focus items slots/ enhancement items slots ect if the first questions answer here is yes?
Yes.
Emissary to bragi
This player is working for the norse god of poetry using an items of power.
1) Can you use an item of power as a focus item and how would you work out the refresh cost for doing so. A straight 1 refresh for a +1 offensive power and control ?
Just attach focus item slots to the item in question per the normal rules for focus items. It's kind of double dipping to attach the refinement to an item of power
and a focus item, but it is doable.
2)Player wanted to influence and gain information through telling stories, reciting tales and the like so we agreed on a form Physchomancy, But iam having trouble of coming up with rote spell examples to show how this would work since the character is not a traditional spell caster.
Again, the psychometrie power seems to fit. Only instead of seeing the future of something, the character sees the past. Maybe with an added -1 refresh, he can do the same with people. You could change his magic skills to performance and presence instead of discipline and conviction. He could tell the stories, recite poems, sing a balade, and so on, which could add aspects to the scene, objects or people he is trying to read. He can then tag those on a psychometrie roll for greater success.
Though that sounds more like the ritual power than sponsored magic.
3) any tips on possible powers this kind of character could gain over time?
Ghost speaker could be something that fits. Getting the stories from dead people could be pretty helpful.
Thank you kindly to anyone who takes the time to help me out!
Hope I could help. If you have more questions or want me to clarify something, feel free to ask.