Friday, August 19, 2011

Dresden Files RPG

Apparently I'm going to be GMing again. I'm not certain if this is a good happy thing or a terrible horrendous one. I'm somewhat excited since we're using the Dresden RPG and I think the system is incredibly interesting and fun, but I'm also dreading how things'll go. Last time we tried my style of stories they pretty much all crashed and burned. I haven't recently had the best of track records running things in others games at that. But hey, no one else knows the source material as well as I do, so that makes me the man for the job. I'll get my game face on and see what happens.

I'd love to sit back and begin hashing out ideas for how the story will run, but frankly I can't even begin to touch upon that aspect of things until we hammer out characters and a setting. One of my favorite parts of this system is how it's important to have all of the characters connect with each other and the setting before things even start, but it also means I can't do much pre-planning. With that in mind I'm going over all of the system rules again to get a better grasp of them. I'm going to have to explain virtually all of it, probably several times, so I suppose it's a good thing to have most of it committed to memory. 

The system itself is an intriguing one. It places all the emphasis on character traits, and using them to flesh out the story, giving players part of the world-creating role that GM's usually have - even on an individual scene level. By creating aspects of their characters, such as 'Serves the Law', the player could decide to behave with that in mind when playing the game and earn fate points if done properly. Fate points can then in turn be used to either make themselves better in certain scenes or even make declarations that change the world slightly, like suddenly knowing the closest place cops hang out when bored. It could allow the players a chance to manipulate the game in ways other than just blowing shit up. While the latter is always fun I'm eager to see what the guys can come up with in this system.

As for where we'll play I suspect it'll end up being Toronto or somewhere similar in North America, it has the benefit of being big enough to include all the various supernatural communities and being familiar enough that we aren't bullshitting literally every second of the game. Given the players have the ability to affect the setting its not like I can just research where we're going to explain things to them, they need to know about it in general terms before hand.

Anyways, we're going to meet up tomorrow and figure out everyone's characters and the city itself. Should be fun, though I expect it to be quite time consuming.

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