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05:45, 20th April 2024 (GMT+0)

Dresden Files RPG.

Posted by Cripple XFor group 0
Cripple X
GM, 8 posts
Tue 24 Jun 2014
at 00:19
  • msg #1

Dresden Files RPG

This is the thread for discussion of the Dresden Files RPG, rules questions pertaining to DFRPG, or it's setting.
Cripple X
GM, 25 posts
Tue 24 Jun 2014
at 05:14
  • msg #2

Re: Dresden Files RPG

I'm a fan of the novels so I'm eagerly awaiting the Paranet Papers update for this. I'd like to see how the handled some stuff that's popped up in thr more recent novels.
KraznyOctobr
player, 5 posts
Tue 24 Jun 2014
at 05:41
  • msg #3

Re: Dresden Files RPG

I really do like how the authors encourage you to think not only outside the box, but outside the novels and sort of add to the universe.
tommy2k4
player, 1 post
Tue 24 Jun 2014
at 17:00
  • msg #4

Re: Dresden Files RPG

quote:
I'm a fan of the novels so I'm eagerly awaiting the Paranet Papers update for this. I'd like to see how the handled some stuff that's popped up in thr more recent novels.


Same here. I only learned about the series when the RPG came out. Which led me to the TV show first and then the books. I read all the way up through Changes in just a couple of months.

I'm also REALLY looking forward to Dresden FIles Accelerated and Dresden Lives might be the first LARP I have even a passing interest in.


I'm actually trying to organize a DFRPG game using skype/roll20 right now. I'd love to run a campaign but I want to try playing it first.

I've been trying to get at least a few more players. If anyone is interested they can feel free to rMail me. (:
jait
player, 3 posts
Thu 4 Sep 2014
at 03:36
  • msg #5

Re: Dresden Files RPG

The books have certainly turned much of the RPG on its side...

Ghosts are no longer quite as described, at least one template is no longer available, our understanding of the power-structure of the Fae courts is vastly improved... and there's a whole score of new creepies and crawlies to deal with.

I've run Dresden Files on tabletop and here on RPOL.  If I can get my time-constraints in order again, I might give it another go...  But, especially here, it requires a lot of GM commitment.
This message was last edited by the GM at 01:33, Mon 05 Jan 2015.
Cripple X
GM, 73 posts
Fri 31 Oct 2014
at 22:26
  • msg #8

Re: Consequences and Recovery - How Long Will That Take?

A free preview of the Paranet Papers that details Las Vegas has been released.

http://rpg.drivethrustuff.com/...arly-Preview?src=sub
Stalker05
player, 1 post
Sat 17 Jan 2015
at 16:48
  • msg #9

Re: Consequences and Recovery - How Long Will That Take?

Can anyone please run a DFRPG? I am new to this and also FATE. I want to try it so badly.
CoyotesGrin
player, 7 posts
Thu 26 Feb 2015
at 17:27
  • msg #10

Re: Consequences and Recovery - How Long Will That Take?

They pop up now and then.  Try posting in the "GMs wanted" section and keeping your eyes open in the "players wanted" one.
Nintaku
GM, 25 posts
Thu 25 Jun 2015
at 22:19
  • msg #11

Re: Consequences and Recovery - How Long Will That Take?

Been thinking about putting together a DF game. Just finished reading Skin Games a couple nights ago, and I've been super excited about the prospect. Possibly both here on RPoL and one for my other group on Roll20. Just one issue at the moment. What are the pros and cons of using the Dresden Files RPG itself versus using a tweaked Fate Core?

Personally, I'm a minimalist. I've heard complaints about Fate Core being too plain and bland from my Roll20 group. I'm afraid that if I make the game too streamlined (adjusting Core), they'll get bored with the mechanics. But if I keep to the original game, it'll be a lot to learn and remember. Is there some balance I can reach?

The things I want to do right now look something like this:

-Remove Powers, relying on Aspects and Stunts for those effects (as seen in Ryan Macklin's articles on using Fate Core for superheroes)

-Include Weapon and Armor values, since that sort of thing really does matter in Dresden Files stories

-Do something with Evocation and Thaumaturgy rules. I think Succeed at a Cost already represents Backlash really well, and Compelling aspects works well as Fallout. Now the question here is do I want to have people decide how powerful they want a spell and use that as a target number to cast? I was originally thinking no, but now that looks really useful. If a pistol is Weapon:2, and the other guy has Armor:3, you'll need to bust out an Evocation at Weapon:4 to really do any good. So difficulty +4 to cast. Right?

What do you guys think about this? And is this even the right place to be having this conversation?
Cripple X
GM, 103 posts
Thu 25 Jun 2015
at 23:06
  • msg #12

Re: Consequences and Recovery - How Long Will That Take?

This seems like the right place. ;)

First and foremost, figure out if your Roll20 group is down with Fate Core. If not DFRPG isn't too much more complicated. It has a few tweaks that represents Dresden's Universe Well. The whole free will thing comes to mind.

If you drop Powers, vanilla mortals are going to be dropkicking a whole lot more ass than in the Dresdenverse. In the books it's hammered again and again that vanilla mortals are out of their depth when it comes to dealing with Supernatural Entities. DFRPG does an excellent job of representing that power curve between "monsters" and mortals while also given mortals extra fate points to have more narrative control to account for the discrepancy in power. Putting everyone on equal footing means that mortals are going to be a lot more powerful.

Weapons and Armor will be super easy. Values are all listed in DFRPG already.

It could work well as long as you keep a grip on the Fate Point flow. If Fate points are precious, then this is actually a compelling consideration. Do I go big and risk failure, or do I play it safe? I'd fail at running a system like this. I give out a lot of Fate points.
Nintaku
GM, 27 posts
Thu 25 Jun 2015
at 23:58
  • msg #13

Re: Consequences and Recovery - How Long Will That Take?

Cripple X:
This seems like the right place. ;)

First and foremost, figure out if your Roll20 group is down with Fate Core. If not DFRPG isn't too much more complicated. It has a few tweaks that represents Dresden's Universe Well. The whole free will thing comes to mind.


I know one of them doesn't like Fate Core itself, calling it a skeleton of a system. He likes meat on his games. Two are really into Fate Core, but haven't gotten much chance to actually be involved in FATE/Fate games at all. The others all seem either ambivalent because of our last three Fate Core games or happy with anything as long as a game happens with little setup time.

The first guy is why I'm considering Dresden Files RPG itself, and the last one is why I'm considering Fate Core. DF takes a /lot/ of prep time. Last time I tried it, we did three sessions of setup: City creation, Faces creation, and Character creation. It was nuts and put everyone on edge. I'm not looking forward to that part again.

Cripple X:
If you drop Powers, vanilla mortals are going to be dropkicking a whole lot more ass than in the Dresdenverse. In the books it's hammered again and again that vanilla mortals are out of their depth when it comes to dealing with Supernatural Entities. DFRPG does an excellent job of representing that power curve between "monsters" and mortals while also given mortals extra fate points to have more narrative control to account for the discrepancy in power. Putting everyone on equal footing means that mortals are going to be a lot more powerful.


Dropping Powers wouldn't put supernatural creatures and mortals on the same footing. Supernatural beasties of the NPC variety would have inherent Weapon and Armor ratings of their own, absurd skill levels, and very specific opportunities to invoke and compel aspects. PC supernatural creatures would need to list out what kinds of things their aspects can do for them (being a Vampire, I can invoke my high concept for superspeed, superstrength, and super toughness, but compel it when I need to feed or run across a weakness). Also they'd have Stunts at their disposal that mortals wouldn't have access to, like the aforementioned Weapon and Armor ratings, weird abilities that otherwise modify skills, etc.

Or I could just take a harder look at Atomic Robo and have people use Megastunts in place of Powers, by which I mean not actually dump Powers at all. I think Megastunts might work better than the Powers from DFRPG, as I recall being nickel-and-dimed to death when making my own DF characters and helping my previous players. Except the Wizard, who basically won at character creation. Not really what I want.

Cripple X:
Weapons and Armor will be super easy. Values are all listed in DFRPG already.


That's true, and they suit the setting exactly. I'll need to take another look to see how the DFRPG and Fate Core ladders compare. I vaguely recall DFRPG's numbers being generally larger than Core's. Still, a fantastic place to start.

Cripple X:
It could work well as long as you keep a grip on the Fate Point flow. If Fate points are precious, then this is actually a compelling consideration. Do I go big and risk failure, or do I play it safe? I'd fail at running a system like this. I give out a lot of Fate points.


Heh. I tend to stick to Invokes and Compels for the FP economy, rather than passing them out like Savage Worlds bennies. My games are just more rigid and structured.
Cripple X
GM, 105 posts
Fri 26 Jun 2015
at 00:11
  • msg #14

Re: Consequences and Recovery - How Long Will That Take?

Nintaku:
Or I could just take a harder look at Atomic Robo and have people use Megastunts in place of Powers, by which I mean not actually dump Powers at all.


That's why I didn't mention this as an option. It's less trouble, but decidedly not minimalist.

quote:
Heh. I tend to stick to Invokes and Compels for the FP economy, rather than passing them out like Savage Worlds bennies. My games are just more rigid and structured.

I have run a whole heck of a lot of Savage Worlds and I always liked the way Bennies are handled there. It's just sort of my natural inclination to handle them that way.
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