56

Your player loves the setting, but this is blinding them to what the books actually are: casefiles. They're not true, they're what the writer believes is true. The Dresdenverse is much more complicated than even Harry Dresden knows. If your player truly loves the setting, they should embrace that fact. On page 26 of Our World, at the end of the chapter ...


52

Player Revolt/Intervention You must, in an out-of-character context, talk about this with your GM. There is no rule in the world that will solve player favoritism. This conversation needs to include, bluntly That this behavior is making the game unfun for you That this behavior is making the game unfun for your table-mates That the behavior must end ...


24

Style DFRPG is rather wordy; the manuals themselves are flavorful enough to give a solid sense of the Dresden Files world and its playful-yet-serious attitudes. Sadly, this occasionally obscures the rules a little, but overall it's very well written. Also, the book's got a lot of art. General Rules with Examples (35+ pages) FATE is a weird system for the ...


24

No, you're not missing anything, as far as the rule goes. Red Court vampires use the narcotic saliva to manipulate people, not to injure them. That's according to the rule you cited, and that's according to all fictional positioning from the source novels. The un-asked part of this question is about ways which a Red Court vampire could alter the flow and ...


23

Wraith's answer is absolutely right: Fate is designed to be open and transparent, and revealing aspects is crucial to the players' mechanical viability in the narrative. Now, DFRPG itself occupies a rather peculiar niche in the Fate paradigm and its narrative style unfortunately led to a lot of engine philosophy being implied rather than stated. So I'm ...


23

My initial suggestion is to attack the problem from a different angle. You say that in the early part of the encounter/investigation/episode, the players will not invest resources or better yet, garner points by putting themselves in situations to fail. That essentially means that they find the decisions they're making in the beginning of these sessions ...


22

I don't know that this is quite at ultimatum level yet - from your description, it's not clear to me whether you've privately raised this issue with the GM yet in a serious way. It probably should have been clear to her from your joking about it that it bothered you, but if you and she are best friends, you should be able to pull her aside and raise your ...


21

DFRPG has more mechanics, which each individually accomplish less. DFRPG is a lot crunchier. Although it maintains the "players can make up their own setting and features" ethos that is the hallmark of Fate, it has a LOT of subsystems in which to do this. For example, it provides a solid and complicated magic subsystem. You're free to make up your own ...


19

Before you got much further, I want you to consider the possibility that you already know the answer. This is possible because you already told us the answer: If they took the ability to cross over into the NeverNever (the spirit world) then that would tell me they wanted NeverNever shenanigans, if they took Spider Walk then that would tell me they wanted ...


18

Baltimore is the most fully realized setting, The Dresden Files RPG books Your Story and Our World cover Baltimore fairly in-depth, with locations, aspects, NPCs, and plot hooks. Chicago is the default setting, But it's more covered in the novels than in the game, so although there's a lot of Chicago in the game manuals there's no proper setting bible ...


18

There's two ways to understand your question: as a request for example spells, or as a plea for help because you don't really know what Spirit does. There's no exhaustive list of example Spirit spells, and besides, working from a list of spells is the opposite of how the DFRPG magic system works. So I'm going to answer the latter interpretation of the ...


17

I think that one thing to refer him to (in the book appropriately titled Your Story) is the section on "Running the Game"YS306 . In the first part, "What the GM Does", this statement is a good starting place: Generally speaking, the GM is “where the buck stops” for any decisions about the game that come up during play—questions of ...


17

First of all, you didn't follow the rules when creating characters. You say: ...he didn't take thaumaturgy, the sight, the soulgaze... But on p.86 of Your Story it says: A wizard must have a high concept that declares his nature (e.g., Wizard For Hire or Favorite Son of the White Council). In addition, the character must take the following ...


17

Inhuman Recovery allows the recovery of a single physical mild consequence. Feeding Dependency inflicts hunger consequences, not physical consequences. The only way to restore those is going to be to either feed or make a successful discipline check so as to start recovery normally.


16

Your first question is about half a GM problem, and half a player/PC problem. I've been on both sides of this issue: GMing for a character who had little reason to participate in the story with the other PCs, and playing a character who had no reason to participate in the story and every reason to run wildly in the other direction. In both situations, the ...


16

Mortals do lose out in combat against the supernatural, but they gain majorly in other aspects, and are excellent to have for storytelling purposes. We've had a two-year campaign running, starting from a relatively low level and currently at Chest Deep. We have honestly found that there's advantages and disadvantages to both mortal and supernatural ...


15

Fate as a system is not a "Lightweight System." For comparison: Starblazer Adventures: 630pp. While it includes some setting information, it actually expects one to be quite familiar with the comics. Strands of Fate: 469, no setting. Spirit of the Century 426pp. The setting is encoded strongly into the skillls and stunts chapters, and gets only a ...


15

Stunts I would argue that this falls perfectly under the application of stunts - using one skill in place of another. From Your Story p.147: The first possible use for a stunt is to broaden a skill by giving it a new trapping. Often this is a trapping that’s “transplanted” from one skill to another. Sometimes this trapping may need to be modified, or ...


15

FATE's gameplay style is specifically and intentionally novelistic. The character does not gain or lose significant amounts of ability over the course of the story and while there is some variation in success the truly critical moments usually come down to previously established elements of the character's background. So, to some degree, yes, this is exactly ...


15

There are a number of parts to this. First of all, the pure mechanics of looting stuff. Stealing things would often come under the Burglary and Stealth skills, but other skills might get involved too. Find a likely target (Contacts), observe it to find the best time and way to break in (Burglary, creating an aspect to use later if needed), pick the lock ...


14

It sounds like they mistrust the Fate system to deliver competent combatants and are looking for "insurance" on their fighty stats. This doesn't mean they dislike the system, just that they don't trust it to behave in ways favourable for them playing competently. They may be using these super-abilities as a crutch, or insurance, to ensure that their ...


14

From YW199: You may opt to delay your action until a future point in the exchange, allowing you to interrupt someone else’s action later in the initiative order. Once this happens, your initiative is set at that point for the rest of the conflict, unless you delay again. On that same page, they carry on with an example: Harry, Murphy, and Mouse ...


14

Transforming yourself is entirely possible and there are no especial restrictions on it compared to performing it on someone else, and yes, it makes sense (both fictionally and mechanically) for it to be slightly easier—though it's not nearly as much easier as you might hope. It's actually remarkably straightforward to work up a generic template for these ...


14

That is exactly how it works in the setting (at least in the books, the RPG should most likely work the same way) touching the coin directly will 100% infect you and presuming you don't want that you would have to remove it (I forget exactly how that is done). Presuming you don't want that, and you need to transport one, AND you didn't already get infected (...


13

It is helpful to compare and contrast the different courts, as well as to understand (as BESW mentioned) that the Dresden Files explicitly say that Bram Stoker's Dracula was a real manual designed to teach people about (and how to kill) Black Court vampires, and that Count Dracula was just a strong version of what black court vampires are all about. So, how ...


13

There is nothing in the rulebooks that specifies a limit, to my knowledge, besides the fact that you only get one "free" tag on a set-up aspect, and the rest has to be invoked by narrative or cost. That said, look at this from a conflict narrative perspective. If your group is setting up aspects to tag, those represent disadvantages to their opponent that ...


13

Canonically, a player can probably demand a Fate Point for it not being a full moon, darn the luck. When faced with a lycanthrope PC, a GM will have to consider how often she's willing to stage stories near the time of the full moon - and, if she is willing, how much of a restriction the Human Form (Involuntary Change) really represents. (However, deciding ...


12

The best way to show specialty is with stunts: keep in mind that stunts (Mortal Stunts, page 146) are the primary means that the game uses to add more trappings to skills. (YS318) So this doctor should have stunts which make him good at doctory stuff. A +2 when using Scholarship to give medical attention (the trapping on YS141) would be simple and ...


12

Yes, it's possible to inflict Mental Stress with magic without breaking the Laws of Magic. You just can't affect someone's mind directly; whenever you're thinking of an effect that could cause Mental stress, the brain is strictly off-limits. There are plenty of ways to cause Mental Stress with less psychic effects, though. The entire field of illusion (...


12

This reminds me of the saying; "When you have a hammer in hand, every problem begins to look like a nail". I can see two distinct possibilities for the cause. You said it yourself: The risk-reward ratio. Maybe the rewards of taking the risky route are not worth it. DF rules only specify the risks, the reward is up to you as the GM. Make sure that it is ...


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