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<blockquote data-quote="Wednesday Boy" data-source="post: 5556296" data-attributes="member: 53678"><p>My group has put D&D on the shelf for the time being and are playing in a Dresden Files game that's going great. The campaign is set in St. Louis (where the GM is originally from) and a few weeks ago we were investigating high winds at the St. Louis airport that turned out to be a tornado creature that was being assaulted in the Nevernever. Three days after that session this story came out: <a href="http://www.kmov.com/news/local/Storms-cause-damage-at-Lambert-Airport-minor-injuries-reported-120523519.html?hpt=T2" target="_blank">No deaths in St. Louis tornado called a miracle | KMOV.com St. Louis</a></p><p> </p><p>I've requested that in an upcoming session we investigate the genie in Baltimore that's giving away free wishes but the GM hasn't complied yet.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p> </p><p>As for the system itself, it has a lot of potential. Fate Points and getting compelled that Treebore mentioned are by far my favorite element of the game. Adversity and troubles are the marks of great stories and I like how it hardwires that into the game. I also like that part of character creation requires the players to write their characters into a backstory of another character. That's something that most of the games of any system I've played in could have benefitted from.</p><p> </p><p>My biggest gripes are that the rule book is terribly presented and organized (it's a wall of text that doesn't flow well and has information on one topic spread in different sections) and while at heart the system is rules light some elements of it are very cumbersome and screech the game to a halt (such as casting magic).</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5556296, member: 53678"] My group has put D&D on the shelf for the time being and are playing in a Dresden Files game that's going great. The campaign is set in St. Louis (where the GM is originally from) and a few weeks ago we were investigating high winds at the St. Louis airport that turned out to be a tornado creature that was being assaulted in the Nevernever. Three days after that session this story came out: [URL="http://www.kmov.com/news/local/Storms-cause-damage-at-Lambert-Airport-minor-injuries-reported-120523519.html?hpt=T2"]No deaths in St. Louis tornado called a miracle | KMOV.com St. Louis[/URL] I've requested that in an upcoming session we investigate the genie in Baltimore that's giving away free wishes but the GM hasn't complied yet.:erm: As for the system itself, it has a lot of potential. Fate Points and getting compelled that Treebore mentioned are by far my favorite element of the game. Adversity and troubles are the marks of great stories and I like how it hardwires that into the game. I also like that part of character creation requires the players to write their characters into a backstory of another character. That's something that most of the games of any system I've played in could have benefitted from. My biggest gripes are that the rule book is terribly presented and organized (it's a wall of text that doesn't flow well and has information on one topic spread in different sections) and while at heart the system is rules light some elements of it are very cumbersome and screech the game to a halt (such as casting magic). [/QUOTE]
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