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    Dresden Files RPG First Steps (Setting)

    The Merlin
    The Merlin


    Posts : 81
    Join date : 2012-03-13

    Character sheet
    Character Name: The Merlin
    High Concept: Fun over reality

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    Post  The Merlin Wed Mar 14, 2012 5:05 pm

    There is alot of information floating around, I'll try to point out some main ideas and include a few links to more information for those who want to read more.

    The First Steps:

    1.Choose a city, themes, and threats.
    2.Fill in locations and faces.
    3.Make the player characters.
    4.Turn themes and threats into Aspects.

    For more info: (URL to come)

    As we move on here are the rest of the steps for character/setting creation:


    Here’s the sequence from the chapter:

    1.Choose the city. Self-explanatory.
    2.Familiarize and discuss. Of course, this is only important if you’re building the city co-operatively.
    3.Reasearch. Only do as much of this as is fun. Find cool things, but don’t sweat the small stuff.
    4.Come to a consensus. Again, important mainly in the co-operative process.
    5.Come up with Themes. A theme is a statement about something that recurs in the stories you tell about your city, like (from the Baltimore example) The Tourist Veneer Masks the Blight.
    6.Come up with Threats. These are people, monsters, and groups who make life worse for the mortal inhabitants of the city – one example they give is The Red Court is Secretly Expanding Their Territory Into This City.
    7.Get the high-level view. Start thinking about the power groups in the city. Who are they? What do they want? The rules recommend finding someone(s) who care(s) about the city, about the status quo (good or bad), and finding someone to rock the boat.
    8.Figure out the mortal response to the supernatural. Who’s clued in? Who’s keeping magic under wraps? How much do the cops know? Things like that.
    9.Locations. Break the city into neighbourhoods and other locations, trying to make sure that each location has something to contribute to the overall story and ties into the Themes and Threats. See where it fits in with the high-level view.
    10.Start tying it all together. This is where you see how the locations tie together, and how they contribute to the overall city. Season liberally with the fantastical. You may want to come up with individual Themes and Threats for each location.
    11.People your world. Start laying down the important NPCs – who they are, what they want, where their interests lie. Come up with names and a high concept Aspect for each NPC.
    12.Tie in the people. Start looking at how the people relate to your Themes and Threats and to each other.
    13.Create the PCs. This is the point at which the book suggests doing character creation, now that you have a solid setting foundation.
    14.Finalize the city. Turn the Themes and Threats into Aspects and stat up the NPCs. You don’t need a complete character write-up for each NPC – just a few Aspects and any important Stunts, Skills, or Powers.


    Last edited by The Merlin on Wed Mar 14, 2012 6:09 pm; edited 1 time in total
    The Merlin
    The Merlin


    Posts : 81
    Join date : 2012-03-13

    Character sheet
    Character Name: The Merlin
    High Concept: Fun over reality

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    Post  The Merlin Wed Mar 14, 2012 5:25 pm

    Step 1: Choose a city, themes, and threats.

    Where should we base our game and what is going on.

    The book defines themes as problems that have been around for a long time, while threats are problems that are new.
    Xaine
    Xaine


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    High Concept: Half-Fey Artificer

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    Post  Xaine Tue Aug 07, 2012 12:47 am

    Although setting the game in Santa Rosa is rather appealing, I think that it would only really work if we were playing alternate versions of ourselves. That being said, I think that San Francisco would be a great setting, Is familiar enough for everone to relate to, has tons of locations and history and is close enough to have a cool "Field Trip" to check out locations and gather info! My vote would be for SF alien
    The Merlin
    The Merlin


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    Post  The Merlin Thu Aug 30, 2012 6:19 pm

    SF would be pretty easy to develop, it has a rich history, tons of significant landmarks and there is quite a bit od dresdinified lore out there...I'd prefer we make our own before looking for resources too much.

    Now we just need to recruit some more interested players.
    Slagathore
    Slagathore


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    Post  Slagathore Wed Jan 02, 2013 6:41 pm

    I'm surprised you think you don't have interested players. Now, players with time,...

    If I can get my schedule to match up with yours, I'd love to play.

    And I think SF has lots of potential if you want a big urban location, but there's always Eureka or Arcata for a smaller city or even fort Bragg for a much smaller, more secluded town feel. And both are known for lots of fog and grey weather. I would probably be inclined to go outside the really big cities, even though Dresden is set in Chicago, he often goes outside of Chicago proper and the city has many low density areas as well. Anyway, something to consider.

    Michael Pearson
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    Post  Michael Pearson Fri Jan 04, 2013 8:05 pm

    I have to agree with the setting in the north country, Eureka, arcata, fort Bragg. I do not know much about the system but there is already a mystical element to that area, with Sasquatch and all. It is also close enough, maybe not as San Francisco, but close enough to take a field trip.
    Slagathore
    Slagathore


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    Post  Slagathore Mon Jan 07, 2013 2:03 pm

    After talking with Xaine and Happymonkey, I'm fine with setting the campaign in SF. Like I said, it's all about the kind of stories you want to ST. SF would allow for a much more robust political game within a tighter geography. Besides, we can have interesting criminal elements represented by triads in Chinatown, Yakuza in Japantown, and Oracle corp in Redwood City.

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    Splintershield


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    Post  Splintershield Tue Jan 08, 2013 1:36 am

    SF works. As has been discussed with others previously at a Dnd Next playtest on 1/5/13, another possibility is the North Bay area. Maybe have San Francisco as the base of operations, since most of us have some familiarity with the area, but maybe have adventures that branch out into areas like Fort Bragg, Eureka, etc.
    The Merlin
    The Merlin


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    Post  The Merlin Wed Jan 09, 2013 2:14 pm

    Splintershield wrote:SF works. Maybe have San Francisco as the base of operations, since most of us have some familiarity with the area, but maybe have adventures that branch out into areas like Fort Bragg, Eureka, etc.

    This echos my thoughts, There are all kinds of great locations that can form the seed for a story but having a base of operations within an urban setting adds flexability. If we say the Point Arena Lighthouse has spiritual significance it's a short trip gamewize to get there. Same for Napa, Ft Bragg or even Tahoe.

    Part of city/character creation is deciding on key locations. And there's no end to the possibilities of story specific locations, Perhaps the (mentioned in another thread)Magic shop staff get hit up word of mouth style to check out strange goings on in northern California or perhaps its a research topic to catalog points of significance...

    As far as using the forum for character creation goes, I'm happy if we use it to get a good head start. gather a list of resources which could be used in an in-person session.

    That said, If we like where we are going using the forum and we finish then thats great.
    Slagathore
    Slagathore


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    Post  Slagathore Wed Jan 09, 2013 3:16 pm

    So The first part of number 1 is done. SF is the base of operations. Now onto themes and threats. I posted some suggestions. Anyone else?

    Michael Pearson
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    Post  Michael Pearson Wed Jan 09, 2013 8:16 pm

    So the question I have is does Ca. Have to look like Ca. My meaning is as we had discussed at the end game, in planet of the apes the monkeys go from San Francisco to muir woods then they climb a tree and look back at the city. So the Sf north coast setting can be smaller and more condensed.
    Slagathore
    Slagathore


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    Post  Slagathore Wed Jan 09, 2013 8:50 pm

    Why not "geography at the distance of plot"? That is, we don't have to worry about distances all that often, except when it helps with plot or pacing. Where it gets in the way, we downplay it, rather than getting out google maps and checking traffic reports. So maybe we condense some things at times, but we don't want a plot to fail because we can't cover distance fast enough. Instead of catching me in the city when you call from fort Bragg, I'm actually in Santa Rosa gaming, so I can arrive in a timely manner. Or if it is more suspenseful and beneficial to plot, I am in South City with a flat tire.

    I think you are wise to bring it up. That way we can agree to a looser view of geographical disatances up front -- or agree to be Google Earth Nazis and check every distance. But we will be in agreement about how it will work.

    I agree with your looser view as being more beneficial, but I'm open to differing viewpoints.
    The Merlin
    The Merlin


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    Post  The Merlin Fri Jan 11, 2013 12:33 am

    I think that it won't be nessesary to go to extremes with time and distances. unless of course it is the plot. Google maps is a tool, serving only to enhance our experience. For me a light grasp of reality is sufficient to keep the game fun and immersive. if the players need to go to Ft Bragg...or across town how to get there may be a part of what needs to be solved but it should not detract from the fun of experiencing whatever is at the location. (again unless its by design...Aw darn the group arrives too late to whitness the spectral phantasm as the moon sets. Your all electric car just wasn't charged fast enough.)

    ...I kid of course.

    I am pretty confident that both the world and the system will adapt to our playstyle...or a platstyle that we create from scratch...either works for me.
    Xaine
    Xaine


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    Post  Xaine Sat Jan 12, 2013 6:14 pm

    Distances and time at the speed of plot should work well with the Dresden RPG. We will most likely be investigating for alot of the game time so when a clue points us up someplace in rural northern California or elsewhere, it won't matter how long it takes us to get there it will be with plenty of time, just in time or too late as the plot distates. Or we may just be rendered unconsious by the bad guys at some point and dragged off to some location as has happened to Harry on more than one occasion...
    The Merlin
    The Merlin


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    Post  The Merlin Sun Jan 13, 2013 8:54 pm

    Thats pretty much how it goes. I wouldn't expect distance to become an overly large in-game item without some on-purpose contributing factors. Lets not dwell here...

    ...instead we need some themes and threats. Xaine suggested the Fomor...I've read some novels with a few different interpretations of them. they are very close to fay (Fae) in those novels.

    Another water born possibility is the Selkie.

    I think the intent for the coop dresden files city creation is to brainstorm ideas for ongoing plotlines that the players find interesting and are thus invested in. I as the storyteller could create a City with my own ideas but Tapping the creative energy of four or five brains has more diversity than my poor brain on its own.

    so on that note, lets continue with the great suggestions for themes, threats and faces.


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