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.

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.

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.

What’s goin’ on here?

So. I’ve started a blog. I guess.

See, I managed to get my gaming group in on the early alpha playtest of the Dresden Files RPG, by the folks at Evil Hat Productions. They do good games over there; check ’em out if you haven’t. It uses their FATE system, which they also used in Spirit of the Century, which is probably the smoothest, coolest, most true-to-the-source pulp game I have ever seen.

Lemme back up a bit.

The Dresden Files are a series of modern fantasy novels by Jim Butcher. They deal with Harry Dresden, a Chicago wizard who advertises in the yellow pages. Hilarity ensues. They’re fun books; Jim has really struck a balance between an updated noire detective story and an urban fantasy world worthy of Charles de Lint or Emma Bull. There are currently nine books in the series, with a tenth due out in April of this year. If the idea of a modern Phillip Marlowe battling the forces of darkness appeals to you at all, I say pick ’em up.

The novels also spawned a TV series that lasted a season. It wasn’t without its charm, but it wasn’t as well done as the books.

Anyway, I found out that the rpg license for the series had been bought by a little company called Evil Hat Productions. This worried me. Licensed properties are always kind of shaky in the rpg world, and I had never heard of Evil Hat prior to this. But they also advertised this cool pulp game called Spirit of the Century, so I decided to buy it and see what kind of chops they had.

Wow.

Blew me away. Completely.

After a single reading of the Spirit of the Century rules, I went from worried to ecstatic. These guys knew their stuff. Their thinking about game design, about what made for fun mechanics, about how mechanics fueled story, all of it: rock solid. Much of it even brilliant. Some of it revolutionary.

So, when I ran into Fred Hicks and Leonard Balsera at GenCon this year (Aaah, who am I kidding? I deliberately went looking for them!) and begged them to tell me when Dresden Files would be released, they took pity on me and told me to contact them later about playtesting.

Now, I’ve done playtesting before. I’ve even written and sold a fair amount of game material for D&D and Unknown Armies. So I leaped at the chance, and they decided that they would like input from me and my game group.

There’s a bit of a catch, though: instead of a Non-Disclosure Agreement, I had to sign a Disclosure Pledge, saying that I would talk about the game, and some of the stuff I see, in public, on the web, etc. They want me (and all the other early alpha playtesters) to talk about our experiences with the playtest, so that people start to see the way the game is shaping up and get excited.

And there’s some neat stuff to get excited about, lemme tell you.

So, over the next few weeks and months, I’m going to talk about the playtest here. Keep an eye out for some tidbits that have come out of our experiences, and for some general comments about the game and the process.

I’m not going to post the playtest documents, of course; they don’t belong to me and they’re not finished.

But there’s still some neat stuff I can show you.

Stay tuned.