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Post by Deleted on May 4, 2012 3:56:58 GMT -8
Sounds like things are going really well, nice! Have the players started kicking around character ideas yet? Sadly, only one. The others have intentionally avoided thinking about it until we're done with the city. Which sounds like a good idea to me, except, because I know these players, I suspect it's more of an excuse to not bother taking the time to think on it. We'll see. This coming session is going to be the end of the city creation, and the start of character discussion, and they've been given the Character Creation chapter as homework. So hopefully, they'll have ideas now... --Pukka Tukka
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Post by FrostyTheThrikreen on May 9, 2012 20:55:35 GMT -8
It does sound like fun. I just got the Dresden RPG and am reading through it. I think I will have to do the hard sell on my gaming group though. Not sure if they are ready for the game. My plan is to run a one shot set in Victorian England with fictional heroes from yore (League of Extraordinary Gentleman style). I was planning on making all the characters. So I was wondering if anyone had any character ideas. A few ideas I had were Houdini, Tarzan, Alice (formerly of wonderland). I need more female characters though. Any ideas?
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Post by Deleted on May 10, 2012 14:04:36 GMT -8
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Post by stork on May 10, 2012 15:29:58 GMT -8
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Post by Deleted on May 10, 2012 17:32:36 GMT -8
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Post by FrostyTheThrikreen on May 11, 2012 20:46:02 GMT -8
Marie Curie!! Awesooooommmmmeeee!
Thanks guys! I love the quick response. Funny you mentioned spring heeled jack Cesius, he is going to be the trouble for my one shot.
Stork for the win with obscure ladies of science/math references (sounds like a calendar doesn't it).
Tentagill you have the most badass woman on your list (Miss Annie Oakley, of course)
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Post by Deleted on May 23, 2012 4:24:18 GMT -8
LATEST UPDATE ON THE CAMPAIGN PREP: We now have characters! They're not done, but we've got the basics in place such that we know who they are. The PCs are: *A very late-blooming white council apprentice. Was actually a stock broker until a couple years ago. Was drawn to his mentor for reasons both claim not to understand. Driven by perfection, taking his old obsessive stock-broker qualities and putting them into his learning of magic. *A geeky, blue-collar, self-taught kinetomancer. Bitter and downtrodden, due largely to his need to hide his gift, and his inability to work with any technology for most of his life. Studies to improve his control under the apprentice (see above), in the hopes that he won't accidentally draw the notice of the White Council, and lose his head or something. Wants very much to be self-reliant, but is unsuccessful at it (part of why he's bitter). *A computer-savvy librarian who can see the dead. Bounced around from foster home to foster home, even spent time in an asylum. Insatiably curious about her own powers and the supernatural world as a whole. Is actually the illegitimate daughter of Hades, God of the Underworld... but she has no idea of that (the character, that is. The player knows... it was her idea). *A prideful young aspiring writer. Unfortunately, he sucks at writing. So he swore his service to the Summer Court in exchange for magic. It gave him powers of scriptomancy, but didn't make his writing any better. So now, in order to appease his host's need for creativity to feed on, he 's sort of a talent broker, finding other promising artists and making the proper "introductions." He's got something of a crisis of conscience over all of it, but mostly he just lives in a state of constant frustration, feeling he deserves and is destined for a life better than what's he's got. Now that the characters are more nailed down, I am getting *sooo* psyched about this game. --Pukka Tukka
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Post by Deleted on May 23, 2012 8:25:40 GMT -8
The characters all sound so cool! Curiousity: what's scriptomancy cover/do?
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Post by Deleted on May 23, 2012 13:56:08 GMT -8
The characters all sound so cool! Curiousity: what's scriptomancy cover/do? Well, in conceptual terms, it's going to be magic with writing. Your spells and rituals all involve writing things down, that either create or influence reality. In mechanical terms, he's gonna have Sponsored powers, specifically Seelie Magic, and they'll do all the stuff that those normally do, he'll just flavor them with writing trappings. It took us a long time to figure out his powers. Luckily, by the time we finished the story on how he got them, the mechanics kind of determined themselves. --Pukka Tukka
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Post by shadrack on May 24, 2012 11:44:57 GMT -8
My plan is to run a one shot set in Victorian England with fictional heroes from yore (League of Extraordinary Gentleman style). I was planning on making all the characters. So I was wondering if anyone had any character ideas. A few ideas I had were Houdini, Tarzan, Alice (formerly of wonderland). I need more female characters though. Any ideas? You should try to flip through a copy of "The Kerberos Club" by Arc Dream. there's a FATE version written by the guy working on the Atomic Robo rpg (will be FATE based) I would give him my money now for that book. nownownownownownownownownow!
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Post by Deleted on Jun 20, 2012 4:13:17 GMT -8
Well, it's time.
After more than TWO MONTHS of prep (meeting once a week), we have finally completed the characters and the city for our Dresden Files game. Next Tuesday, we actually start playing.
I'll let you know how it goes.
--Pukka Tukka
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Post by Deleted on Jun 29, 2012 4:18:19 GMT -8
Crap! I forgot to update you on the start of the game.
It was awesome.
It was also a fucking mess.
All of us being new to the system, it was *really* slow going, and very tricky to figure out the mechanics, when they came up. And nobody (*especially* me) can figure out any good compels, and very seldom can work out good tags. It's going to take a lot of learning.
That said, it was so awesome! Everyone had such a tight grasp on their characters.. the in character banter was flowing from the first moment. All the players had a great understanding of how their characters operate, and what they'd do in a given situation. And the system, in so far as we could make it work, is so different, and has such a great feel to it. I'm *really* excited for this.
We appear to move along at about one scene per hour of play. Which feels fair to me. We'll see.
Anyway, totally pleased with things, so far. Now I just need to get better at compelling their aspects. All by one of my players have refresh of 2 or less. So they *need* those FATE points.
--Pukka Tukka
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kevinr
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Post by kevinr on Jun 29, 2012 6:30:59 GMT -8
Sit down and try and come up with 2 or 3 ways to compel each aspect before the next game. If you have trouble grasping multiple ways to do it you may want to talk with the player about tweaking the aspect to make it broader. Do not be surprised if the players tweak an aspect or two every game or so. Some times the aspect you think will work out great you never get to invoke and is just wasted space.
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Post by Deleted on Jul 1, 2012 8:52:15 GMT -8
Sit down and try and come up with 2 or 3 ways to compel each aspect before the next game. If you have trouble grasping multiple ways to do it you may want to talk with the player about tweaking the aspect to make it broader. Do not be surprised if the players tweak an aspect or two every game or so. Some times the aspect you think will work out great you never get to invoke and is just wasted space. Thanks, this makes me feel better about it. I have been working on coming up with theoretical compels on my own, before the next session. I'm also looking back on the session and coming up with places where I *might have* compelled, before. And I've put together a great spreadsheet that tracks all the aspects, how often they are compelled, how often they are tagged, and totals for per character, per session, campaign totals, etc. I hope it'll be helpful. I'll talk to the players about tweaking them if they feel it's appropriate. I think they're learning the lesson of how much they need compels, so it should be easy to convince them, I hope. --Pukka Tukka
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Post by Deleted on Jul 1, 2012 11:40:02 GMT -8
I love FATE, but it is such a different system compared to the D20 type systems most people are used to.
Kevinr's suggestion is a great one. And definitely talk to you players if you are having trouble with their aspects. Every aspect should have at least a couple possible ways of being compelled for good and ill. If they've made them to specific you might need to discuss tweaking them. I had a player who I took a long time to grasp the concept of having negative connotations associated with his aspects. He was a power gaming D&D player so the idea of disadvantages or the like was alien to him.
Though depending on how narrative minded your group is you may find them self compelling in time. It jsut takes a shift in mindset because of how different the rules are to what most people are used to.
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