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Spell Bound - A DFRPG Story
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<blockquote data-quote="ThirdWizard" data-source="post: 5585305" data-attributes="member: 12037"><p>I guess I'll give a little post mortem.</p><p></p><p>We started everything off around 1pm, but we made characters first, which took about two hours. The hardest part about the game that they had was the openness of it. "Where is the list of aspects?" was a question asked. It makes no sense in FATE. But, it makes perfect sense to someone who is used to D&D. There's a change in the basic ideas of how the game functions that needs to be made before play can even begin. I think it wasn't until we were well into the game that they really started to understand, conceptually, <em>why</em> the system is like it is.</p><p></p><p>Luckily, you don't have to be a FATE savant to have fun with the system! The characters were kind of a mix between The Dresden Files and Burn Notice with a bit more violence thrown in. It worked pretty well. Maybe I'll post up some character sheets.</p><p></p><p>Play was a lot of fun. It was very free flowing, and they really got to the meat of things quickly. I wrote a <em>lot</em> more for the game than they needed. Seriously a lot. It's on a TiddlyWiki so I'll just link it.</p><p></p><p><a href="http://dresden.tiddlyspot.com/" target="_blank">Spell Bound</a></p><p></p><p>That's me-notes. But, I think its complete enough for other people to follow. That's pretty much what all my adventures look like. It's probably a fairly decent example of how to write adventures using TiddlyWiki in its own right, actually. Feel free to steal any ideas you like.</p><p></p><p>Highlights from playing were the initial sniper shot fired by Max, which was terrifying, some compels that really didn't make it through in the story hour (like Max's BLOOD LUST being compelled to just off the ghoul before they got information out of him), Jack flying past the ghoul in the air and using a fate point to tackle the Renfields, the casters making life difficult due to accidental Hexes, and sinking a freaking barge at the end. Also, one of my players said it felt like the DF because a house was on fire. That will be a necessary component of all my DFRPG sessions from now on.</p><p></p><p>We only played about two and a half hours ending at about 5:30 at the climax.</p><p></p><p>The climax was <em>so much fun</em>! The demon hit Max hard. Hard enough to force him to take a serious consequence and a moderate, I think, from one shot. They were not prepared for that kind of offense. And they had to react accordingly. This is a point where I think DFRPG really brings something you don't get out of D&D. I didn't expect them to punch a hole in the boat. I had the rain outside which would satisfy the Catch on the demon, and then I thought they'd have to form a plan, maybe prepare a trap or something. Nope. I should have known better, though. Jack's punch was inspired. But, it wouldn't have worked without Emerald and her air magic to keep everyone alive or he would almost 100% surely have Killed With Magic. I'm extremely happy with the way it turned out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll probably work on another one at some point soon. If I do, I'll write up another Story Hour for it and add it to my TiddlyWiki. Enjoy.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 5585305, member: 12037"] I guess I'll give a little post mortem. We started everything off around 1pm, but we made characters first, which took about two hours. The hardest part about the game that they had was the openness of it. "Where is the list of aspects?" was a question asked. It makes no sense in FATE. But, it makes perfect sense to someone who is used to D&D. There's a change in the basic ideas of how the game functions that needs to be made before play can even begin. I think it wasn't until we were well into the game that they really started to understand, conceptually, [i]why[/i] the system is like it is. Luckily, you don't have to be a FATE savant to have fun with the system! The characters were kind of a mix between The Dresden Files and Burn Notice with a bit more violence thrown in. It worked pretty well. Maybe I'll post up some character sheets. Play was a lot of fun. It was very free flowing, and they really got to the meat of things quickly. I wrote a [i]lot[/i] more for the game than they needed. Seriously a lot. It's on a TiddlyWiki so I'll just link it. [url=http://dresden.tiddlyspot.com/]Spell Bound[/url] That's me-notes. But, I think its complete enough for other people to follow. That's pretty much what all my adventures look like. It's probably a fairly decent example of how to write adventures using TiddlyWiki in its own right, actually. Feel free to steal any ideas you like. Highlights from playing were the initial sniper shot fired by Max, which was terrifying, some compels that really didn't make it through in the story hour (like Max's BLOOD LUST being compelled to just off the ghoul before they got information out of him), Jack flying past the ghoul in the air and using a fate point to tackle the Renfields, the casters making life difficult due to accidental Hexes, and sinking a freaking barge at the end. Also, one of my players said it felt like the DF because a house was on fire. That will be a necessary component of all my DFRPG sessions from now on. We only played about two and a half hours ending at about 5:30 at the climax. The climax was [i]so much fun[/i]! The demon hit Max hard. Hard enough to force him to take a serious consequence and a moderate, I think, from one shot. They were not prepared for that kind of offense. And they had to react accordingly. This is a point where I think DFRPG really brings something you don't get out of D&D. I didn't expect them to punch a hole in the boat. I had the rain outside which would satisfy the Catch on the demon, and then I thought they'd have to form a plan, maybe prepare a trap or something. Nope. I should have known better, though. Jack's punch was inspired. But, it wouldn't have worked without Emerald and her air magic to keep everyone alive or he would almost 100% surely have Killed With Magic. I'm extremely happy with the way it turned out. :) I'll probably work on another one at some point soon. If I do, I'll write up another Story Hour for it and add it to my TiddlyWiki. Enjoy. [/QUOTE]
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