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.

Conflicted

So, tomorrow half my group comes over for our first test of the conflict system in the Dresden Files RPG. It’s very similar to the Spirit of the Century system, but with a couple of tweaks to add a little detail (like weapons and armor) and scale up the grit a bit. It looks like DFRPG conflict is going to be a little nastier than SotC, more of a noire feel than a pulp one.

Both systems allow for different types of conflict. There’s the common physical conflict system (i.e. combat), of course. But they also allow conflict in the mental and social arenas. So yeah, your character can lose an argument by using the mechanics. Or get embarrassed in public. Stuff like that. There are rules for your confidence and your reputation taking a hit and affecting you throughout the game. Or longer. Man, I love the Aspect system in this game. That’s where this kind of flexibility comes from.

Anyway, these tests aren’t going to be a full-on game, just a stress test of the system. I’m coming up with one of each type of conflict, and we’re going to play through it, and see how it goes. Postmortem on the play, then maybe run them again to see if different choices in play make a big difference in the outcome or if the stats and skills on the character sheets determine winner. Depends on how much time we have.

All this means that, today, I’m trying to come up with one of each type of conflict to play through, based on the Magical Winnipeg setting and the characters we’ve created. The physical one is easy: I figure a bunch of Mad Cowz led by a hyena lycanthrope. I’m struggling a little with the mental and social conflicts, though. I’ve got a number of options, and I’m trying to work out which ones will work best for a group. Here’s what I’m toying with:

Mental

  • Arguing a case before the Council of Ghosts in the Vaughn Street Jail.
  • Out-thinking the Corn King spirit manipulating a corn maze on Hallowe’en and finding the way through to the centre.
  • A riddle contest with trickster faeries.
  • Persuading Operation Clean Sweep to hold back from a raid on a Manitoba Warriors club house until the Warriors take down a Mad Cowz shaman.

Social

  • Negotiating a cease-fire between the Indian Posse and the Deuce.
  • Persuading a group of Gimli Einharjar to stop trashing a bar and go home.
  • Convincing the Spirit of Two Waters not to grant a boon to a necromancer.
  • Revealing a White Court Pentecostal preacher to his congregation as the emotion-sucking vampire he is.

Now, all these things are doable with the system (and how great is that?), but some are going to be more interesting than others. I’ve got to put together encounters where everyone has a chance to contribute, and not everything hinges on a single roll, or a single skill. While things like that might work in a normal game, it doesn’t fairly test the system, which is the point of all this. So, I’m thinking.

I’ll let you know what I come up with, and how people handle it.

Bits and Pieces

First off, a new character posted: Iris McPherson, another crazy street person, this one with an alien fixation.

Next, I noticed on some forums out there that people were a little disappointed that I haven’t dealt with the magic system yet. There’s a reason for that: it’s not done. We have, in fact, just received the first third of it – Supernatural Stunts. After that, we still need Spellcasting and Artifacts. Don’t worry; these will get extensive coverage as we test them.

Also, there have been some questions about release date. Now, I’m not privy to the discussions at Evil Hat, and I don’t make any decisions for them, so all I can tell you is what they’ve told me. There is no release date yet. Evil Hat is very committed to an extensive playtest to make sure the game is as good as it can be when it’s released. That’s going to take time, not because the game is bad, but because testing takes time. Might it be out by GenCon? I dunno. If I had to guess, I’d say that was pretty optimistic.

Finally, there have been some discussions where rules are reversed engineered from the characters I’ve posted. That’s cool, and some are pretty close to what we’ve been given. Keep in mind, though, that this is a very early stage of alpha testing. Things are going to change. What things? I don’t know, but they’re going to change.

Just sayin’.

A Rag-Tag Bunch of Misfits

So, I’ve mentioned my playtesters several times, but I haven’t told you about them.

Well, I don’t want to violate their privacy, so all you’re gonna get is their names and a  rundown of our general demographics.

Including me, there are nine people in this playtest: Chris, Sandy, Kieran, Penny, Vicky, Clint, Tom, Fera, and me. Four women, five men. Age ranges from mid-teens to mid-forties. There are members who have been gaming for just about three decades, and one member for whom this is the first RPG experience. Three people in the group run games on a regular basis.

And they’re all creative, energetic, and excited about the game.

Now, I sort of act as front-man for the group, but everyone reading this (and my official playtest reports to Evil Hat) needs to keep in mind that I’m not doing this alone. I couldn’t. Even if I tried, the results would be no where near as good without this dedicated group of gamers.

So, thanks, guys. You make this possible. You deserve the credit. Feel free to introduce yourselves through the comments, if you like. Feel free not to, if you don’t.

I’m just happy we get to play together.

Playtest Update

Just want to let you folks know the status of things, and our plans for the playtest over the next couple of weeks.

First, a couple of days ago, Evil Hat sent us two background chapters on the Dresdenverse. One is a Who’s Who of characters from the books, and the other is sort of a monster chapter – info on the types of bad guys that might come up.  I’ve distributed those to my playtesters, and we’re currently reading through them. They were written by Chad Underkoffler, who also used to write for Unknown Armies, so I know they’re going to be solid stuff.

Second, just tonight, Evil Hat sent us the chapter on supernatural stunts. There’s still the chapter on spellcasting and the one on artifacts to come, but this really puts us in a good position to start seeing how the magic works in the game.

Now, my plans.

Next week, I’m running a couple of sessions using only the mundane characters that have been created. It’s just a test of the conflict system – not a full game. So, I’m going to try to run one physical, one mental, and one social conflict in each session. If possible, we’ll rerun one or two of them, to see what effect different choices make.

A week or two after that, we’re going to get together and create supernatural characters, using the new rules.

Once that’s done, we’re actually going to run a couple of games – maybe two or three session arcs, seeing how the whole thing fits together. That’s the part I’m really looking forward to.

So, that’s what you can expect to see about the DFRPG over the next little while.

Oh, and I’ll continue posting characters as I receive them from my playtesters. I know it’s tough to wait, but it can be even tougher to get them to send them to me.