Dresden Fluff

I’ve talked a fair bit about the rules aspect of the Dresden Files RPG that we’ve seen. We’ve also had a look at some of the setting and world bits. I haven’t brought them up before now because I’ve been concentrating on the other pieces. Now I’ve got a little downtime until after the supernatural characters are created, so I want to use it to talk about the setting material.

Wow.

One of the first chunks they sent us was what they’ve been planning to use as the first chapter. It’s called Harry’s World, and it’s a pretty nice overview of the main conceits of the setting, the big players, and the overarching background. It is, in fact, about all you would normally get in a chapter on setting in a lot of other games.

On its own, it’s good. It stands as a solid introduction that lets you understand the rest of the book. It lays out the mindset of the game very nicely, covering a variety of topics. Magic is real. Most people don’t believe in it. Monsters are out there. Some people know about them. Wizards. Shapechangers. Faeries. Vampires. All that sort of thing.

Nothing gets a very detailed rundown – they’re saving that for the later chapters – but really, you’ve got pretty much everything you need right here. If this were the only setting material in the book, you’d be wishing for a little bit more, but you’d be pretty satisfied overall, given how easy it is to build stuff in the system.

The next setting chapter is Who’s Who, and it comes along later in the book, after most of the crunch. It is an encyclopaedic (and I use that word in its fullest meaning) list of all the important characters from the Dresden books. And not just the ones that appear – both Harry’s parents are in there, along with Justin DuMorne and Heinrich Kemmler. There’s a description of each, varying in length based on how much information we get in the books, along with running commentary that adds color and sidebars that talk about using the various characters in the game.

If you haven’t read the books, this chapter is full of spoilers. Be warned.

It also looks like each of the entries is going to get a stat block, but I can’t swear to that. Even without the stat blocks, this chapter is packed with useful stuff for running the game, and is a great source for character concepts. They even suggest a Carpenter Kids campaign, playing the children of Michael and Charity Carpenter, that sounds like it would be a lot of fun, even if only as a one-shot.

Beyond the obvious utility of this chapter, there’s another benefit. It shows very nicely the different types of people at large in the Dresdenverse, what their motivations and goals are, and the sorts of stories they generate. Just flipping through it should give GMs ample inspiration for setting up encounters, adventures, and entire campaigns.

And then we’re on to the last fluff chapter we’ve received, called Goes Bump. This is the monster section, for lack of a better name. It lists the various classes of supernatural creature out there, from Angels to Zombies, with a description of each type, breakdown of subtypes, and comments and references for everything.

This section will have stat blocks, though the version we got didn’t have them yet. Gotta nail the system down before you start using it to stat things.

Again, the length of each entry varies, based on information in the books. Angels get less than a page in the playtest version, while Demons get a little over four, and Vampires get close to eight.

It’s not just monsters that get listed here, though. This is also the place to find stats for incidental mortals, like police officers or EMTs or minor practitioners, for you to throw in as NPCs on the fly. It’s a toolbox for putting together encounters and adventures, filled with the stats you need for the job and the commentary and description to help you figure out how best to use them.

Now, page counts don’t mean a whole lot at this stage of the project, but the overall count for the fluff sections so far is 256. What that means is that this is going to be a big, meaty book when it’s done, brimming over with neat stuff for the game.

I can hardly wait.

Looking Ahead

We’re approaching a full-on game of the Dresden Files RPG. It’s making me a little giddy.

Here’s how things are looking for our progress:

  1. Evil Hat has said that the spellcasting chapter, which is the last chunk of rules we need, should be sent out to us within a week.
  2. Next Monday, Wednesday, and Friday nights, I’ll be hosting character creation for supernatural characters. I have to break it up like that because there are nine people in my playtest group, and that’s too many to handle at once. I’ll post the new characters as I get them, as usual.
  3. By Saturday, March 8, I will start working on a couple of adventures for the game, probably two-to-three session arcs, hoping to finish those by mid-week following.
  4. The week of March 16, I’ll start running sessions. Again, we’ll have to break into smaller groups, which is why I’m creating multiple adventures. I will post play reports as these complete.
  5. Evil Hat is planning to move on to the next stage of testing by the end of April; what they’re calling the Late Alpha Test (as opposed to this phase, the Bleeding Alpha Test). This will probably involve different playtest groups, as they try to get other viewpoints on the system. That means that my involvement in official playtesting will probably wrap up around that time.
  6. Just because the playtest is over doesn’t mean the game is necessarily over. If things are going well, if everyone’s having fun, I will probably continue to run with the rules I have until the final game comes out.
  7. Some time in the future, Evil Hat will publish the game, and I will buy a copy and do a little dance of joy.

So, that’s how things look to go over the next couple of months. It’s gonna be a fun run. Stick around.

The Great Mystery

Or why my dream magic system will never be made in a roleplaying game.

I’ve read a lot of roleplaying games in my life. Really, a lot. And one of the criteria I use to judge the system is how they implement magic.

Let me define my terms here. I’m going to be talking specifically about magic as a mystical force. The same systems are often used by RPGs to model other types of special powers, whether they call them psychic abilities, cybernetic enhancements, super powers, or whatever. For the purposes of this little rant, I’m just talking about magic that is done through mystical means – you know, the kinds of things wizards and sorcerers do. It could be in a pseudo-medieval setting, like D&D, or it could be in a modern setting, like Dresden Files, or even a futuristic one, like Shadowrun. It’s the use of supernatural abilities to elicit a change in the environment.

How’s that for a definition? Good. Moving on.

There is a strong tendency in fantasy RPGs to make magic a technological substitute, and to approach it in a very scientific, mechanistic kind of way. Some do this behind the scenes, like D&D, while others get the player or character involved, like in Savage Worlds. Either way, you wind up with recipes for magical effects that are repeatable and predictable.

Fantasy novels have embraced this idea, as well, especially those that have mystical characters as main characters. You get exposition on how magic works, what laws it adheres to, how the various factors intermix, etc. There is a decided effort to make magic understandable, to minimize the necessary suspension of disbelief to integrate magic into the story.

And I like those books. Well, not all of them obviously, but in general.

And I like those games, too. Again, some more than others.

But in both cases, the magic doesn’t really feel, well, magical.

It’s reasonable that authors and game designers take this path for their magical systems, and I don’t argue it. You need a predictable structure to magic in a game, so that the players know what their characters are capable of. So that the GM can properly assess challenges for the characters. So that there is a shared understanding of what magic is and what it can and cannot do. In books, it helps the author avoid contrivance in plot and present believable limitations and challenges for the characters. It helps them play fair with their audience, not relying on deus ex machina in the form of magic to save the day.

It’s a perfectly viable approach. Understandable. And, done well, enjoyable.

But there are other ways of understanding magic that I like better.

Like not understanding it.

Charles de Lint wrote a book called Greenmantle which is all about Mystery in the deep green places of the world, a power that predates modern understanding, and can never be completely understood. It touches everything around it with a transformative power that cannot be denied.

Guy Gavriel Kay wrote a book called The Summer Tree, in which a young man sacrifices himself to a god on an old oak tree, and is sent back into the world with a power of knowledge. He knows things, whispered to him by the god’s ravens, and, though he has no real mystical ability himself, he is accorded equal status by the lesser gods and goddesses in the world.

Sean Stewart wrote a book called Resurrection Man, where magic awoke in the concentration camps of the second world war, and runs through the world to this day. Minotaurs form in the twisting slums of the violent inner cities, and some few people have an angel inside them that shows them the truths of the world in dark and disturbing ways, and leads some of them away from humanity into a new existence.

(By the way, you should read everything that those three gentlemen have written. They are each of them magnificent authors. And the two that I have met are very gracious with their fans.)

I cite those examples to show a different approach to magic. Joseph Campbell, in his book Primitive Mythology, talks about magical thinking as a process different from the logical thinking that typifies modern life. The RPG Nephilim tried to produce that sort of experience for the players, and came pretty close when they moved from the standard list of magical spells to the more free-form type of magic in the supplement Liber Ka.

This is the kind of magic system I want. One that works on The Logic of Elfland, as G.K. Chesterton called it, instead of on the mundane, predictable logic of the real world.

I want to be able to act on a symbolic, mystical understanding of a situation, and have it work both narratively and mechanically. I want to be able to weave the lies told by a villain into cords that will bind his happiness, never letting it free. I want ants to come to my rescue because I prevented my brothers from destroying their hill. I want to win the fair maiden’s hand because I’m the third son and my name is Jack. I want to trick Death into a sack where I can keep him confined forever. I want to stand between life and death, able to look into each realm, and negotiate between the inhabitants of both.

It’s not going to happen, though.

Maybe I’ll be able to play someone like that in an RPG some day, but it’ll be a very rules-light, GM-intensive game. Because of the problem Joseph Campbell noted.

Magical thinking isn’t like our modern logic.

So, how can we develop mechanics that properly reflect it? We can’t, in my opinion. Every rule we create to structure magic strips away some of the mystical, leaving it a little more predictable and a little less magical. By the time we get something playable, the sweet mystery of magic has been tied down and tamed. The wildness is gone.

I’m going to keep looking for it, though. If nothing else, it lets me find a whole bunch of interesting games that do it the other way.

And that’s not bad.

It’s just not my dream system.

After the Fighting’s Done

So, Friday night I ran the second half of the group through the conflicts to test the system. Now that I have no more secrets to keep from the players, I’ll give you some more detail on how things went.

For the Mental conflict, I chose trying a case before the Triumvirate of the Council of Ghosts. The set-up was that the ghost of a woman was released from the Vaughn Street Jail after evidence came to light that she was wrongly convicted of murdering her children back in the 1930’s. Citing this release as precedent, four other executed murderers were suing for release, with the aid of a ghost lawyer. The characters had certain knowledge that the four would take vengeance on the city, rather than move on as the woman had done, and so had to convince the Council not to release them.

For the Social conflict, I had five einharjar from Gimli come into town and start tearing up the local bar where the characters were gathered. The characters had to convince the einharjar to leave. Simple and straightforward.

And for the Physical conflict, I had the daughter of one of the lead detectives of Operation Clean Sweep kidnapped by the Mad Cowz, and held in a drug house guarded by a dozen gangbangers led by a hyena lycanthrope. Straightforward, but not so simple.

Because of time limitations, we only got to run two of the three conflicts with each group. For the first group last Monday, I ran the social and physical conflicts. For the Friday group, I ran the mental and physical conflicts.

We got off to a slow start, mainly because I had to teach the conflict rules to people in both groups. There was also the expected learning curve delays, as people tried to get their heads around some of the concepts and options they had available to them. Both those factors are to be expected in any system, so we knew they were going to crop up.

Once things got rolling, it was fun. Everyone got to try doing interesting things, and events flowed in a fairly interesting manner.

We did run into a bit of trouble because of the restrictions I put on each conflict, forcing players to stick to either mental, physical, or social tactics. Of course, in a real game, I wouldn’t restrict things this way, but the idea was to test the systems independently of each other.

Anyway, I’m compiling my impressions and reports from the players to send to the Evil Hat folks to let them know how things went. In the meantime, here are a couple of moments that really worked nicely:

  • Anne using her skill at chemistry to spike the einharjar’s drink, making him talk in a squeaky voice, and embarrassing him to no end.
  • Crazy Iris realizing what a huge combined advantage a shotgun and surprise can be.
  • Artemis deciding to use his Lore skill to bluff the einharjar with the threat of Odin’s wrath.
  • Boniface, so careful not to kill any Mad Cowz, accepting a compel to kill one who had almost killed him with a gunshot.
  • Sydney using a combination of Conviction and Lore to stand up to a ghostly lawyer, while Jim’s police training allowed him to lay out the evidence to undermine the case, and Boniface kept the lawyer off-balance with his knowledge of the hidden crimes of the past. Good uses of declarations by all players, filling in details of the Accord of Two Waters, the lawyer, and the criminals.

All in all, we had a good time. The more we try the system, the better things look.

Getting Into the Weird

So, I’m looking over the Supernatural Stunts chapter of the Dresden Files RPG. Interesting stuff.

I mentioned back when I was talking about the mundane character creation that you buy stunts by spending refresh rate. Mundane stunts are one point each. Supernatural stunts may cost more. This means that supernatural characters tend to wind up with fewer Fate Points at the start of a session than other characters, and have to work at getting their Aspects compelled to earn the Fate Points that they’ll need in play. Since compelling someone’s Aspect usually means that their choices are restricted in some way, Evil Hat has equated Fate Points to free will.

That’s right. Supernatural creatures have less free will than mundane folks.

They do a good job of supporting this with references to the source material. Think of how many times Harry gets the ever-loving crap kicked out of him early on in the stories, only to rise from the ashes when he really needs to, and do some kicking of his own.

He’s not just getting beat up; he’s collecting Fate Points for the climactic showdown he knows is coming.

It seems a nice mechanic, and has worked well with the mundane characters. We haven’t made supernatural characters, yet, so I can’t speak to that, but it looks like it will work just as well.

There’s a little twist to the supernatural stunts that set them off from the mundane ones: Permissions. Permissions are stunts that allow you to take other supernatural stunts in keeping with the specific Permission that you’ve taken. They tell you what other stunts you must take, and what other stunts you may take. So, if I want to play a wizard, I need to take the Wizard Permission, and all the stunts that Wizards need to have (things like Soulgaze, and The Sight, not to mention the spellcasting stunts). There are a couple of other stunts I can take if I like.

Not all of these stunts cost Refresh Rate; some are free (these are usually permissions), and some actually return some Refresh Rate (by effectively discounting other stunts by applying restrictions to them). But at the end of the day, you generally wind up with fewer than five Fate Points at the start of a session.

I think it will work; I’ll let you know how things go after I’ve tested them.

This does do one thing that will have a real impact on how players think about character creation: most of the Permissions require you to have at least one Aspect relating to it, often two. This means that, when creating supernatural characters, players need to consider the stunts they’re going to need right from the start, not pick them after deciding everything else. That’s not a bad thing, but it is a change that the players need to be ready for.

Anyway, those are my observations so far. More to follow as testing continues.

What I Found in my Closet

So, I was going through my closet today, and found three books that I had completely forgotten about. I’ve had them for over 15 years, and I’ve read them three or four times each, and it always happens this way: I’m poking around for something else, and I find them. And I read them again. And then I put them away and forget about them.

But I always read them again, and I never throw them away.

I’m not sure one of them is going to survive the next reading; at some point, it seems to have gotten wet. It’s a paperback, it’s over 15 years old, and I think it’s going to suffer catastrophic spine failure.

I’m still going to read it.

Then, I’ll probably have to start digging around on the Internet to replace it. Probably the other two, as well, just to be safe.

See, they’re out of print.

What are they? Glad you asked.

They’re a trilogy by Mel Gilden, who seems to mainly be famous for his Star Trek novels, young adult novels, and Beverly Hills 90210 novels.

Yeah. I know. WTF?

Now, I cannot, I will not, bad mouth anyone who makes money writing. I don’t care what they write. They are living the dream, and more power to them.

(My friends know that there is one exception to this, but I don’t know you well enough to tell you who that is.)

Anyway. Those other things Mel Gilden has written hold no appeal for me, yet this trilogy brings me back time and again.

Surfing Samurai Robots. Hawaiian UFO Aliens. Tubular Android Superheroes.

They are silly. They are brilliant. They are wonderful.

The writing’s good enough not to chase you away if you get past the ridiculous names. He’s got a good touch for noir, for language, and for behaviour.

Here’s the set-up, from the back of Surfing Samurai Robots:

He was the first alien to invade Earth…

He called himself Zoot Marlowe, said he’d just blown in from Bay City, but even the wacked out surfer dudes could tell that the four-foot detective with the giant schnoz was from somewhere out of their world. Still, he could throw a mean frisbee and he said he was a private eye, and when somebody decided to smash and trash all the surfing robots in Malibu just days before the biggest surfing contest of the year, Zoot was the only being around willing to track the bot beaters down.

But Zoot didn’t know just how widespread a conspiracy he was about to run up against. For this first case of his Earthly career would see him taking on everything from the Malibu cops to Samurai robots; motorcycle madmen to talking gorillas; and a misplaced mistress of genetic manipulation…

So, yes, it’s humourous sf. I know a number of people who will hate it on those grounds, but there you go.

Still, you’ve got to marvel. Mixing humour, sf, and noir, and making it work.

And what makes it work? Mainly, Zoot. He’s obsessed with the noir radio shows that his planet has been receiving from Earth, and decides to make a go of it. He never admits he’s an alien to anyone as far as I remember, playing it as straight and Chandleresque as you could hope. But you can see the reactions in the people around him – the confusion, the wary acceptance of his lame excuses for his appearance, the curiosity about what he’s doing and what he is.

He’s got heart. He’s got grit. He’s a true homage to Phillip Marlowe, even if he is hiding behind silly covers.

Right now, I’m re-reading the Dresden Files books for the playtest. Then, I’m halfway through Purity of Blood by Arturo Perez-Reverte.

But then I’m going back to these little gems.

Oh, did I mention the robot duck sidekick?

This Just In…

A comment from one of the players in the session last night, referring specifically to the physical conflict:

“The fighting comes across as realistic – people get stunned, slashed, scared and confused. We all limp away from a fight, whether we won it or not.”

Sounds a lot like the Dresden Files books, doesn’t it?

And that’s a good thing.

Thanks, Sandy!

About Last Night

I don’t want to get into too much detail in this report; I still have another group of players to run through the conflicts. Some general observations:

  • Conflict in this game, physical or otherwise, is very much narrative-driven. This is a real change in perspective for players who are used to D&D’s very mechanics-driven combat system. It requires a different way of looking at conflict.
  • No matter what the system, a sucky roll is a sucky roll, and it can still make you sad. Or dead.
  • Getting to choose your own injuries and consequences is a very interesting choice. Watching someone try to decide where the machete hit them or how bad the bikers scared them is a lot of fun.
  • The key to conflicts in this system seems to be co-operation. One character (or more) uses a maneuver to stick someone with an Aspect, and then the finisher comes in, tags the Aspect(s), and strikes home.

On Friday, I’m running the conflicts with the rest of the group. Once I get everyone’s feedback and have consolidated it and forwarded it to Evil Hat, I’ll post a more specific report.  I’m not sure how much detail I can include, but I’ll tell you what I can. I just don’t want to give away anything for the other group, or prejudice their comments too much.