Schedule

October 31st, 2009

We’re committing to a target date and making progress, so much of what you read below is preserved solely for historical reasons.

For updates on how we’re coming along, check out the “schedule” tagged posts and also the “status” tagged posts.

So When Is It Coming Out?

That’s the question we get asked time and again about the Dresden Files RPG, and it’s completely understandable.  We’re fans too — heck, we’re fans first, publishers second, where the Dresden Files are concerned.

That said, our usual response is to hedge on this.  We joke that the project has been hexed by Harry — system drafts have been nuked, computers have died, lives have changed, developers found themselves suddenly needing to find a day-job to help ends meet.  This should not be a surprise to us — it’s life imitates art, after all, since much of what we’ve just described is part & parcel for the day to day world of one Harry Dresden, Wizard.

Our other response is to repeat a mantra heard over at software giant Blizzard and incant “it will be finished when it’s done!”  For one, we were approached by Jim to do this project, not the other way around, and we want to do right by his “baby”.  For two, the world of the Dresden Files is vast (and getting vaster), so we’ve had a bit of a case of “the more we climb the mountain, the higher it gets” going on.  Still, we know that some folks out there are eager to call this game the “Duke Nukem of tabletop gaming”, which would hurt less if it didn’t have a little bit of a sting of truth to it.  But we’re invoking Blizzard for a reason here.  They get to the finish line.  And so will we.

At any rate, all of this has added up to a single, central truth that when we give dates for publication, we inevitably, assuredly miss them.  So we’ve stopped doing that, and aren’t about to start up again.

All the same, we want to take a chance to break down some of the reasons this game’s taken so long to get done, which we’ll get to shortly, below.  And, as we get a clearer picture of how far off the finish line is and how fast we’re moving towards it, we’ll post more updates on our site’s blog talking about the progress of the game’s development.

We’re Fans First: How It Happened

The first thing to realize about the genesis of this project is that we’re fans first — the Dresden Files RPG came up and knocked on our door, as it were, not the other way around.  This is that story.

Back in 2003, we were just a handful of guys who’d managed to hack the Fudge system into something that was more like how we wanted to play, and we called the result Fate.  Much to our surprise, it grew a sudden and startlingly large community, from a seed planted in the fertile soil of the existing Fudge community.  Then it got noticed by other gaming communities at large, and made a strong showing in one of the first few years of the Indie RPG Awards. Folks started to know who we were, at least in a tiny segment of the internet.

Elsewhere in the land, there was our friend Jim Butcher, who’d managed to go and make a name of himself writing  novels, first and foremost about a wizard private eye named Harry Dresden.  Popularity was on the rise, thanks to Jim’s steadily strengthening writing talent and a bit of an assist from James Marsters (of Buffy fame) lending his vocal talents to the audio books. (Later came a TV show and a comic book and all that, but that’s getting ahead of this point in the story.)

At any rate, being a man of great taste and discernment, Jim happened to have an agent by the name of Jennifer Jackson who was, herself, a bit of a gamer.  She’d heard of us, thanks to those RPG awards, and she knew that Jim knew us.  She also knew that Jim didn’t want to hand the keys for the Dresden Files RPG to just anyone.  So when other courtiers came knocking on her door asking about the Dresden Files rights for an RPG, she turned to Jim, paid attention to what he wanted, and asked him a simple question: “Don’t you know some game-designing friends you’d be more comfortable with developing this game?”

Those friends turned out to be us.

So there we were, with — quite honestly — zero publishing experience, and with the means for gaining that experience not yet clear (the print on demand movement was still slow to pick up speed) — getting asked by our good friend Jim to take his books and turn them into an RPG.  To be honest, we just about lost our minds — doubly so when our significant others supported our decision and desire to pursue this opportunity.

But that’s getting ahead of ourselves.  The point being that, at the end of the day, this project came to us, not the other way around, and we’re fans of Jim’s work first, publishers second.  It can fairly be said that this game is still a fan project.

But with that at our starting point, and a great vacuum of experience ahead of us that we needed to fill, things started to get … interesting.

Interesting Times: The Learning Experience(s)

Once we had the contract for the project all worked out, the Evil Hat company formed, and so on, we found ourselves busily trying to locate as many carts as possible so we could put them all ahead of the horse.  This first took the form of two big rookie mistakes, but more carts were yet to come.

Rookie mistake number one was that we underestimated the amount of experience we needed to build — which lead to us announcing that we’d acquired the rights to the Dresden Files RPG well before we should have.  Late in 2004, we let it slip to the world, and launched the original form of this website.  The problem is, we didn’t really understand how much work lay ahead of us, and in fact grossly underestimated it.  So folks’ expectations started to build on assumptions that turned out to be years ahead of reality … and it was entirely our fault.

Rookie mistake number two was that we ran out and started getting art for the project.  We expected we’d want a fair amount of it, and figured that it would take quite some time to get it all, so getting that ball rolling early would make the most sense.  In hindsight, not so much; our art needs for the project have changed and evolved over time, and while we’ll still be able to use everything we acquired at the time, some of it is going to require some “creative re-imagining” to make it work exactly right.  Water under the bridge.  The upside of this, though, was that we got the chance to work with a wide variety of really talented artists, and quickly built the art direction part of our experience that was lacking.

Threaded through all of this early effort was an attempt on our part to learn what was involved in the publishing business.  A lot of what we learned scared us.  Tales of lost shirts abounded, and large negative dollar amounts (when we could find such specifics) weren’t uncommon.  Print on demand was starting to suggest some interesting thoughts, but was clearly structured for a much smaller printing effort than we anticipated for the Dresden Files RPG.  This left us with an abundant perception — rightly so — that it was easy to screw up your first publishing effort.  But more on that in a moment.

Still, we got what writing we were ready to do, done, bringing Genevieve Cogman the deceptively-simple task of summing up the world of the Dresden Files for the players.  We also  worked through our outline to try to grapple with what all needed to be in a “one-stop-shop” single-book presentation. Splat books just weren’t going to be our style.  And we read all of the novels and short stories we had access to, three or four times, wrapping our heads around what all was contained in the setting.

But we were also looking at our Fate system and running it through some paces to figure out what it could or couldn’t do to hit the right note with the Dresden Files RPG.  And soon enough we came to an uncomfortable conclusion: the system wasn’t ready for the job.  It lacked some of the moving parts necessary to really hit the world of the Dresden Files square between the eyes.  In short, it needed an industrial strength upgrade, to move from its then-current “2.0″ state to Fate 3.0 … whatever that was going to be.

We got to work, building on some early theories of what those changes to the system needed to be.  We got pretty deep into it too, sketching out a number of new system ideas, running a short-length local playtest campaign and a couple one-shots to kick the tires.  The problem, of course, was that the tires didn’t respond too well.  After a few patches and continued efforts to move forward, we had to admit to ourselves that the tires were just thoroughly shot.

It was an incredibly hard truth for us to face.  We were maybe a good year in, or close to it at that point.  We’d put a lot of effort into the system, pushed it pretty far, sunk a lot of effort into at least building a skeleton system for what the Dresden Files RPG could become … but it was crap, and we weren’t about to put out a crap game.  There was only one way to be sure.  We had to nuke it from orbit and start over.

So we did.

Round Two: Becoming a Publisher

Stress levels were high for us at this point.  Coming back from ground zero wasn’t easy.  We made several difficult steps forward, then a few back, over and again as we tried to get a new, fresh approach to things.  Here it really started to sink in that the project was bigger than us. For a while there, it was too much; Fred had to walk away from the project for a few months to get his head clear (and come to a realization that his day job with an internet company was adding far too much stress on top of the stress coming from the project — eventually, he quit that job to put his attention on Evil Hat full time).

At this point, we knew we needed help, and brought Leonard Balsera (“Lenny”) onto the team, a committed, creative fan from our burgeoning Fate community. Lenny challenged us to make Fate what it really wanted to be, and cleared out some blocked neural pathways for us, forcing us to sit down and write the game that was how we were running it at the table.

Around the same time, we realized that part of what had made Fate 2.0 a possibility was the support that the fans had given us.  But with the Dresden Files RPG, it just wasn’t possible to get the same kind of fan involvement due to the nature of developing a licensed game.  At least, not on the level we had once had.  But we wanted it — hell’s bells, we needed it.  But how to get that?

The answer came along soon enough.  Rob and Fred were both great lovers of pulp, and pulp adventure fiction had at least some similarities with the stories of the Dresden Files.  Combining this with our realization that we badly needed to get some publication experience that wouldn’t put the Dresden Files RPG itself in jeopardy at print time, we hatched the idea of publishing a separate game, one that got us a chance to showcase the new Fate 3.0 system, a sort of “big public beta-test” of the core concepts.  This would get our work out in front of the eyeballs of the community, and get us that element of community involvement we thought we’d otherwise be missing.

The project would be called Spirit of the Century.  It was going to be a side-project effort, a chance to field-test the system with dozens of players, and wasn’t going to require too much additional effort to produce.

Right.

The next year was spent building SOTC and getting it ready for publication.

But like many parts of this effort, SOTC turned out to be much bigger than expected.  Big enough that when Fred’s brain started shorting out from the effort, he recharged by running off and doing a genuine side-project, a horror game called Don’t Rest Your Head.  DRYH became Evil Hat’s first real publication, giving us a chance to dip a few toes into the strange waters of print on demand (POD) publication.  Bit by bit, we were easing our way in and learning the ropes.  It was a valuable first hands-on step toward learning the actual process of getting a book published.  Fred expected to sell perhaps 30 copies.  It sold a couple hundred faster than he could have imagined.

Half a year later, Spirit of the Century went into preorder, and the public got its first glimpses at the core of the system we were hoping was now ready to support everything the world of the Dresden Files could throw at it.  It took off like a shot, and to date, two years later it has sold over 3,000 copies in print and PDF.

Getting Here From There: Success is a Heavy Burden

But getting Spirit of the Century out into the world was much like birthing a kraken.

Rob had really put his back into the work, and the effort had burned his brain to a crisp.  He continued to work on the Dresden Files RPG, but pulled back a bit, for his own sanity and to allow for living his life a little more.  No matter his involvement going forward, his fingerprints were going to be all over the final product.  It was time to rest, with our blessing.

Fred meanwhile was all ascramble.  With the launch of DRYH and SOTC he had built valuable publishing experience that would be vital in getting the Dresden Files RPG to press … but with the surprise success of both titles, Evil Hat began to demand more and more of his time simply for the day-to-day running of things.

Ultimately the big burden of carrying the development of the game — the design of the system and writing of all the remaining setting material — had to fall on someone other than Rob and Fred.  Evil Hat had finally — in late 2006/early 2007 — become a publisher that could take a shot at getting the Dresden Files RPG made (those following along at home will note that this turned out to be over 2 years after the rookie mistake of announcing the rights  had happened) without screwing it up.  It was another realization that was hard to come by, and took a while for Rob and Fred to admit (in and around this time, Fred’s head spontaneously combusted from overexposure to his job in the internet industry; he quit, but Evil Hat was still eager to keep him busy).

Lenny was already on board from his help with the Spirit of the Century project, and took over the job of lead system developer in concept if not in name. (He has since been properly identified as our system guru; all hail Lord Balsera!)  Fred still did some work here and there, but his time continued to evaporate in service of Evil Hat (and, eventually, in service of his pocketbook; he had to take on some consulting jobs, since Evil Hat wasn’t paying him a thing for his efforts, by his choice and by necessity).  The transition wasn’t as smooth as it could be, but there was no rulebook to follow for this sort of thing.

Realizing that he wasn’t the equal of the remaining setting-writing, in Spring of 2007, Fred turned to friend and fellow RPG designer Chad Underkoffler, a man well distinguished for the depth of research he offered on games like Truth & Justice and the Zorcerer of Zo, both from his publishing imprint, Atomic Sock Monkey Press.  Chad was given the job of well and truly cataloguing everything we needed to know about the world of the Dresden Files and then turning that into rich, velvety setting chapters.  It took months of research and months of writing to get it all done, but ultimately Chad knocked it out of the park.

(We also picked up Amanda and Clark Valentine along the way here, around summer of 2007.  Long-standing friends of Jim Butcher, they had done some work in the RPG field for Margaret Weis Productions, and were ready and willing to help us out with our editing and writing efforts.  This was new territory for us — again! — and it took us a while to work out how to make best use of them.  But for the purposes of our story, this is a digression.)

With Chad’s help and work, Lenny was able to appreciate the full scope of magic in the Dresdenverse.  It was daunting.  Both Rob and Fred had taken previous runs at getting the spellcraft system done, and the effort always seemed to die at the 75% mark.  Something was missing.  Lenny got to work, and we all hoped the third time was the charm.

A lot of time and a few gallons of alcohol later, Lenny had something that was ready for testing.

The Year: 2008. The Activity: Playtesting.

The first phase of playtesting, called the “bleeding alpha”, started January 14th, 2008.  Playtesters were incrementally given pieces of the system text, as well as Chad’s setting work, and asked to do some “isolation testing”.  We also put forth the idea of an “anti-NDA” — we called it a disclosure pledge, and we asked our playtesters not to keep mum, but instead to share their efforts with the curious public.  And it worked!  After 3 years of development, the public got a real window into how the game was coming along, without it running through the filter of the publisher itself.

Due to timing and a little bit of Evil Hat’s ongoing entropy curse issues, the playtest ran a bit longer as spellcraft continued to need some hammering and adjustment.  The window got pushed out, and the Bleeding Alphas beat on the system hard, showing us that we did indeed have several big problems we needed to fix … though thankfully none even remotely as large as the ones that had lead us to nuke the first version of Fate 3.0 from orbit in times gone by.  We finally had our independent third party confirmation (aside from the enthusiastic play reports from folks playing Spirit of the Century) that we were on the right track.  Revisions were needed, and that was to be expected.

The bleeding alpha wrapped up around May to June, just in time for the Summer 2008 convention season to come along and completely eat our faces.  (Harry Dresden was right — there ARE invisible demons out there waiting to eat your face.  You’ve been warned.)  This was a big chance for everyone — Rob, Fred, Lenny, and Chad — to get out and meet the public wearing our Evil Hats.  But it also meant that with Fred on the road, the second round of alpha testing would have to wait, and with all four attending GenCon, the revision efforts would have a few delays.

But eventually we emerged and got the next alpha playtesting round, the Burning Alpha, started up.  Technically, we started the ball rolling before GenCon — around July 24th of 2008 or so — but delays due to the conventions were abundant.   Revisions took longer too, for many of the same reasons,  and much like the bleeding alpha did, the burning alpha stretched out as well, only concluding around the time of Thanksgiving.

The second alpha round told us we still had some more work to do on the core, but speaking in relative terms it was, again, not as bad as anything that had come before.  A period of refinement, reflection, and further revision lurked ahead, but one that promised to get our system to stop being a moving target, allowing some of the finishing effort of “stat-blocking” the various creatures and significant characters of the setting, as well as rounding out the remaining text.

And That’s Where We Are

Heading into 2009, the Dresden Files RPG project is moving into a quieter phase — call it the calm before the Storm Front.  While the alpha testing rounds allowed us to share our work with a wider audience (and then in turn have our wider audience share with the public), it’s time at this point for Evil Hat’s project team to turn its gaze inward, to focus more on the project and less on communication (communication, alas, takes up much more time than you’d think — but then, that’s the story of Fred’s distraction in a nutshell), and to get this sucker cranked out.

We are certainly still thinking about having a beta playtesting round, but we aren’t ready to say when that will be.  First and foremost we need to get this rough stone polished, and make it into the game it needs to be.

It’s been a long road, and there are still a few more miles to go.  But the things we’ve learned, the people we’ve met, the fans we’ve made — we’d trade none of that, absolutely none of it, to get this game done any faster.  In fact, when you add it all up, these are the reasons the game will be the best we can possibly make it be.

We also want to thank Jim Butcher for his continued support and understanding about the project taking as long as it has.  Plenty of other authors might have kicked us to the curb by this point, and it’s a credit to Jim that that’s never truly been a concern throughout our extended learning process.

Go thank the guy by buying a book of his.

There are a few we might recommend.

Looking for a current status? Check out the “status” tagged posts.

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  1. December 13th, 2008 at 04:22 | #1

    Been there, done that. No publishing plan survives contact with reality. You guys have done a great job in _not_ rushing the game out the door, and the fans will appreciate it when they see the awesomeness in their own hands. Keep plugging.

  2. December 13th, 2008 at 08:20 | #2

    It’s good to see it all laid out and explained so everyone knows the state of play. We all know that when it finally gets out there, it’s going to be the best it can be and then some.

    Keep up the good work.

  3. December 13th, 2008 at 13:47 | #3

    Despite the delays and the revelation of a lot of changes of roles, what I’m seeing here is the continued effort at communicating clearly and honestly with the gaming community. This has been the hallmark of Evil Hat and I applaud your perseverance. I recognize that you perhaps communicated too much in the sense that it was taking away precious productive cycles. But putting up this site and being totally open about the process to date maintains credibility and trust among your fans. Great work.

  4. Eric
    December 16th, 2008 at 12:17 | #4

    Question: Are there any plans of making this into a MMORPG? This would be something that would really shake things up in that arena, just because of the setting in which everything takes place. I mean, World of Warcraft and all of that are fine, but being a fan of the novel series, this as a MMORPG would be incredible. Just my 2 cents.

  5. Rich Bowers
    December 16th, 2008 at 12:24 | #5

    Well, I plan to run a Dresden game at Gen Con this year, so I’m crossing my fingers that the system is ready to run it. Otherwise I’ll be using Hero System rules. :)

  6. fred
    December 16th, 2008 at 12:35 | #6

    @Eric: No plans that we’re aware of, but that would totally be outside of our realm of knowledge (and budget). Though if you happen to find a source of about $20-$30 million you’re willing to let us blow on the possibility, let us know. ;) (Not joking about the cost. In fact, I may be lowballing it.)

    @Rich Bowers: Couldn’t say, man. Lots of months between here and there.

  7. Susan E. Morton
    December 16th, 2008 at 13:39 | #7

    I’m really, REALLY ready to start playing this!

  8. December 21st, 2008 at 10:59 | #8

    You can expect to have an idea and make it a fact over night. You had a long path to travel and I hope that everything will turn out exactly how you want it to, or maybe even better. I can feel it from your writing that you are very passionate about this project and this is not something that you can find with most people.

  9. MTerrell
    December 22nd, 2008 at 14:10 | #9

    Any chance some of us “regular folk”/fans can beta test? I got a middle aged group of gamers and I know for a fact that 4 of the 7 own all the Dresden Files books and maybe the series DVD ( I know I do, I loved that show dammit!). the others just mooch our copies ;-) . Anyhow, if you do allow mortals such as I to read the sacred text and perform the gaming rituals with other sanctioned practitioners, then send me an email or something. ;-)

    One more thing, “Go thank the guy by buying a book of his”. If you own them all like me, buy a friend one for Christmas. They make great gifts to your friend and to Jim ;-)

  10. fred
    December 22nd, 2008 at 14:24 | #10

    @MTerrell: Like I’ve said elsewhere, we’re not sure when we’ll be doing any beta testing. We need to batten down the hatches right now and focus hard on getting text complete and doing internal testing. When we get the chance to breathe again — which I wouldn’t say is likely to be any time in the *near* future — we’ll start looking at external beta testing again.

  11. Josh Jasper
    December 22nd, 2008 at 15:25 | #11

    Back in the day, we used to call text based MMORPGs “MUSHes” or “MUDS”, and they ran on UNIX boxen. Upstream. Through the digital snow. Both ways.

  12. Victor
    December 24th, 2008 at 20:15 | #12

    Well one thing is for sure none of us can wait until its released but we’ll try

  13. Colin
    January 11th, 2009 at 16:46 | #13

    Thanks for sharing a bit of the behind the scenes, it’s reassuring to see a glimpse into what’s going on behind the black box of the Dresden RPG website. We know you’re working, but it’s the amount and lessons learned that helps give the project an observable vibrancy.

  14. Stephane Presseault
    January 24th, 2009 at 09:51 | #14

    I like what I’ve been reading, gentlemen.

    You have the rights to the Holy Grail of Gaming, and you’re not in any hurry to throw it out the door. Take yer time, we’ll be there, lurking in the shadows around your offices, rummaging through yer trash for notes written on the back of old bills.

    But we’ll be there. Quebec is watching, and patiently waiting for the gem you’ll publish. After all, it only takes a few hundred thousand years to turn coal into diamonds. I expect you peeps will be a wee bit faster than that .

  15. fred
    January 27th, 2009 at 12:31 | #15

    Thanks for all the great comments, folks. We do appreciate ‘em! :)

  16. Bret H.
    February 15th, 2009 at 17:59 | #16

    I think this is a good cautionary tale for any RPG developer to keep in mind. Thank you for sharing it with us!

  17. fred
    February 16th, 2009 at 07:58 | #17

    @Bret H. I much prefer operating with transparency. Y’all are showing us respect by sticking with us; I should return that respect by being frank about the lay of the land. :)

  18. Jim (not Butcher)
    March 31st, 2009 at 14:43 | #18

    I just wanted to thank you guys for putting the Herculean effort forward to breathe life into the dresden files rpg. I have been a huge fan of the books and the unfortunately short-lived tv series for some time now. I have told all of my friends about it and we are all looking forward to playing the game. keep up the good work. and to all out their who are chomping at the proverbial bit as much as i am…patience is a virtue.

  19. Bryan
    April 2nd, 2009 at 21:49 | #19

    I am really looking forward to this game, and would love to play test it. Is there anyway that I could pay you to let me play test this game?

  20. Bainesidhe
    April 3rd, 2009 at 02:42 | #20

    Gotta tell ya… My first Dresden book was the newest one (in fact I picked it up less than a week ago!) Heck, I didn’t even know there was a tv show. However, from the very beginning of the book, I was sold. Next week I’m buying (hopefully) the entire series for a marathon read. And ye better believe I’ll be buying the DFRPG when ya’ll’re done with it!

  21. fred
    April 3rd, 2009 at 09:50 | #21

    @Bryan — Honestly, I’m not comfortable at this time with any sort of pay-for-playtest proposition. Not that I don’t appreciate the offer!

  22. Bryan
    April 4th, 2009 at 18:52 | #22

    Well, the offer still stands, I would love to get my hands on this material. I like the Dresden books that much! You could do a pre-order type thing. Pay to pre-order the books (plus a little extra) and get into the play testing!

  23. April 8th, 2009 at 23:59 | #23

    I have to admit, I haven’t played anything anywhere near the D&D persuasion since I think I was 14 or 15, roughly 12 years ago. And I find it amazing and a bit heartening that I can still find myself looking forward to something like this with so much anticipation. Especially after I left pen and paper/table top gaming for the slightly easier to play world of video games rpg’s and pc mmorpg’s to which I remain addicted to this day. And yet somehow I can’t help but look forward to this rpg even though I don’t have anyone to currently play it with when it comes out. I just loved the books Jim Butcher put out so much that I feel like I could be happy just reading the play manuals and thinking up bizarre and convoluted situations to happen to characters regardless of what might actually be allowed by the rules. Heck, I even had fun just reading about the development process, that was kind of cool, thanks for all your hard work and here’s hoping this finished product is as phenomenal as we all hope it will be. Good luck to all the minions and lackeys of Evil Hat. Now I just need Jim Butcher to put out book 12 so I have something to tide me over until the RPG is done. Also I agree with Eric from earlier, I don’t know how feasible the idea is, but I think an mmorpg in the vein of World of Warcraft, Lord of the Rings Online, or maybe the old Phantasy Star Online on the Dreamcast system would be a great idea, and I’d love to play it.

  24. WillS
    May 5th, 2009 at 18:52 | #24

    Wow. Just looking at some of the Dresden Files and the tidbits you’ve thrown us it’ll be a lot of work. I can’t wait to develop a character using these rules. Good luck and fair winds and following seas.

  25. Wyrdrune
    May 7th, 2009 at 00:22 | #25

    I too can’t wait till it comes out, but I got another question. How will the game be distributed? Is there a possibility of a discount for people who will be ordering a printed hardcopy and an e-book/pdf? (I prefer my books in printed form for leisure reading or at the gaming table, but I like having my current games in electronic form available on my handheld or my office computer just to check things when I got an spontanous idea for the next gaming sessions… )

  26. fred
    May 7th, 2009 at 07:58 | #26

    We’re a big fan of the Print+PDF bundle idea. Take a look through our catalog on IPR to get an idea of how big we are on the concept. :)

    http://www.indiepressrevolution.com/xcart/manufacturers.php?manufacturerid=14

  27. May 19th, 2009 at 06:21 | #27

    Having read all this, the last thing you want to hear, how is it coming along? How long is it going to be? Or when can I read the finished book? Which are clearly all the questions we have.
    I am all with the not rushing it and all, but now 4 months after this post I am wondering whether there is any progress to report on. Even if its only, we think we need more time. Thanks for your time.

  28. fred
    May 19th, 2009 at 07:22 | #28

    This *page* might be a few months old, but we’re updating the front page of this site with new information every two weeks. I’d recommend you keep your attention there, and avoid asking us for a delivery date after reading something which explains repeatedly why we aren’t giving out a date! :)

  29. Skip
    May 22nd, 2009 at 22:58 | #29

    I’m a huge fan of the Dresden series, and I’m very glad you’re taking your time with it. I hate it when an RPG based on an existing intellectual property is released, but doesn’t take into account much (if not most) of the already published material.

    There may be new information with “Turn Coat” released, and I’d prefer to wait longer and have the material be as up-to-date as possible, then get a rushed and finished product.

    Good luck guys. I’ll be buying a copy when you’re done.

  30. Zach
    June 10th, 2009 at 12:47 | #30

    Hey is this Dresden File RPG gonna be set-up like the D&D kinda thing or how cause I am kinda confused about it….

  31. Hawk
    June 11th, 2009 at 11:39 | #31

    This Dresden Files RPG is set up like D&D in that it’s a pen and paper roleplaying game, but does not use the D&D system. It uses the much simpler (and much more appropriate for the Dresdenverse as I see it) FATE system.

  32. Zach
    June 12th, 2009 at 23:49 | #32

    Aaah well that is what I meant…that is cool though I am excited no matter how long it takes to come out. I love the Dresden Files unfortunately though I haven’t read all the books but I still love them. I am already thinking up possible scenarios for it based on my limited knowledge of how it works. Oh and thank you for the explanation Hawk :-)

  33. Zach
    June 14th, 2009 at 15:59 | #33

    hey I have another question for Fred. Are y’all gonna maybe possibly have something that talks about like Weapons or something or is that something that the GMs are gonna decide about….and if so are you gonna post it

  34. Ira McKitrick
    August 1st, 2009 at 07:38 | #34

    I CAN’T WAIT TO PLAY!!!!!!!!

  35. Dylan
    August 5th, 2009 at 13:44 | #35

    Just discovered this, and just recently discovered the books. (Jim Butcher is amazing) It sounds like you guys have been working hard on making this work the way it should.

    Take all the time you need, I’ll be there to buy the second you guys are ready to publish. Already know it’ll be awesome, as FATE and Spirit of the Century are freakin’ amazing. :)

  36. fred
    August 5th, 2009 at 13:54 | #36

    @Dylan, thanks for the vote of confidence!

    @Zach, non-magical weapons will get a lightweight treatment in the book — I don’t know if we’re going to talk about that on the blog, tho, at least not *soon*.

  37. Zach
    August 9th, 2009 at 15:19 | #37

    @fred
    ok Fred man thanks. I’m gonna keep commenting on stuff. This is gonna be a huge thing when it comes out I can already tell. You guy’s will be in me and my Friends’ prayers hoping that you have a smooth rest of the year

  38. August 22nd, 2009 at 19:49 | #38

    I know that I’ve had a good time with playtesting so far, going back to DON’T REST YOUR HEAD and wading through docs for both rounds of alpha testing. The FATE system is an excellent way to portray the Dresdenverse and the DFRPG materials are looking fantastic. As Fred said, there is no advantage in rushing a product just to get something on the shelves, and the added problem is that Jim keeps writing books (as well as short stories) so there is continually more and more material to be considered. DFRPG has the potential to be the best RPG produced in a very long time….

  39. Anthony
    August 23rd, 2009 at 23:39 | #39

    i agree with marv i believe this game has such potential that it could truely take the rpg world by storm… possibly an online game in time so why rush things and get them all wrong and have to wait longer to get them fixed… if fred says he’s doing his best to get a date for the fans he’s doing his best to get the f’ing date… now this comment isn’t supposed to start a fight between anyone i just find it overwhelmingly rude to make demands on a person or group just because we want what they have now and can’t wait… and yeah i’m a hardcore fan who’s read the dresdenfiles more times than i can count and i still say waiting for something is better because think about it… if we rushed jim butcher in the makings of the dresden files it wouldn’t be the same book that we all knew and loved. So i say to all the fans that read this post wait and be patient the day will come when we will see this game and be ever grateful that they didn’t rush it and that evil hat productions got it right the first time.

  40. Thomas Lanphier
    September 4th, 2009 at 06:55 | #40

    I will buy this game the minute I find it on my store shelves, then shout for joy before taking it home! I want it soon, but will force myself to wait while it’s polished and done right…

  41. James
    September 6th, 2009 at 01:41 | #41

    I was introduced to Harry Dresden (the books not the person) in the summer of 2008. I then discovered the Dvd’s from the show, and was really saddened that I had missed the chance to watch the show when it first aired. (Although I will admit the hockey stick still angers me.)And now I have finally discovered that there will be an RPG. My cup overrunneth. I am sorry to hear that there have been so many obsticles on your path to creating this game. Hopefully when it is finished the gratitude from all of us Harry Dresden fans will in some small way make it worthwhile. Have you thought about making a Harry Dresden PS3 game? After all you wouldn’t want to just stop playing with the Harry Dresden universe when the RPG comes out.

  42. Jak Jak
    September 21st, 2009 at 22:11 | #42

    I only started reading the books 4 months ago, curently on 8 and just heard about DFRPG earlier today and by what I’ve read sounds amazing. Which makes me wonder why I haven’t heard about a movie (unless I’m out of the loup). It probably would be easy to get action and at least 90 min of video for each of the books and would easily smoke Harry Potter in sales since TDF actually has tons of magic involved, tons more of mistical creatures, has much more action, much cooler main characters, and has a twilight reference in book 6 (for the ladies lol jk). But if there have been any mentions of a movie please contact me asap because we all know it would be the best. I yea email is csiguyjack@yahoo.com

  43. September 29th, 2009 at 07:06 | #43

    @Jak Jak
    No movie. There was a TV series – pretty good but different to the books in a few regards. Well worth watching, mind. A movie would be cool, though. I’m enjoying the audiobooks – read by James Marsters (Spike from Buffy/Angel and the Other Time Agent from Torchwood Season 2).

  44. Spencer
    December 28th, 2009 at 02:36 | #44

    Hey, love all the work your pumping into this.
    I would rather wait for a great play than get one now that isn’t as good as y’all want it.

    I do have a question, with all the new books coming out where is your cutoff for including into the world.

    Will you make future editions to incorporate new material?
    I know you said you only wanted one play book for this game, but is it possible for expansions, and it would be really nice to know how far in the series your game goes.

  45. fred
    December 28th, 2009 at 07:26 | #45

    Spencer :
    I do have a question, with all the new books coming out where is your cutoff for including into the world.

    We’ve answered this elsewhere, but I’ll answer it here too: the game covers the first ten novels. Our hope is that we’ve built a game that will let people treat any new novel after that as a sourcebook in its own right, easily (or mostly easily) “statted”, but we’ll likely host public discussions about adapting other works in the series as they come out, etc.

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