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January Status Update

January 26th, 2010 by Ryan

Howdy again, Dresdenketeers!

(Why, yes, I have been drinking a lot of coffee today, why do you ask?)

Those of you following us on Twitter or read some blog & forum posts on the internet might have heard that I’ve been running Dresden at little cons. Fred thought it would be neat to start this status update by talking about that…since we’ve gotten to a point where we’re actually doing some convention previews of the book! That’s a pretty good status, right?

The game I ran (once at a house con outside of Minneapolis/St. Paul, and once at an Endgame Oakland mini-con) featured a group inspired by the Alphas and all going to college together. There were three werewolves, one were-wolverine, one were-raven, and a changeling. The characters that I provided were half-finished, intended to make the party (and, really, the adventure) at the table. I pitched the six core ideas around, and when they were picked I handed them a piece of paper with half of the character figured out.

Setting is a little tricky at a con game. I didn’t want to set a game in Chicago, because that’s Harry’s stomping grounds and there’s so much from the books there. I wanted a place were people could explore a little more without feeling weird about this being Harry’s Chicago. (And yes, we talk about this in our own Chicago chapter, which is your Chicago, not Harry’s.) Of course, you never know what city people are familiar with, so I asked if everyone was at least passingly familiar with Sunnydale from Buffy The Vampire Slayer. So far, I’ve yet to meet someone I’ve asked that of who has said no. Bam, everyone has a basic idea of where this werepack goes to school.

Luckily, Dresden Files characters are pretty easy to pitch. Each one has a pair of aspects, a High Concept and a Trouble. (If you’re not familiar with Fate, aspects are descriptors that you can use to boost yourself and the GM can use to make your character’s life more interesting.) So, I just went around telling them these two descriptors and said “from there, it’s pretty much however you see a character with those two things.”

I pitched:

  • The Leader of the Pack, who has to deal with a Hero Complex
  • A Romantic Werewolf, struggling to keep up with Living a Double Nightlife
  • Our Werewolf Nerd, dealing with A 22-Unit Load? Really?
  • The Goth Were-Raven, who is Deliciously Deviant
  • Our fifth member has a Spirit Like a Wolverine, but he’s also on Academic Probation
  • Finally, we have a Hippy Changeling, who often says “My family is…complicated.”

Each one had their stunts & powers figured out in advance, as well as the top few skills. But nearly every convention game of Fate I’ve run where some of the character creation happened at the table has been fantastic, so they came up with various antics and issues they’ve dealt with while at UC Sunnydale. That took around an hour of the four alloted, but there was a lot of fun at during that time, and not-so-secretly it’s how I figure out what’s actually interesting for the adventure.

See, as they’re coming up with different aspects and creating the backstory between them, I’m listening for interesting NPCs that could be either peril-bait or potential nemeses. I have a bit of an adventure skeleton, but it’s pretty malleable because I want the players to go after stuff they said their characters are interested in. I don’t want to go into great detail here, because I want to use this adventure structure in future con games, but the beginning of it:

  • Someone at least two people are interested in (friend/lover/etc) disappears. Another person that other people are particularly interested in was assaulted in the attack, but escapes to tell the gang.
  • There is evidence of at least one nemesis’ involvement that leads to a dangerous night club. Typically this leads to either the first fight or first stare-down of the game.
  • The next lead happens, implicating at least another nemesis is in league. Conspiracy!

With that sort of structure, I’m able to pull the players into peril! You’ll read more about how to build great set-ups in our Building Scenarios chapter, where we talk about tying aspects together to make games pop for characters.

But, enough about this con game. There’s something bigger to talk about!

By bigger, we mean the Dresden Files RPG books. Yes, books. We have so much content that we’re splitting the game into two books. We’ve talked about this a bit online, mainly through Fred’s Twitter, but for those who haven’t heard, here’s the deal: We wrote a lot. A LOT. We really wanted to support the Dresden Files as strongly as we could. It should be no surprise that a game we’ve spend this long making is going to be big. The thing is jam-packed with great rules for making your campaign & playing all sorts of different beasts and badasses from the Dresdenverse, supported by loads of advice for players & GMs as well as a lot of characters and creatures from the books statted out. (To give you an idea of what we mean by A LOT, Fred got to about the 75% mark on the first pass through layout and saw he already had 460 pages of material.  The final combined page count of the two books together could break 600. Over 140 pages of that is our comprehensive tour of the characters of the first ten novels, complete with stats where they’re stattable.)

We’ll talk more about how we’re splitting the book and get into some detail next month. But no status update from me is complete without getting a little peek at what’s to come. Without further delay, I present to you one Harry Blackstone Copperfield Dresden — as of around the end of Storm Front.


Download Harry Dresden’s Character Sheet (PDF)

Seriously, seeing Fred’s work on this has made me want to play as Harry. So, who’s going to run this for me? :)

- Ryan

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October Status “Update”

October 21st, 2009 by Ryan

Halloween is Harry Dresden’s birthday. It’s also the date for when we’re going to reveal some of our plans for 2010. Stay tuned.

Harry: That’s all you’re saying in your latest “update”? That’s weak sauce.

Billy: Do people really want to know the boring details about making a book?

Harry: YES!

Bob: YES!

Alright, alright! Truth is, we haven’t put out another project update in over two months because we’ve been hard back to work after GenCon. The whole team is nose-to-the-grindstone. But, it doesn’t seem all that exciting to talk about how a book actually gets done.

Take City Creation, for instead. People loved it during the two alphas (which I was in before I joined the team). But back then, it was written to be a late-in-the-book chapter. Playtesting showed us that it needed to be before Character Creation, so that meant we had to rewrite it–the old text assumed the reader had read the chapters before it, and that wasn’t going to fly if we moved it up!

Along with that, we had to integrate the feedback we got about the chapter (which is, well, the point of playtesting). Some of that feedback involved heavy rethinking of the text–reconsidering the heavy focus on library research, giving advice on what to do once you have figured out what you want in your city, things like that. Then we play around with that with out home groups and a few people we’ve got in a closed beta. After that, we get to send it back and forth with our editing staff to get the language hammered out.

We’re at that last part right now with City Creation. We’re also there with the Advancement chapter, and a dozen other pieces of the book we’ve been slaving over since we jumped back on the project post-GenCon.

On the other end of things, Fred’s pushed hard to get the statblocking for the novel characters done. He’s put out an amazing show of work in the last few weeks, and that’s a segue into our next leak: Victor Sells’ statblock!

High Concept: ThreeEye Cult Leader
Other Aspects: Obsessed; Abuser; Too Powerful For His Own Good; Unknown Sponsor

Skills
Athletics: Good
Conviction: Great
Deceit: Good
Discipline: Great
Empathy: Fair
Endurance: Good
Intimidation: Good
Lore: Fair
Presence: Good
Most other skills default to Fair or Mediocre.

Powers
Evocation [-3]
Thaumaturgy [-3]
Refinement [-2]
The Sight [-1]
Lawbreaker (First) [-1]: Enough for a +2
Lawbreaker (Fourth) [-1]: Enough for a +1

Specializations
Evocation: Elements (Fire, Earth, Spirit); Power (Fire +1)
Thaumaturgy: Complexity (Summoning +1; Disruption +1; Conjuration +1; Divination +1); Crafting (Frequency +1)

Focus Items (1 slot)
Blasting Rod (Offensive Fire Control +1)

Potions (6 slots)
Combined with Victor’s frequency bonus, this means he can create a dozen active doses of ThreeEye (a 2-shift effect that maneuvers an ‘Uncontrolled Sight’ effect onto the user).  These doses go out into the wild and get consumed quickly, so we figure this is a good handwavey number to represent Victor’s supervillainous aspirations.

Rotes
Killing Flame: A classic evocation: 7 shifts of fire cast with intent to kill (his Lawbreaker bonus is necessary for this rote, along with his blasting rod).

Stress
Mental oooo Physical oooo      Social oooo

Notes
Victor is a good example of how dangerous a wacked-out garden variety Law-breaking sorcerer can be.  A few rituals and a callous disregard for his fellow cultmembers made it easy for him to dish out consequences aplenty, which together with storm power fuelled his nasty heart-exploding magic.  When time came for an actual face to face showdown with a wizard, though, he was at best an even match for a short time period—his willingness to cross the line gave him the upper hand at first, but it didn’t last.  While Victor could toss fire around, and do it well, it wasn’t really his main game; he’s more about the thaumaturgy, especially with conjuring giant scorpions or summoning nasty demons.

Total Refresh Cost: -11

So, there’s a little bit of sausage-making in this not-quite-update, but stay tuned!

- Ryan

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July Status Update

July 28th, 2009 by Ryan

Howdy, folks! It’s Ryan again, doing another status update.

Man, we here at Team Dresden have had a really busy couple of months! Fred & his lovely wife had their first kid, and his duties with Hero Games increased when he was promoted to Art Director. And between moving and having his improv troupe starting to do regular shows for the public, Lenny’s has quite a busy couple of months! Clark & Amanda have been swamped, between work and having their kids out of school. Even I’ve been busy, traveling around as the summer convention season is upon us. We’ve all been crazy busy.

Oh, wait, you mean about the game? Suffice it to say, the usual Summer Curse is upon us — in which much happens, but little of it is progress.

Not that there isn’t progress to talk about. Clark has been a machine in cranking out stat blocks for our Who’s Who chapter — characters from the Dresdenverse. Not a small task when you have to come up with half a dozen aspects for characters. The Magic chapter has been back and forth between editing and rewriting. And we’re starting to get back up to speed, so that we’re ready to jump back in full force after GenCon.

Speaking of GenCon, now seems like a good time to talk about Evil Hat’s presence at GenCon this year. With Fred & Rob having made little gamers this year, they won’t be going, and sadly neither will Lenny. I’ll be there, doing the same crazy experiment I did last year: a twice-daily podcast from the show called This Just In…From GenCon! It’s a live studio show, so if you want to talk to me a bit about how Dresden’s going or anything like that, you can find me in the Westin Hotel, Caucus Room.

While much of Evil Hat won’t be at GenCon, our products are being well represented there! I’m talking about the ENnie Awards. Fred talked a bit about it on his blog, which you can find here: http://drivingblind.livejournal.com/449928.html You’ll also be able to pick up Evil Hat’s games at the Indie Press Revolution booth.

We’re up for various awards for the haunting Don’t Lose Your Mind and fantastic Swashbucklers of the 7 Skies. And I’m up for an award for Best Podcast, for The Voice of the Revolution. It’s an exciting year for Evil Hat, and we’re hoping that — with your support — we’ll get another chance at taking home an ENnie.

Finally, every update I get to share with you something neat about the project. This time, I wanted to share something that amused me when I saw it in the back of Swashbucklers of the 7 Skies. Fred did up a new Dresden Files RPG ad for the book, and…well, see for yourself.

S7S Dresden Files Ad

I couldn’t help but let out a big guffaw when I saw that. I hope you couldn’t, either. :)

Anyway, that’s all for this month! Next time I update will be sometime on the other side of GenCon, when we’ve got the machine that is Team Dresden back up to full speed!

- Ryan

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May Status Update

May 20th, 2009 by Ryan

Wow, time passes when your nose is to the grindstone.

It’s Ryan again, posting up another project update. Everyone on the project is pretty hard at work, and while it’s hardly exciting to type “so, we’re still working!” it is exciting to be in that state. Fred’s been tweeting about working on the magic & spellcraft chapter, and Lenny & I have been pushing to revise the various chapters, incorporating playtester feedback. Amanda & Adam have been taking the drafts and working on them as fast as we can get them out. Overall, we’re working like a well-oiled machine.

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March Status Update

March 9th, 2009 by Ryan

Hi, it’s Ryan again. It’s been a few weeks since the last update, so it’s time to give you the Dresden Files RPG skinny!

The last update was pretty lengthy, since I had all sorts of news to share. This one will be shorter, but not because we’re lying down on the job! Indeed, we’re hard at work going through the revision process on most of the chapters – particularly the basics, like Aspects & Skills. A lot of the text was inherited from Spirit of the Century, so we’ve been going through and fix any inaccuracies that came up in tweaking FATE for the Dresden Files. Combine that with our editors hard at work going through the drafts we give them, and there’s a lot of work going on but not a lot to blog about.

Still, I have a couple neat points. One is that going back through chapters like Aspects has given us a neat opportunity. Often, we’ll get on the FATE mailing list or on various forums about how aspects work, such as if you can, as a player, compel an NPC’s aspect (which, by the way, you effectively can – check out “To Catch a King (Tagging for Effect)” on p. 42 of Spirit of the Century). Given the last couple years of experience in answering these questions, we’re going through the text to see how we could better present these options to players, focusing in part on making sure the terminology makes sense in the face of three years of public “playtesting”.

Lenny’s looking forward to talk about such things on the site in the future, though probably not often – we want him working on the book first and blogging second!

The other is that I got a chance at Dreamation to sit down with Jennifer Rodgers. She shared with me some pieces that are still in progress, and I have to say I’m always stunned by her work. But rather than tell you, let me show you one:

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January Status Update

January 26th, 2009 by Ryan

Hey, everyone! Ryan here. As promised, we’ve got some updates on the progress of The Dresden Files RPG to share with you all.

For those who haven’t been a part of our alpha runs, you might not be familiar with one of the big design elements in DFRPG: mortal stunts & supernatural stunts. If you know Spirit of the Century, then you know stunts – those are pretty much what we think of as “mortal stunts” around these parts. And all those wicked awesome creature & wizard abilities are, of course, “supernatural stunts” (which we sometimes shorten to “powers”).

I mention that to say this: Lenny & I spent a couple weeks going over every single supernatural stunt, taking in alpha tester feedback and further observations, and tweaking the language to make it clearer and to consider some unexpected combinations of powers. Some of them were little things, but there were a couple that unexpectedly turned into multi-day conversations – the Toughness stunts started as a “eh, this’ll be quick, we’ll slam it out of the park” ideas that turned into a four-day conversation between Fred, Lenny & myself about how the various limiting factors (or “catches”) should work.

We’re pretty happy with the changes there, but it has eaten up more time than we expected. Along with that, Lenny & I have worked out applying Adam’s redlines on the Spellcraft chapter and working up text on “Sponsored Magic” – how the rules work when the magic you’re wielding comes from another power, like, say, the Summer or Winter Queen.

But, there’s a lot more to this project than just what Lenny & I have been working on!

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Introducing Ryan Macklin

December 22nd, 2008 by Ryan

Hi. I’m Ryan Macklin.

Evil Hat has this cool tradition of bringing on excited fans into the fold.  That’s the story of Leonard Balsera, who went from “fan of FATE” to “lead system designer of the Dresden Files.”  And that’s my story now, too.

Unofficially, I started my job in early ’08, when DFRPG was out to the first round of playtesters, the Bleeding Alphas.  From time to time, Lenny would call me up while he’s driving somewhere in order to bounce Dresden ideas off of someone.  Or we’d debate some element of magic over Skype.  Over the past few months, we developed this unconscious working relationship on the project, and Dresden work got done (at least, until Lenny’s computer problems hit).  We joked that I was the “unofficial developer” on the project, but really I was just happy to help a friend out — we all need sounding boards with projects this big.

Fred saw this, and saw that I started getting busy with my own work as they were hitting a big part of the project: the post-playtest revisions.  That’s when he stepped in and offered me a spot on the Dresden devteam.  He called it “writer-wrangling” or “developer-wrangling,” which was basically what I was already doing but with one additional duty: keep an eye on everyone and the schedule.

So, I’m assisting Lenny in development, and I’m assisting Fred & Amanda in managing the schedule.  That’s my job on the project.  I was initially hesitant to mention my involvement on the project, because the making of this book has been going on for quite some time, and I know that some folks will likely read “someone new is on the project” as “man alive, how much longer is it going to take?”  But the truth is, I’m here to get stuff moving, to help Amanda oversee the production, to get the book people are looking forward to done.

If you want proof that the book is moving, I humbly submit this:

Page One Prototype

I’m so seriously excited about being on this project.  Expect more posts from me in the future, where I keep you up to date about where we are with the book.  We’ll be doing that around once a month, with the first one in January.

- Ryan

Ryan Macklin is the mastermind behind the game design podcast, Master Plan.  He’s also worked previously with Evil Hat Productions, editing the Don’t Rest Your Head supplement Don’t Lose Your Mind.

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