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Designer’s Corner: Making the Setting Your Own

March 9th, 2010 by lbalsera

In this Designer’s Corner, lead system developer Leonard Balsera talks about the game’s approach to setting.

While one of our goals for the Dresden Files RPG was to provide a comprehensive guide to the life and times of Harry Dresden and his friends (and believe me, given the size of our NPC — Who’s Who — and monsters — What Goes Bump — chapters, I think we pulled it off), it wasn’t the most important one for me. One of my biggest points of focus for the project was making sure that gaming groups had the space to make the world of the Dresden Files their own, without having to slavishly adhere to constraints set up by the books.

The first idea which supports that is our central conceit for the game itself – that it’s being written by Billy Borden of the Alphas in an effort to create a Bram Stoker’s Dracula for the 21st century. The information presented in it is the best he could do with the resources he had, but at the end of the day, it’s still just Billy’s best educated guess on the universe he lives in. Nothing guarantees that he’s 100% right about everything, and if you and your group decide that you see some things differently than he does – well, it’s your game, and what you say goes.

Our city creation system also gives you a large sense of ownership and control over setting, allowing you to choose a city and “Dresden” it up, investing it with characters and locations of your group’s choosing. You get to decide what the supernatural community is like in Denver, Las Vegas, Paris, Tokyo… wherever you want. You get to decide what the points of interest are. You get to decide what the themes and mood of the stories you’re going to tell in that city are going to be like. Include or ignore as much real history as you want. Know a lot about your city? Bring that detail into the game. Don’t? Make it up. What matters is that by the end, what your group creates will be your definitive stamp on the Dresden Files universe, your own niche of it to shape and carve.

Don’t want to go through all that work? No problem – we’ve included a sample city, Baltimore, completed as if it had gone through the city creation process, all ready for your characters to move in and make it a home.

And then, of course, there’s Chicago, the default setting of the books themselves. On the one hand, it’d seem that this would be the hardest thing for a gaming group to “own” – after all, a lot of the setting decisions seem to have been made in the books already, right? What if your group’s not interested in that?

Fortunately for you, the powers of erudition possessed by Kenneth Hite are here to help. Going beyond just the books, his chapter on Chicago is a veritable treasure trove of historical, geographical, and thematic tidbits – it’s essentially the research done for you, plenty of information for your group to use the city creation techniques, narrow down what matters, and apply that in your game, tweaking the city’s aspects and locations to fit. The Second City is a vast place, with room enough for campaigns about werewolves struggling through college, cops looking into the weird, and wizards struggling to keep the darkest of forces from hurting humanity. Your Chicago and Dresden’s Chicago may not have a whole lot of overlap when it’s all said and done, but it’ll be yours.

Finally, we provide advice, scattered about the book, on how certain setting deviations might be interesting. Here’s one, from the Who’s Who chapter, talking about how life could have gone differently for everyone’s favorite wiseacre wizard (spoilers ahead!)…

Read more…

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Evil Hat Gaming At Origins

March 3rd, 2010 by fred

Over the last few weeks we recruited some volunteer GMs to run Evil Hat’s games in the slots at the Origins Game Fair.  We got a really good response, and better yet, most of them are for the Dresden Files RPG.  Here’s the breakdown:

WED 12:00 PM DFRPG Jeremy Clifton The Dracula Killings
WED 2:00 PM DFRPG Jae Walker Beauties, Blood and Beasts
WED 5:00 PM SOTC David Wendt The Century Club and the Day of Myth
THU 11:00 AM DFRPG Jeremy Clifton The Dracula Killings
THU 2:00 PM DFRPG Morgan Ellis Greek Week
THU 2:00 PM DFRPG Tom Cadorette Capital Chaos
THU 2:00 PM DFRPG Jae Walker Beauties, Blood and Beasts
THU 5:00 PM SOTC David Wendt The Century Club and the Talons of Fear
THU 6:00 PM DRYH Matthew McFarland The Sterling Apartments
THU 8:00 PM DFRPG Tate Ricker / Phil Florian First Down and Hell To Go
THU 8:00 PM DFRPG Morgan Ellis Major Problem, Minor Talents
FRI 9:00 AM Penny Tom Cadorette A Penny-Farthing for My Thoughts
FRI 10:00 AM DFRPG Tate Ricker / Phil Florian A Fright at the Opera
FRI 11:00 AM DFRPG Jonathan Hixson Vacant Streets
FRI 12:00 PM DFRPG Clark Valentine Neutral Grounds
FRI 2:00 PM DFRPG Morgan Ellis Major Problem, Minor Talents
FRI 2:00 PM DFRPG Tom Cadorette Capital Chaos
FRI 2:00 PM DFRPG Michelle Lyons Ethereal Pillars: A Dresden Files RPG Adventure
FRI 8:00 PM DFRPG Morgan Ellis The Doom of Damocles
SAT 10:00 AM DFRPG Tate Ricker / Phil Florian First Down and Hell To Go
SAT 11:00 AM DFRPG Jonathan Hixson Vacant Streets
SAT 1:00 PM DFRPG Joe Tortuga Halftime Hexes
SAT 2:00 PM DFRPG Morgan Ellis Greek Week
SAT 2:00 PM S7S Tom Cadorette The Princess Bride 2: Vizzini’s Revenge
SAT 2:00 PM DFRPG Jae Walker Beauties, Blood and Beasts
SAT 6:00 PM DFRPG Tate Ricker / Phil Florian A Fright at the Opera
SAT 8:00 PM DFRPG Morgan Ellis The Doom of Damocles

Beauties, Blood and Beasts

Owen Powers, director of last year’s low-budget supernatural hit “Unnatural Undertaking”, has some problems. His efforts since have tanked miserably, and he was banking on his latest, top-secret project.  This morning the police found him on the set, covered in blood and surrounded by carnage, with no idea what happened. It’s going to take your “special” investigation skills to finish this script! Introductory, characters provided.

Capital Chaos

Where’s the best place in Washington D.C. to meet a demon for dinner? When it comes to national security and matters Infernal, protocol is of utmost importance. An impeccably credentialed Emissary of Hell has come to you with information about a terrorist plot of supernatural proportions in your hometown, our nation’s capital. You can’t ignore what you’ve been told:  you’ve got to stop it, if you can. But everyone knows Hell doesn’t do anyone a favor with no strings attached. It really sucks to be you right now… but then again, it usually does.

The Century Club and the Day of Myth

The Century Club have competed in the Remarkable Race, visited Lost Cities and Mysterious Islands, and solved the mystery of the Nether Agenda, but can they survive the Day of Myth? When creatures of legend threaten, the members of the Century Club must solve the mystery behind their attacks before it is too late!

The Century Club and the Talons of Fear

The Century Club have competed in the Remarkable Race, visited Lost Cities and Mysterious Islands, and solved the mystery of the Nether Agenda, but can they survive the Talons of Fear? When the police are baffled by a series of mysterious deaths, only members of the Century Club can unmask the true terror behind the Talons of Fear!

The Doom of Damocles

When you’re a Wizard you live by seven unbreakable laws. Break one and it’s an instant death sentence. No appeal, no parole, no exceptions. But what happens when you’re falsely accused? Your only hope is the Doom of Damocles, a stay of execution and a chance to get your old life back. And that’s exactly the choice the White Council has given you: go on a dangerous suicide mission, or face an instant death by the swords of the Wardens. Either way your head is on the chopping block, and you’re under the Doom of Damocles.

The Dracula Killings

Something is wrong in Houston, Texas. The supernatural community has gone into hiding. A new player is in town and they are causing a big splash. Bodies are turning up and even the mundane community is on edge. The newspapers are calling it the Dracula Killings. If only they knew how close they were. Bad news is that you and your friends have just been hired to put a stop to this Black Court Scourge.

Ethereal Pillars

Fog in San Francisco is nothing new. Heck, tourists come to see the fog. There’s even a local rugby team named for it, poor devils. When the figures of both new and long-forgotten dead start appearing in the evening fog, however, even a city long-accustomed to weirdness starts to come unglued. It’s up to you to figure out what’s calling the dead from sea and shore and put a stop to it before anything worse happens — if it isn’t already too late.

First Down and Hell To Go

The last time the Cleveland Browns went to the national championship, the Cuyahoga River burned…as a warning.   A trickster creature from the Nevernever cursed the Browns and if they ever return to the championship game, more than just the river would burn…everything would!  Now, in Baltimore it is the game that decides who goes to the Superbowl and the Browns have forgotten their old curse after years of purposeful mediocracy.   This year they could go all the way…and you have been brought in to prevent it.  Just beware evil forces that would be happy to see the nation burn… and they are not just Raven fans!

A Fright at the Opera

You’d planned on a nice enjoyable evening at the local theater festival, seeing a revival of one of your favorite plays.  Little did you know that something else had plans for the theater that night and they weren’t going to be quite as enjoyable.

Greek Week

It’s Greek Week, and for most of the fraternities and sororities on campus that means raising money for charity, putting on shows, and some friendly competitions. But for the werewolves of Sigma Alpha Delta it means danger – a rash of unexplained disappearances plagues the University, and strange creatures out of myth are invading the frat pack’s territory. Can they put a stop to it, and win the Pan-Hellenic games?

Halftime Hexes

The OSU/Michigan game the weekend before Thanksgiving is one of the biggest events in Columbus.  Whether you like the Buckeyes (or Football) or not, you can’t escape it. There’s lots of emotion, and let’s face it, nothing makes magic more than emotion. You’ve got tickets to the game, and a ticket for the Dube’s tailgate, and a gentle request by the PTB to check things out a bit while the  local Wardens deal with a Red Court threat in Cleveland.  In other words, it’s a cake job at the event everyone who is anyone is at. Until you get a whiff of some evil magic brewing, and set to go off at halftime!

Major Problem, Minor Talents

Supernatural trouble brewing on the streets of the Big Apple, and everyone with even an ounce of mystic talent can feel it. The war raging between the White Council and the Red Court Vampires has left both sides weakened and distracted. The Wardens are nowhere to be found; most minor talents are keeping their heads down and just trying their best to stay alive. But when the local Paranet group discovers a dangerous threat is stalking minor talents on the streets of New York. They know it’s way out of their league, but if they don’t even try to stop it, who will?

Neutral Grounds

At Neutral Grounds, you’re used to being greeted with a friendly smile, a cup of the best coffee in Baltimore, and the company of other people with your… unique talents. This morning, things have gone horribly, horribly wrong; you’ll have to use all your abilities, natural and otherwise, to get to the bottom of things. (Editor’s note: This one’s run by Clark Valentine, one of the game’s developers!)

A Penny-Farthing for My Thoughts

Welcome to the Village. I am Number 127, your doctor. Although I am supervising your treatment, you do not remember me. Recently, you suffered a traumatic shock that has caused a form of memory loss called profound retrograde amnesia. This loss of memory occurred because you attempted to escape the Village. The immediate cause of the memory loss is not known at this time. We believe that this is due to a trauma caused by some action on your part, and your mind has created a barrier as a way of protecting you. We — that is, you and I and Number 2 — discussed various possible treatments and you decided that your only option to recover your memory was an experimental drug called Mnemosyne…

The Princess Bride 2: Vizzini’s Revenge

A skinless-faced madman has kidnapped Waverly, the daughter of Westley and Buttercup, apparently killing Fezzik in the process. Westley, Buttercup, and Inigo Montoya (fresh from his first tour of duty as the Dread Pirate Roberts), along with two or three other interesting characters, take off in hot pursuit of the madman, from their home on One Tree Island, through the Wilderness of Woe, into the Swamp of Slime (only slightly more perilous than the Fire Swamp), and across the Serpentine Sea to the shores of Sicily … and the slopes of Muncibeddu, the Mountain of Perdition!

The Sterling Apartments

The Sterling Apartments aren’t glamorous, but hey, it’s home. But the clocks have stopped, the doors have opened, and you have all entered the Mad City. Stay awake, and you might live to see morning.

Vacant Streets

The dregs of society have gone missing. Not much of a crisis, right? But when the son of a well loved ectomancer goes missing, eyes open and ears perk. Something is definitely up, and it’s going to take those who are In The Know to get down to the root of the matter.

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Old World Order: Denarians and Freeholders

March 2nd, 2010 by fred

ShiroSavesHarry-TDThe Order of the Blackened Denarius

The Order of the Blackened Denarius is composed of Fallen angels bound to thirty silver coins. These coins, said to be the payment to Judas Iscariot for betraying Christ, permit the Denarians to possess mortal hosts. Denarians are old, powerful, and very dangerous entities. They have rampaged across two millennia of history, opposed only by the Knights of the Cross.

The Denarians are led by Nicodemus. Nicodemus has possession of those denarii not currently in use (or captured by the Knights of the Cross), and he passes them on to suitable targets for corruption. It is suspected that his ultimate plans involve bringing about the Apocalypse.

Freeholding Lords

Under the Unseelie Accords, powerful individuals are permitted to be signatories. These are the Freeholding Lords.

Dragons, scions, and even old gods fill the ranks of the Freeholding Lords. In the view of the supernatural nations, they are arcane “city-states.”

Marcone’s Mafia

John Marcone is the first “pure vanilla” (i.e., non-supernatural) mortal to have signed the Unseelie Accords as a Freeholding Lord.

The majority of Marcone’s forces are mortal criminals who are somewhat clued-in to the supernatural. A small number are combat-ready mercenaries, unfazed by weird magic shit. Marcone also employs at least one magical contractor (see Sigrun Gard) for magical protection and information-gathering, in an attempt to understand supernatural issues.

It is likely Marcone will assist the White Council, at least in a limited fashion, against the Red Court in the course of the Vampire War. (Interestingly, most of his major conflicts have been against the Denarians and the Black Circle.)

Harry: Marcone confounds me. He’s criminal scum, no debate there. But, on occasion, he does something so…right, that I need to pause and consider. Damn him.

March continues with the Outsiders and the Circle, in two weeks.

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Covers and Product Pricing

February 26th, 2010 by fred

Cover Art Wallpaper Is In

We thought you all might like to see the cover art for both books from David Seidman today, formatted as wallpaper for folks looking to adorn their desktops. Click for the bigs!

Your Story

(Widescreen Version) (Non-Widescreen Version)

Our World

(Widescreen Version) (Non-Widescreen Version)

You’ve seen the first one for a few years now, but the second one just showed up in yesterday’s press release.  We’re excited to get that scene from Blood Rites illustrated, and it continues in Evil Hat’s tradition of making sure we have an ape on another cover.  Double victory!

Product Pricing

When we announced the release of The Dresden Files RPG for the upcoming Origins 2010, we had to put little “TBDs” (to be determined) for the pricing on the books. The reasons were several — we needed to figure out who our printer was likely to be (we’ve done that), and moreover whether or not we’d be going into distribution in order to get the product out to as many game-stores as we could (and as of yesterday, we’ve done that too).

Once those decisions were in hand, it was time to crunch numbers: we needed to make sure that every scenario we constructed made sure Jim got paid what he deserves, and that Evil Hat gets enough of a cut that it can make its costs back and, with a little luck and support from our fans, grow. It’s heady algebra, but we’ve run the numbers backwards and forwards at this point and we’re pretty confident we’ve gotten the prices down to where they’re competitive for the market, supportive of Jim, mindful of the fans, and friendly to us staying in business.

Which means we can share ‘em:

The Dresden Files RPG: Volume 1 – Your Story ISBN 978-0-9771534-7-3. Approx. 400 pages, 8.5″x11″, full color hardcover. MSRP $49.99.

The Dresden Files RPG: Volume 2 – Our World ISBN 978-0-9771534-8-0. Approx. 270 pages, 8.5″x11″, full color hardcover. MSRP $39.99.

No preorder announcement yet — but we are doing our best to stay on track for one that’ll land in the earlier part of our projected “sometime between early April and late June” range we’ve already been talking about.  And as with all Evil Hat preorders, when we do kick that off, it’ll come with an immediately-available PDF download so you can sink your teeth in while waiting for the physical things to arrive.

And don’t forget — folks who order books from their local brick & mortar retailer at full price will be eligible for our PDF guarantee. The Alliance deal makes this even more possible, by getting the games into more b&m stores! Read more about this at http://www.evilhat.com/home/pdf-guarantee/

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Evil Hat Joins Alliance To Bring Dresden Files To Stores Near You

February 25th, 2010 by fred

Silver Spring, Maryland (February 24, 2010) – Alliance Game Distributors and Evil Hat Productions are proud to announce that they will be teaming up to bring The Dresden Files Roleplaying Game to adventure-hobby retailers in June, 2010!

The Dresden Files RPG is based upon the wildly popular series of books by New York Times best selling author Jim Butcher. With eleven books published in the series, and Changes, the 12th book set to release on April 6, 2010, the Evil Hat crew had a wealth of characters and plot to draw from.

“We are delighted that Evil Hat will be expanding its existing distribution network to include Alliance,” said Mike Webb, VP of Marketing and Customer Service for Alliance Game Distributors. “Evil Hat has a well deserved reputation for putting out some of the finest in independent roleplaying products. And from the previews we have seen, The Dresden Files Roleplaying Game hits on all cylinders with the industry. Jim Butcher’s vision and characters are a wonderful modern take on fantasy noir. Combining Butcher’s world with Evil Hat’s gamecraft is a winning combination!”

“When it came time for us to decide if we were going into distribution, there wasn’t any question about who we’d want in our corner,” said Fred Hicks, Co-President of Evil Hat Productions. “The Dresden Files Roleplaying Game is the first game we’ve done on this kind of scale. Partnering with Alliance to get the game into retail stores everywhere is a straight-up no-brainer. Their track record speaks for itself!”

In addition to the Dresden Files RPG, Alliance will also be offering Evil Hat’s backlist of products – including the award-winning Spirit of the Century RPG, based on the Fate game system—the same engine which drives the ruleset for Dresden Files!

The Dresden Files RPG: Volume 1 – Your Story [EHP3001] and The Dresden Files RPG: Volume 2 – Our World [EHP3002] will make their first appearance at the Origins Game Fair in Columbus, Ohio June 23, 2010.

About Evil Hat

Evil Hat Productions believes that passion makes the best games. With this passion, they create award-winning games such as Spirit of the Century and Swashbucklers of the 7 Skies, delivering the best in small-press gaming.

For more information about Evil Hat, contact
Fred Hicks, Co-President
feedback@evilhat.com
www.evilhat.com

For more information about The Dresden Files Roleplaying Game, visit the game’s website at www.dresdenfilesrpg.com

About Alliance

Alliance Game Distributors is the largest hobby-game distributor in the US, with 4 warehouses and 5 sales offices servicing North America and the world. Alliance leads the industry in retail support, with a robust B2B web presence and the industry leading preorder publication, Game Trade Magazine – which has proved an invaluable tool to retailers and consumers for over 10 years.

For more information, contact
Mike Webb, VP of Marketing and Customer Service
mew@alliance-games.com ·   410-602-8000 x1005

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Old World Order: Faeries

February 16th, 2010 by fred

queenmabFaeries

The Faerie fall into two rough divisions: the Summer Court (the Seelie) and the Winter Court (the Unseelie)—though there are various wyld powers in between these factions. Neither major Court is absolutely “good” or “evil.” Trying to assign each a moral stance vis-à-vis mortal perspectives is just dumb.

Each Court has three rulers: the Queen Who Was (the Mother), the Queen Who Is (the Queen), and the Queen Who Is To Come (the Lady). The Mother holds vast power, but she is beholden to the natural order and thus takes little active part in the rulership of the Court. The Queen holds a substantial share of power and uses it to rule. The Lady holds the smallest portion of power, but she also has the most freedom of action, the closest access to the mortal world, and the most ability to act independently.

Some of the fae prefer hanging out in the mortal world to spending their lives in the Nevernever. (Even the sidhe—see below—visit the mortal world on occasion, but they don’t spend that much of their time there.) This may be because humanity offers various fleshly pleasures (such as pizza), or because the fae in question needs to interact with humanity or nature in order to fulfill its purpose.

HARRY: Like how Lea feeds on blood and power from artists and poets, and grants inspiration in return.

While the Summer Court and the Winter Court are locked in their customary rivalry, the Summer Court has offered mild assistance to the White Council in the course of the Vampire War.

Sidhe

Among the faerie, Sidhe is a state of being that is somewhat political and somewhat biological. A sidhe has all of the abilities of their faerie type, raised to greater heights of power. They are the aristocracy of Faerie, and this mindset must be considered (no matter which Court—or no Court—they are associated with) when dealing with them.

Sidhe Knights

Sidhe Knights, the champions of the Courts, ensure the balance between the Courts of Faerie. While the Faerie Queens cannot kill anyone who isn’t attached to their Court through birthright or bargain, the Knights can. The Knights can also act in affairs not directly related to Faerie, making them the primary outlet of the Faerie Courts for intrigue in the mortal world.

This relative freedom is, of course, enabled by the fact that Sidhe Knights must be mortal—i.e., human.

March brings us the Order of the Blackened Denarius and the Freeholding Lords.

See you then.

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Interview With (Part Of) The Team

February 15th, 2010 by fred

Part one of a long, detailed interview with the Dresden Files RPG project team can be found today at Will Hindmarch’s Gameplaywright site:
http://gameplaywright.net/?p=1141

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Physical Facts About The Books

February 9th, 2010 by fred

Those of you following us on Twitter may have already seen the link to playtester Rick Neal’s overview of the contents of the two books.  If you haven’t read Rick’s recent blog posts, you should; he’s spilling lots of juicy details, and doing it well enough that we won’t repeat them here.

That said, we’re still seeing some questions about the physical particulars of the books, and we thought it’d be a good idea to give you a quick breakdown of the composition of each book. This overlaps with Rick a fair amount, but not entirely.

So, here are the facts we can tell you about the books:

Each book will be hardcover, full color, 8.5″x11″ in size. You will be getting a “standard” sized product here, not something in a “digest” format like Spirit of the Century.

We don’t have a price point on these yet, though you can make some strong educated guesses by looking at similarly-sized full color hardcover RPG books on the market. We will be doing our best to price these as competitively as we can manage while still making a small profit (handful of dollars) per sale.

Book 1 is titled The Dresden Files RPG, Volume 1: Your Story.  Our current page count estimate on this is about 416 pages. If that number grows it’ll be by 16 pages at most.

Book 2 is titled The Dresden Files RPG, Volume 2: Our World.  Our current page count estimate on this is about 272 pages. If that number grows it’ll be by 16 pages at most.

You will get all of the system you need in book 1, but you’ll be missing tons of useful examples taken from the setting without the second book, so we don’t consider the game to be complete without both books.

You will get most of the setting you want in book 2, but there’s some character-centric setting information — particularly about magic and the like — in the first book, so as you might expect us to say, we don’t consider the setting to be complete without both books.

The preorder will start in April at the earliest, by late June at the latest. The preorder itself will likely orient on selling only the two-book set, rather than each book individually, but once we’re past the preorder and are actually shipping the game you’ll be able to buy each one individually.  As with (nearly) all Evil Hat Productions preorders, you’ll get the PDF right away at no extra cost when you place your preorder.  We very likely won’t sell the PDF as a solo product until after the physical product starts shipping.  (This is a business concern for us: motivating people to preorder the physical books is in our best interests, as it will speed up the rate at which we can recover the high cost of our print run. Thanking our preorderers with free and instant PDF access is our best way to do this. It also gives us a larger time buffer to figure out how best to price and package the standalone PDF product.)

Your Story breaks down as follows by approximate page count:

Chapter 1: Harry’s World - Quick primer on the setting for players. 6 pages.
Chapter 2: The Basics - Quick overview of rules concepts. 8 pages.
Chapter 3: City Creation - Guidelines for collaboratively creating the city where you set your game. 28 pages.
Chapter 4: Character Creation - What it says on the tin. 20 pages.
Chapter 5: Types & Templates - Goes over the kinds of characters you can play and gives recipes for building them. 16 pages.
Chapter 6: Advancement - Covers advancement for characters and also for cities. 10 pages.
Chapter 7: Aspects - Everything you need to know about aspects. 22 pages.
Chapter 8: Skills - Everything you need to know about skills. 26 pages.
Chapter 9: Mortal Stunts – Special abilities that aren’t supernatural powers. 12 pages.
Chapter 10: Supernatural Powers - Special abilities that are supernatural powers. 36 pages.
Chapter 11: Playing The Game - Rules for playing the game: combat, recovery, etc. 30 pages.
Chapter 12: Living With Magic - Setting & system information about magic that isn’t spellcasting itself: wizard biology, hexing, the laws of magic, etc. 26 pages.
Chapter 13: Spellcasting - Handling all elements and styles of spellcasting in the system, plus examples. 58 pages.
Chapter 14: Running The Game - System-oriented GM advice. 34 pages.
Chapter 15: Building Scenarios - How to create scenarios for play by paying attention to your city and your characters. 18 pages.
Chapter 16: Nevermore/Baltimore - Sample campaign setting. 40 pages.

Our World breaks down as follows by approximate page count:

Chapter 1: Old World Order - The politics and factions of the Dresdenverse. ~14 pages.
Chapter 2: What Goes Bump - The monsters of the Dresdenverse. ~70 pages.
Chapter 3: Who’s Who - Comprehensive character guide to the Dresdenverse. ~146 pages.
Chapter 4: Occult Chicago - Kenneth Hite talks about the real world occult background of Chicago. ~20 pages

We’re hoping to get a (very) short story from Jim Butcher for Our World, but that’s still getting worked out.

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Who’s Going To Origins?

February 7th, 2010 by fred

So who in our audience is going to Origins in late June? Make sure to come by the conjoined Hero Games/Evil Hat Productions booth, where we’ll either have copies of the game or (if a shipping/printing delay/snafu nails us) will be doing an in-person instant-content preorder of it.

And if you’re going, do you think you’d be able to run an Evil Hat game or three on the official con schedule? Previous convention-game running experience is a plus, but we’d love to get some people running games of Don’t Rest Your Head, Spirit of the Century, Swashbucklers of the 7 Skies, or A Penny For My Thoughts.  People able to run The Dresden Files RPG would be a big help as well, of course — if you’re familiar enough with Fate via Spirit of the Century and think you could learn the new game via PDF, pipe up. :)

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Old World Order: Vampires (Part 2)

February 2nd, 2010 by fred

The Red Court

The members of the Red Court are inhuman creatures inside human shells; their true form is a thing of warped flesh and twisted bone. While they can maintain a pleasant and even beautiful human appearance, under stress they show their real nature: half-bat monsters drooling black venom and stretching long angular limbs out to seize their victims.

The Red Court has great influence in international finance and politics, manipulating mortals through their narcotic venom, as well as mundane bribes and influence. The core of the Red Court power is based in South America; they have strongholds throughout that continent. Addicting entire communities to their venom, they treat mortals as livestock.

The Red Court is ruled by a King. Various aristocratic bloodlines advise and intrigue with (and against) the Red King. The high nobles of the Red Court are very powerful and very inhuman. A few of these aristocrats maintain a semblance of civilized behavior through strict personal codes of honor—but most of them don’t, instead reveling in their power.

Apparently, the Red King has been planning a war with the White Council for years. Only recently has he been given a pretext to attack. Interestingly, the Red Court seems to have gained a tremendous amount of information on magic and the White Council that they didn’t have before. Despite these advantages, the current war with the White Council is occupying much of the Red Court’s time and resources.

Red Court Allies

For its part, the Red Court is using ghouls in the mortal world (as well as demons and Outsiders in the Nevernever) against the White Council. It is also trying to bring the White and Black—and possibly the Jade—Courts in on their side to help fight the “mortal freaks” (as wizards are termed). The White Court is neutral (due to infighting and a recent major setback), the Black Court is very small, and the Jade Court is very mysterious, so they haven’t joined the Reds quite yet.

The White Court

The White Court are psychic vampires; they live off the emotions of others, to the extent that they can drain other people to death. They can feed off various different emotions and use that energy to empower their supernatural abilities. White Court vampirism is hereditary (not infectious).

There are a number of Houses in the White Court jockeying for power and status—Raith, Skavis, and Malvora are the most powerful. Lord Raith is the current White King. In conclave, White Court members speak ancient Etruscan.

HARRY: The real power behind the White King is a total secret.  Daddy Raith isn’t all the man he used to be.

Though the Houses are divided in their opinions on the overall White Court response to the Vampire War, the White King has called for diplomacy. This, of course, has led to even more internal division.

The middle of February brings faeries.  Lovers beware.

See you in two weeks.

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