DFRPG Q&A 2

Just one set of questions today:

Iorwerth says:

How do weapons and armour work? Do they just add stress levels / subtract stress levels?

Yup. The system is pretty chunky – what I mean is, there aren’t extensive weapons and armour lists. Each has four categories, rated from one to four, that tells you how many stress levels it adds or mitigates. Given how much difference a single level can sometimes make, this is about as detailed as you really need in the game. And with the idea of setting up the kinds of cinematic, rollicking action scenes you see in the novels, that’s about the level of detail you want to keep things simple and fast.

As to magic, when drawing down power do you need to roll, or do you just draw down a level equal to the relevant skill, whatever that skill is?

Once you have drawn down the power I believe you roll your control. Do you need to get a score above the power level to control it? if you don’t, I presume it spills out and has unforseen effects, and may do the caster damage?

With a stress inducing spell, does it do the power level in stress points, or the level of control you have, or something else?

Okay. Quick-and-dirty breakdown of spellcasting. First, you decide how much power you want to use. If this is an evocation, you take one point of mental stress for drawing up to your Conviction skill rating, then an extra point for each level above your Conviction.If this is a thaumaturgical ritual, you don’t take that first level of mental stress, so if you stick to using power equal to or less than or equal to your conviction, actually calling the power doesn’t give you any stress for thaumaturgy.

Then, you need to beat that power down with the strength of your sovereign will and force it to do what you want. This is a Discipline roll, where you have to equal or exceed the levels of power you have called. If you don’t, you either take the difference as backlash (hurting you as either mental or physical stress) or give it to the GM as fallout (hurting the environment and maybe your buddies – this is how Harry manages to burn down buildings). How things are split up is your choice – you can be selfless and take all the damage, selfish and take none, or somewhere in between.

There are, of course, other factors, like focus items and preparation and taking extra time, that can come into the mix, but those are the basics. Basically, even a minor spellcaster with plenty of time to research and prepare can accomplish a great deal safely, while even a fully tricked-out badass wizard caught offguard can push himself over the edge pretty quickly, wearing himself out and melting his brain.

Just like in the novels.

That’s today’s questions. Keep ’em coming.

DFRPG Q&A 1

First off, a clarification from Chad Underkoffler, one of the authors of the game:

Point of fact: Chicago is not fully game-statted as Baltimore is, but it’s got a METRIC TON of cool, real-world (not necessarily series-based) weirdness in it.

My bad, folks. I was skimming the sections for the previous post, and missed this. Thanks to Chad for setting me straight.

Now, on to questions:

Lanodantheon says:

Question: Does the magic section talk about the limits of magic’s interaction with technology?
What I’m talking about is the magic items/foci/whatever-they’re-called that interact with technology to work.
(Specifically, Elaine’s chain thingie that she charges in a light socket.)

Well, there are rules for hexing, which covers the basics of magic and technology interacting. Elaine’s chain would be an enchanted item, like Harry’s force rings, I believe. There are no explicit rules for how it charges up in the light socket, just like there are no explicit rules for how Harry’s force ring charges from him moving his arms, because really it’s just jazz. Looking at the guidelines in the section on hexing, though, I would rule that it might cause problems around sensitive electronics, but not more than Elaine herself would. That is, unless I was using it to throw a complication at the player, in which case I’d give him or her a Fate Point to go with it.

Rechan says:

Hey Rick! I lost the URL for your site, I’m really glad to be back. :)

Welcome back! You’ve been missed.

The DM chapter, does it talk about how to make adventures? To be honest, the DFRPG scares me in terms of GMing, because coming up with a cohesive mystery every “week” is really daunting! I know “Tie it to your players aspects”, but for instance if they smoke one PC’s nemesis, that aspect – that avenue – is gone. Same thing if they shut down something one player is very concerned about, then it’s hard to bring back. Not to mention other matters of maintaining a good Noir/Mystery/whatnot feel to the game, like clues and how to make things not obvious, does it address this well?

Lenny Balsera actually posted a really good answer to this in the comments of the post. Thanks, Lenny! About all I can add to what he says there is that, at the end of the city creation process, you will have so many good locations, themes, threats, and NPCs that ideas for adventures are fairly squirting out of your ears. And if you get the players involved, then they’re going to have a lot invested in those things, and their own agendas – more rich and fertile ground for adventures. Also, the section on advancing cities talks about how to deal with changes to the established environment like killing off a nemesis or solving a major problem in the city. In short, the advice in the book is very good on this subject, but the rest of the book supports the idea of making good stories so well that really it’s just the icing on the cake.

Are Pure Mortals the only ones that can take mortal stunts?

Anyone can take mortal stunts. They’re called that because there’s no supernatural powers involved. Having said that, supernatural characters are less likely to have mortal stunts because they’ve spent their Refresh on supernatural powers instead.

How is Sponsored Magic different? Is it a template that can be dropped onto any PC? Or access to new stunts/powers? It handles stuff like deals with Fey too, right? Or is that just “Hey, look at Emissary”.

Fluff-wise, Sponsored Magic is different because it’s something that originates with an outside power source, like an angel, demon, dragon, magic talking sword, or, yes, one of the Fey. Emissarys are one of the templates that have the option of taking Sponsored Magic, but Changelings and Knights of Faerie also have it. Crunch-wise, you get a little extra oomph in some of your spells, but you are subject to the whims of your patron – if they don’t want you to work a spell, it just don’t work. And they can attach any strings they want to it. For example, if you’re the Winter Knight, and you want to use your Unseelie Magic in a manner that your Lady disagrees with, she can just not let the magic work. Or, she may allow it to work, but demand a favour in payment.

This is also a general question for you. You talk about multiple character creation sessions. How do you deal with players who want to Get to the Game RIght Now? A lot of people I know would not be patient enough for spending more than x hours doing that sort of thing. And, doing City AND character creation simultaneously sounds very… ADD. How do you organize that?

Good questions. There are options for quick play, when you don’t want to spend the time up front building the city or the characters. In these cases, the characters and city get built during play, on the fly, adding Aspects and Skills and whatnot as they come up in the story, and paying any Refresh cost then. If you’ve seen the quick play options in Spirit of the Century, then you’ve got the basics.

Now, as for the time involved, character creation goes pretty quickly – the sessions I’ve run have all taken less than three hours, and that includes explaining the system to the players. And the character creation system is fun, in itself; in fact, the game takes the point of view that making the city and the characters should be part of the play, and as much fun as all the other parts.

Doing city and character creation together would be a little taxing, I agree. The way it’s spelled out in the book, you work it in stages: once you get to a certain point in creating the city, you have enough of a framework to build characters that really fit in with what you’re doing with the city. It doesn’t necessarily have to be in a single session, either; I can see doing portions of the city creation (like, say, research) independently, getting together in a session to work up to the point where you’re ready to build characters, then having another session to build characters and finish off the city stuff. Two sessions.

James Cartwright says:

Great write-up, can’t wait for these books.

Thanks! I’m anxious to get my hands on the physical versions, myself.

Are there stats for ‘Mouse’ in the books and is there the ability to make your own temple animals like ‘mouse’?

thanks

Yes, there are stats for Mouse. There’s also an extensive write-up – almost a full page – on Temple Dogs, that would make it very easy to create other Temple Animals. There’s also a note in the in-characters notes that, as statted, Mouse is a viable player character, if you choose the right power level.

Jon Hammersley says:

So how are enchanted items handled? Some (potions) are obviously single use items but how do you limit something like Harry’s ring that stores kinetic energy?

Each crafter has a number of slots allowed to them, based on the kinds of powers you’ve taken, which they can fill with enchanted items. By default, enchanted items have a limited number of uses per session. You can remove that limitation by having it take up more than one slot. Expending extra slots can also increase the power and flexibility of items.

Does using a specific created foci (ritual knife, blasting rod, staff, etc) decrease the difficulty of controlling magical forces and how does it do so?

Okay. Magic is comprised of two phases: gathering the energy and controlling the energy. When you create a focus, you choose whether it will help you gather energy or control it. If it helps you gather energy, then you can safely call in one more level of power than you would otherwise be able to. You can still exceed this amount, but then it starts causing problems, like fatigue. If you choose to make a focus that helps you control energy, then it gives you a bonus level to the skill that you roll to control the power. And if you fail that roll, bad things happen to you, your surroundings, or both.

So, that’s all the questions I’ve received so far. I hope the answers are helpful.

Let me know if there are other questions I can answer, but I won’t get to them before tomorrow evening.

Digging a Little Deeper

So, judging from the traffic coming in this past day, people are very interested in the Dresden Files Role Playing Game preview sent to the playtesters a couple of days ago. I’m still working my way through the books (did I mention it’s almost 700 pages?), but I figured I’d do two things to help satisfy the desire for information.

First, I’m going to invite questions. Want to know something about the game? Leave a question in the comments, and I’ll do my best to answer it. One proviso: I’m working from the preview and, while it’s fairly complete, there may still be some last-minute changes. From what I’ve seen, I doubt it, but you should know.

Second, I’m going to put a chapter-by-chapter breakdown of the two books below, with a brief comment on what’s in each chapter. That’ll give you some idea of what to expect when the book comes out and you go buy it.

Because you are going to buy it, right? Right.

Volume One: Your Story

This book is about playing the game. It’s a combination of player book and GM book; the co-operative nature of setting up the game advocated in the book makes this a natural choice.

Chapter One: Harry’s World

This chapter gives a short overview of default game world, based on the Harry Dresden books by Jim Butcher. It lays out some important concepts that you need to understand about the underlying assumptions of the world and game, including a section on Maxims of the Dresdenverse.

Chapter Two: The Basics

Here you get the bones of the FATE system, the modified version of FUDGE that’s the engine driving the game. It covers the mechanics of your character sheet, the dice you roll, what they mean, and how to use Fate Points.

Chapter Three: City Creation

Part of the fun of playing DFRPG is creating the city to be a home base for the game. This chapter walks you through the steps, including showing you where in the process you create the PCs. The system is more structured and focused than the playtest version, and you wind up with a nice collection of aspects and NPCs for your city, as well as some good dynamic situations for your players to deal with.

Now, there’s a sidebar in this chapter that talks about how you don’t really have to do this step as a group with your players. They recommend doing it as a group, though, and so do I. Why? because that way you make sure that the city you build has all the pieces for the kinds of stories and conflicts that your players are interested in dealing with. And it’ll give you some interesting surprises throughout the process.

Chapter Four: Character Creation

In the previous chapter, they recommend that you do the character creation as part of the city creation, to help tie the characters more tightly into the setting. This is a good idea. They also recommend doing character creation as a group. I think this is essential for any FATE game. The novel phase of character creation pretty much demands it.

They also mention the idea of having the GM create a character, and I found this to be a great idea in the playtest. We had multiple playtest character generation sessions, and I created a number of NPCs this way. It gave me a nice stable of NPCs with ties to and history with the PCs. I’m going to go one step farther than their recommendation, though; I’m going to suggest holding a couple of extra character creation sessions to have your players help put together some NPCs.

Chapter Five: Types & Templates

This is where they list the different types of characters available, and what powers and stunts you need. The options outlined here are:

  • Pure Mortal
  • Champion of God
  • Changeling
  • Emissary of Power
  • Focused Practitioner
  • Knight of a Faerie Court
  • Lycanthrope
  • Minor Talent
  • Red Court Infected
  • Sorcerer
  • True Believer
  • Were-Form
  • White Court Vampire
  • White Court Virgin
  • Wizard

There’s also a discussion about what to do if you don’t want to play one of these archetypes, but instead want to play something different, like, say, a Ghoul. Really, it’s pretty easy and flexible.

Chapter Six: Advancement

I haven’t looked closely at this section yet, but along with the standard information about how the characters advance, there’s also a section on how your city advances, which I think is a brilliant idea.

Chapter Seven: Aspects

Aspects are the meat of the system. They’re what makes FATE work. The discussion in this chapter spells out everything you need to know about them, including the kinds of things that make good Aspects, and what I call the Aspect Trick – picking Aspects that do double or triple duty for you.

Chapter Eight: Skills

Not much to say about this chapter. It’s skills -  the list of them, how to use them in different situations and for different purposes, stuff like that.

Chapter Nine: Mortal Stunts

Stunts are what give mortals their edge in the game. The way things balance, mortals will be the ones with the most stunts available to them. These are usually special ways to use some skills, or a different thing you can spend a Fate Point on, little things like that. Nothing huge, but stunts can really add flavour and variety to a character.

The chapter consists of three pages of rules for creating your own stunts, and then about nine pages of example stunts. This is very nice; one of the things my group had asked for during playtest was an expanded list of example stunts. And Evil Hat came through in spades.

Chapter Ten: Supernatural Powers

The counterpart to the stunts of the previous chapter, supernatural powers are the extra gravy you get for playing a supernatural character – the things that set you apart. These are expensive, and really cut into the Refresh Rate of Fate Points. This is the primary balance mechanic between mortal and supernatural characters, the thing that lets you play a Karin Murphy alongside a Harry Dresden. There’s about thirty pages of these, and it covers a wide enough range to let you build just about anything you want.

Chapter Eleven: Playing the Game

This section covers pretty much the entire mechanics of the game – it’s about thirty pages (well, twenty-eight), and handles actions and physical, mental, and social conflicts. Except for spellcasting, this is all the system you need. The system is great for running very cinematic, action-packed scenes, and we found that physical conflicts were threatening enough that the players were worried every time one came up that their characters would die. This is, I think, important for a game – there needs to be some risk, or success and failure stop mattering. It also led to some great roleplaying, as players (and characters) did their best to figure out ways to avoid the risk of combat, sometimes even just running away.

Chapter Twelve: Living With Magic

Here’s where the nature and flavour of magic in the Dresdenverse are laid out. Here, you find out about things like hexing, The Sight, soulgazing, the Laws of Magic, Thresholds, and Wizard biology and senses. The next chapter tells you how magic works, but this is the chapter that tells you how magic feels.

Chapter Thirteen: Spellcasting

It’s a game about modern magic, based on a series of books with a Wizard for a main character. You better bet that spellcasting gets some love, here. I’ve already talked a little about how the system has been changed to bring spellcasters into balance with the other character types. There have been a couple of other things added that really fill in some gaps: first, along with Evocation and Thaumaturgy, they’ve added a section on Sponsored Magic, which is essentially what you get when you make a bargain with a demon or a god. Second, they’ve included a nice list of examples of all the different things discussed in the chapter: evocations, thaumaturgical rituals, focus items, enchanted items, and potions. Very useful, because this is the most complex part of the game.

Chapter Fourteen: Running the Game

This is the GM chapter, and covers the GM side of all the things spelled out in other parts of the book. As is usual with Evil Hat stuff, it’s solid, useful, and detailed. The advice is practical and insightful, everything focused on telling a good story with the game.

Chapter Fifteen: Building Scenarios

One of my favourite bits of Spirit of the Century is the section on building adventures. This chapter does at least as good a job, showing how to build the kinds of situations and events you see in the Dresden Files books. It’s all about connections, in this game, tying you into the city and characters you’ve already created, so that everyone has an emotional investment in what’s going on.

Chapter Sixteen: Nevermore/Baltimore

All through the city-building chapter, they use the example of Dresdenifying the city of Baltimore. Here, they give you the results of of the fleshed-out example, a ready-to-play city for your use.

After this, there follows a glossary and index, as well as copies of the various forms and sheets used in the game. The index isn’t filled in, yet, but the rest of the stuff is complete and useful.

Volume Two: Our World

This is the setting book for the game, though some of the setting elements are covered in Volume One. As I said previously, you cold probably play the game without this book, but I think you’re really going to want it. Especially if you’re a fan of the books.

It looks like the book is going to open with a new story by Jim Butcher; for now, they have the short story Restoration of Faith as a placeholder.

Chapter One: Old World Order

Here we’ve got the low-down on the various power groups in the Dresdenverse and how they relate to one another. There’s a detailed discussion of the Unseelie Accords, as well as a lovely little section called Supernatural Conflicts That Could Kill You RIGHT NOW. Fun stuff.

Chapter Two: What Goes Bump

This chapter has a complete, detailed, statted roster of monsters, spellcasters, animals, and mortals. This does double-duty, both as a section of adversaries, and as a blueprint for building characters. It also has a very useful little list of how the various different supernatural baddies stack up against each other, so you can answer that vital question, “Who would win in a fight between a Faerie Queen and a Dragon?”

Chapter Three: Who’s Who

And this is where you find all your favourite characters from the Dresden Files. And the ones you love to hate. And the ones you’ve completely forgotten about. This section is amazingly complete – even if you never play the game, if you’re a fan of the Dresden Files, this book is a wonderful guide to the world.

Chapter Four: Occult Chicago

Carrying on in that theme, here we have Harry’s city: Chicago, in all it’s supernatural glory. Yeah, that’s right. Between the two books, you get two, fully-worked up cities, in case you don’t want to create your own, or if you need some inspiration. Because of the wealth of source material in the series, Chicago is a little more fleshed-out than Baltimore, and it’s got a lot of good information for play.

That’s it. After that, you get the index.

So, there’s the look at the two volumes of the game. I gotta say, it’s impressing me more and more as I read through it. It’s good stuff. I can’t wait to buy my hard copies this summer.

But that’s enough out of me. What are you folks interested in? What questions can I answer? Let me know, and I’ll do my best.

In My Hot Little (Virtual) Hands

Yesterday, those of us who were lucky enough to be part of the Dresden Files Role Playing Game playtest received a special treat from Fred Hicks of Evil Hat: .pdf copies of the (mostly) finished game.

Guess what I spent last night reading?

I’m not done yet, but I wanted to talk a little bit about my first impressions of the game. Keep in mind that not everything in these files is quite complete; of particular note, the introductions and indices are blank, the short fiction by Jim Butcher isn’t in there yet, none of the page references are completed (page XX), and a few – but not really all that many, from my initial look – pieces of art are missing. That said, here are my initial observations.

The books are gorgeous. The layout is attractive and readable. It’s busy without being distracting or illegible. The marginal notes are a nice touch, being comments from Harry Dresden, Billy the Werewolf, and Bob the Skull from the game world. They entertain, give insight into the game world, and help to clarify some rules points.

The books are big. Combined, we’re talking about nearly 700 pages. Now, from my initial glance, it seems like you might not actually need the Our World book, as all the rules for actually playing exist in the Your Story book. Having said that, the Our World book contains all the statted creatures and characters that you might want for running the game. For example, you can create a changeling character using only the Your Story book by making up the powers and abilities of a fey of a given type in conjunction with the GM, but the Our World book will give you a list of different types of fey and their powers and abilities, so you don’t have to do that work. And it’s always nice, speaking as a GM, to have a bunch of statted NPCs to throw into the game spur of the moment. You might not need Our World, but I really, really think you’re going to want it. Especially if your a Harry Dresden fan, just as a reference book for the world.

City building is substantially fleshed out, with more detail and structure, to help you create the kind of setting you want to play in. The running example is Baltimore, and it turns into a very interesting place as it gets Dresdenified.*

The section I went to pretty much right away was Spellcasting. See, during the early playtests, Wizard characters pretty much walked all over other character types, not so much because of their powerful, but because they were so flexible. A Wizard could, with a little time and effort, be great at anything, which caused them to overshadow other characters from time to time. The specific issue was with Thaumaturgy, which lets Wizards do pretty much anything they can imagine. I wanted to see if this was dealt with in the final version.

It is dealt with. Wizards still have their signature flexibility, but the price of using magic is higher. They get worn out and damaged (and possibly crazy) faster, which leads them to husband their resources more. The difficulty of accomplishing some of the bigger things with Thaumaturgy is increased, meaning that, if you want to do this, you’re going to be spending more time, more effort, and taking a bigger risk to get it done. I think it’s a very nice balance that lets a Wizard accomplish almost anything if they have the time, materials, and dedication, but limits what they can do within the game to things that are simpler and don’t step on the toes of the other characters.

That’s about all I’ve got for now. I haven’t finished reading both books (did I mention 700 pages?), but plan to do that this weekend. So far, I am very impressed with what I’ve got in hand. Kudos to the folks at Evil Hat for putting together such a fantastic game, and thanks again to Fred for making these files available to us playtesters.

It’s got me wanting to run a new Dresden Files game in Winnipeg.

 
 
 

*Yes. That’s a word, now. Why? Because I said so. Back

Its Time Come Round At Last…

Check out this press release.

Yep, after much work, the good folks at Evil Hat are on track to release The Dresden Files RPG at Origins this year.

In two big books.

This is big news for me, because I started this blog as a way to fulfill the terms of the Disclosure Agreement for the Bleeding Alpha Playtest of the game, and I know that everyone in the playtest group has been looking forward to the release anxiously.

I won’t be at Origins, but I will be at GenCon. Guess what I’ll be buying.

Catching Up

Man, I have got to get on a more regular blogging schedule. Sorry for the neglect, folks.

Been a bit of a busy time round my place the past few weeks. Here’s what’s been going on:

Dresden Files RPG

Not a lot happening on this front. I’ve been lurking on the Burner list, and reading some blogs, and of course reading the new cut of the rules. The only real rules bit that’s come down so far has been the city creation stuff, and it’s pretty similar to the version we Bleeders saw. It’s nice to read the list and see that a lot of the Burners are having as much fun with it – and discovering as many cool things about it – as I did.

Mutant City Blues

I’ve had a few people say that they’re interested in trying this, but we’ve had scheduling issues. Summer is actually a pretty hard time to schedule games in our group. Especially pick-up games or one-shots. Many of the people I play with have kids out of school, and vacation trips, and all sorts of other things that come up in the summer. They’re willing to schedule around the regular, ongoing campaigns, but trying to shoehorn in a one-shot is difficult. Hopefully soon.

D&D 4E

I’m working on putting together a 4E campaign to start next year some time, probably after the Player’s Handbook II is released so that there are plenty of option for my players. However, people have been asking me to run a campaign – even a short one – and I wanted to try out the rules and get some familiarity with what works for me and what doesn’t. So, I started a campaign.

I sent out invites to eight people, hoping to get four. I got seven of the eight, plus one person asked to bring in a buddy. Yeah, I’m running with eight people. It’s a real crowd.

We’re using the Scales of War Adventure Path being published in Dungeon Magazine. We probably won’t finish it by the time I’m ready to start the new campaign, but it’ll give everyone a chance to have a taste of the system over a longer term than demos and one-shots. And I’ll get better at the game.

I’m not going to talk too much about the game – we’ve only had one session, and that was very combat heavy. What I do want to mention is the ease with which I was able to beef up the adventure to match my party. The adventure is written for five character; I have eight. It took me no more than an hour to go through and upgrade it to be a fair challenge for my larger party. Mostly, it just involved adding a few extra monsters, but I did have to add some traps/hazards, and I had to level up a solo monster to be a good challenge.

Under an hour. Sweet.

I also had to increase the treasure the way it talked about in the DMG; that took a little more guesswork, because the adventure had 14 treasure parcels to hand out, not the normal 10, so I had to increase the default numbers in the DMG to figure it out, but it was easy.

Anyway, it looks like it’s going to be fun.

The Dark Knight

Man. I love this movie. The performances, especially Heath Ledger’s Joker, are very good. The look is a little (well, a lot, really) brighter than Batman Begins, but there’s still the same sense of urban malaise that you need for Batman.

But the realy treat is the writing. The Nolans just get Batman. They get the rage and the obsession, which are easy, but they also get the hope and the diappointment, which are harder. Lots of times, they don’t come through.

But they do in this movie. You ache for Bruce Wayne fighting against the obsession that is overwhelming his life, all the while knowing that he has to give in to it if he wants to be able to live with himself. There are several moments throughout the movie where he reaches up to the light, hoping to leave the darkness behind, but, in the end, he always goes back to the darkness. He chooses to go back to the darkness. This is especially apparent in the last scene of the movie.

And the twisted, co-dependent relationship between Batman and the Joker is spot on. The Joker even sums it up at one point, saying (and I’m paraphrasing here), “We’re going to keep doing this forever. You won’t kill me because, well, you don’t do that. And I won’t kill you because you’re too much fun!” There are also a number of “jokes” by the Joker that simply happen and don’t get commented on, like the burning fire truck and the sign on the side of the semi trailer during the Harvey Dent assassination attempt. I like that the Nolans trust the audience enough to get these jokes, without having to shine a spotlight on them.

All in all, a great movie. If you like Batman, go see it. Even if you don’t like Batman, this movie may change your mind.

The West Wing

After talking to Jane Brooks, of MyLeftFootloose.com, at some length about Aaron Sorkin series, I started rewatching The West Wing. I’ve just finished the second season, which ends with one of my favourite episodes: Two Cathedrals. It’s a very powerful episode, with a lot of different threads coming together, and it ends with Jed Bartlet about to announce that he’s going to run for another term. The last eight or so minutes really stand out in my brain, because it’s set over the Dire Straits song, Brothers in Arms, and ends without Jed announcing that he has changed his mind and is going to run.

Another instance of Sorkin’s genius with storytelling, in my opinion. He often doesn’t show us the moment, because that would be anti-climactic. He shows us how you get to the moment, and then backs off to let us finish the job ourselves. He has the skill to lead us along with him, so that we know exactly where he’s going, and the trust to let us go the last distance on our own.

I love it.

GenCon Indy

My friend, Clint, and I are leaving very early tomorrow morning for the drive down to Indianapolis. We’re going to GenCon. Now, this isn’t something new for us – this will be our eighth trip down together, I think – but it looked for a while that I wasn’t going to get to make the trip. It worked out that I can, and I am almost as excited for this one as I was for the first one.

Anyway, I may be able to do some updates from GenCon, so check back. Of course, I may not be able to, so you might be disappointed. But I’ll try. And if any of you happen to be at the show, come on by Booth 1701, where I’ll be doing booth weasel duty for Pagan Publishing and Dagon Industries. I’ll be happy to say hello, and try and sell you some Cthulhu-related merchandise that you really don’t need, but really really want.

That’s about it for now. I promise not to take so long to post again.

First the Blood, Then the Fire

Looks like the second round of the Dresden Files RPG playtest is about to get underway. While the first round was the Bleeding Alpha, this one is the Burning Alpha, and it’s got a new graphic:

DFRPG Burning Alpha Playtest

DFRPG Burning Alpha Playtest

[EDIT: I am a moron. I haven’t been able to figure out how to put a graphic in this post yet.]
[EDIT: Got it. I think.]

We who were involved in the Bleeding Alpha are getting to see the files and try them out, and still talk about them, but the focus on this round is really on new folks trying out the game. The canny Evil Hat contingent is setting up a special mailing list for the Burners, while still encouraging us Bleeders to use our list.

So, what does that mean for me?

I don’t know that I can get the old gang together for another extensive playtest – it’s summer, now, and people are scattering. Also, I’ve run some number of one-shots and short adventures in the past several months, and people are starting to push me to do a longer campaign again. I don’t want to start a campaign using a test ruleset, so…

Besides, I’m still trying to find the time to do a test run of Mutant City Blues.

Still, I’m going to be reading the revised rules, and I’ll probably talk about some of the changes here. I may even revisit some of the play reports and characters, to show how they would change in the new rules.

Also, I encourage the new playtesters, you Burners out there, to send me a link to anything you post about the game. I’ll put it up here, and we can help keep people up to date on what’s happening.

The blood has been spilled. Now, the fire will purify.

Deep Gratitude

Now that our Bleeding Alpha Playtest phase is winding down, I want to thank my players for their dedication, willingness to try new things, good feedback, and just being great, creative players.

  • Thanks to Sandy, and Anne Carriere’s iron filing packed snowballs.
  • Thanks to Kieran, and Lucky Firth’s eagerness to sell his mortality to the Bramble King.
  • Thanks to Chris, and Paul Roman’s surly and world-weary acceptance of all the crap he had to go through.
  • Thanks to Clint, and to Christian Manger’s tug-of-war conversations with Madelein de la Neige.
  • Thanks to Penny, and Rowan Aurelian’s willingness to blow up her own head to make the magic work.
  • Thanks to Vickie, and Elaine de la Roche’s remorse over using the shotgun on the Mad Cowz.
  • Thanks to Fera, and Gerhardt Rothman’s trick with the car antennae.
  • Thanks to Tom, and Elias “Legion” Thorne’s willingness to throw himself into any physical threat he could find.

It wouldn’t have been nearly as much fun without all of you.

Thank you all.

Game On VI: The Final Friday Game

Characters

We rejoin our intrepid heroes outside the Legislature, having followed their now-functioning magical compass to the building after leaving Mad Cowz territory. The compass has stopped working again, and is just spinning in circles*, so they can’t get a good pinpoint on their quarry, the warlock Demissie. There follows some discussion about whether to go in immediately, or to wait until after nightfall, when the civilians will have cleared out.

In the end, they decide that it’s too dangerous to wait, and need to go in now. But how to bring all their hardware with them past the metal detectors and sheriff’s deputies guarding the entry? After significant debate, they decide that Rowan will veil herself and carry the weapons in, after the other three have already entered. This works fine, but shorts out the metal detectors and crashes the computer at the security station because of the magical interference. Not a huge deal, but enough to make the characters nervous.

They meet down in the washrooms in the basement, near the cafeteria, and gear up. Rowan tells them that the building was constructed according to mystical principles, and lays out a few of the big ones – the giant statue to Hermes on roof, the sacrificial star pit, the main stairs with three sets of thirteen risers, the statues of Hermaphroditus, the use of the golden ratio in the structure, the statue of Moses with horns…** They decide, based on what they know of Demissie and his flavour of magic, that the most likely place to find him is in the star chamber with the Hermaphroditic pillars at the bottom of the sacrifice pit.

They don’t find any sign of him down there, but Gerhardt notices that the urns by the pillars have been moved slightly, and people seem to avoid walking through the centre of the star. They do some more investigating, but don’t find anything else of note, and start attracting the attention of one of the security guards when Rowan starts moving the urns around.

Faced with this, Rowan decides to risk using the Sight. She finds a bench near the wall, sits down, and opens her third eye. She sees the place as an ancient temple to the power of Hermes Trismegistus, the Thrice-Great God of Magic, and manifesting the union of the male and female, divine and mortal, in the form of Hermaphroditus. She also sees a tortured ghost, wrapped in barbed chains, bound to each of the twelve pillars in the place, and magic gathering at a bloodstained altar in the centre of the star, presided over by a dark, malevolent shadow.

She closes her third eye and blasts at the centre of the star, deducing that the black shadow she saw was Demissie. Unfortunately, her blast isn’t powerful enough to break the veil and ward that have been set up. Demissie responds with a mental attack, sending the shrieking ghosts he has slain into her head, and rattling her a fair bit.

Taking his cue from Rowan’s attack, Legion launches himself at the middle of the star, but is blocked by the ward, formed out of tortured, bound spirits, which wrenches at his brain. Gerhardt uses his kinetomancy to smash all the urns, thinking to break the circle that way, and Elaine starts clearing the civilians and security guards from the room.

Rowan, already very taxed by the magic she’s been throwing around, pulls out all the stops and tears away the wards and barriers around Demissie, revealing him and his small table of ritual implements in the middle of the room. He responds by loosing the twelve bound ghosts and sending him at the heroes. Gerhardt tries to topple the pillars of the room to break up the magical flows, but loses control of his kinetomancy, sending a destructive pulse of force out in a broad splash rather than a focused blast. This topples a couple fo the pillars, splits the marble floor, and tosses everyone around a bit.

Legion and Elaine make short work of Demissie once his defenses are down, and Rowan drives herself almost to collapse banishing the ghosts. The threat ended, our valiant heroes run for the hills before the security guards get it together enough to detain them.

And they all lived happily ever after, because it’s just a playtest.

Comments:

  • While there are detailed rules in the playtest package for hexing equipment, they’re pretty involved. The author suggests instead to just wing it, which I did, and it worked fine.
  • After three sessions, the two spellcasters were getting pretty good at figuring out how to do off-the-cuff magic, including tapping into the power of the Hermetic Temple to power their stuff.
  • The minion system from Spirit of the Century works nicely for things like the twelve ghosts attacking our heroes in a very cinematic vein, but I’m not sure it’s got the entirely right feel for the books. Then again, I sure wouldn’t want to run the final battle from Summer Knight or the zombie-stomp from Dead Beat without it.

So, those are the six playtest sessions done. I’m taking a bit of a break from Dresden Files now; just writing up a report for Evil Hat, and then taking a breather. Six sessions over three weeks is a lot, and I need to put it aside to avoid burnout. Besides, I’ve been pushing a number of other games in our group off the schedule for this one, and we need to get back to them.

Having said that, my group has expressed interest in a continuing game, so we will be back again.

And I’m probably going to start talking about the other games I run or play in on this blog, so you may find something of interest.

Don’t be strangers.

 

*Thanks to Demissie sensing the destruction of the decoy doll and throwing up a veil.

** All of which are real.

Game On V: The Last Monday Game

Characters

We pick up back in Assiniboine Forest, just after nightfall, in the killing cold, after killing another ogre. Christian and Paul have a heart-to-heart about how Christian’s a FRIGGIN’ GHOUL! While this is going on, Anne spots shapes moving in the shadows, surrounding our heroes.

Paul conjures some light, catching all the wyldfae in their furs, feathers, and beads stalking through the dark winter forest. They freeze for a moment, then Crazy Tomcomes in and extends the invitation of the Bramble King to join him at his court for an audience, as Christian had requested. They agree, and follow the fae company to a mound of brush in the middle of the forest, and through a stone doorway into the Bramble King’s hall. Along the way, Anne warns the others about the dangers of faerie food and drink, and how fae cannot lie or break a promise.

It’s a cross between a faerie mound and a native lodge, with a huge central fire-pit and blankets and tapestries hanging on the wall. There are scores of fae inside, dancing, drinking, and eating, and they all go silent when the characters enter. Crazy Tom announces them to the Bramble King, a two-foot-tall, porcupine-like little man seated on an antler throne on a little dais carried around by a troll. He invites them to sit with him around a sumptuous feast, which none of them touch.

The war council doesn’t go very well. None of the four wish to pledge themselves to serve the Bramble King (except Lucky, but he doesn’t want to swear anything until he hears the reciprocal pledge), and the Bramble King doesn’t seem to want to offer anything unless the oaths are made. He even tempts Anne with a cure for her sister, but she doesn’t trust him enough to bite. Finally, the Bramble King sees that he’s not getting anywhere, calls them all cowards, and vanishes along with his court and hall, leaving our heroes sitting in the snow and dark.

Now they’re pissed.

They retire to Archangel Fireworks to talk about their options and to load up on supplies. They decide that they’re not going to walk away from a battle between the faeries, internal matter or no, and that they really want to show up the Bramble King. So, they go off to First Folio to see if Artemis Black has a copy of the Unseelie Accords and the Covenant of the Consecration of the Two Waters. The Unseelie Accords fill roughly a hundred volumes, too much for them to get through in one night, so they go looking through the Covenant to see if they can find a loophole.

And find it they do. The actions of the Winter Court constitute an external invasion against the Assiniboine Ramble, one of the protected powers of the Consecration of the Two Waters, and the mortal casualties show that the engagement is spilling over onto other protected parties. With the proper invocation and sacrifice, it is possible to gain the blessing of the Two Waters to act as champions and intercede in the matter.

With that idea, everyone goes and gets some money for the sacrifice, warm clothes, and weapons, and they all meet at the Forks, where the Red and Assiniboine Rivers meet. Out on the ice at the confluence, Paul conducts the ritual sacrifice and asks for the blessing of the spirits. He gets it, and uses his Sight to confirm that the Two Waters spirits are pleased.

Then it’s back once more to Assiniboine Forest in the cold and dark, to the closed portal to the Nevernever. Paul tears it open with only minor problems for him and his companions, and they troop through into the stronghold of the Winter Court noble leading the attack. After a desperate run through the snow while being chased by rimehounds, they get to the lodge of the noble, and demand entry. When the doormen are a bit too slow to respond, Christian takes the decision out of their hands, and the door off its hinges.

Inside, after a little conversation, they are faced by a very angry Sidhe noble and his two ogre guardsmen. Things go rapidly to hell, and Lucky winds up putting a bullet through the noble’s forehead with the single shot he manages to get off before his gun stops working*. In the ensuing astonished pause, Christian pops the head off one of the ogres, and Paul demands that the Winter Court leave off its invasion in the name of the spirits of the Two Waters.

With the fae thus cowed, our heroes beat a hasty retreat back to the mortal world and warmth. The cold snap breaks, and each of them receive an amulet from the Bramble King. Three of them reject the gift, but Lucky seeks out the Bramble King and pledges himself to his service**.

And everyone lived happily ever after***.

Comments:

  • It is incredibly fun to GM conversations with the fae. I made it a game to see how few of their questions I could answer, shifting the topic, responding with questions, and turning to new people to speak to. Throw in a few straight answers to keep ’em guessing, and it’s a hoot.
  • Nothing moves a story forward like a pissed-off PC.

* I believe he spent five Fate Points on that little trick.

**No mechanics on that, because it happened essentially out of game.

***But only because this was the last playtest session.