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Kenneth Hite to Write Chicago Chapter

May 27th, 2008 by fred

Good news! Evil Hat has inked a deal with Kenneth Hite to have him write the Occult Chicago chapter for the Dresden Files RPG, blending the locations and events of the novels together with Ken’s real-life research into Chicago, where he currently resides. We’re (somewhat obviously) thrilled to have Ken on board for this.

If his name sounds familiar to you, that’s because you play RPGs. :) You might have even heard about a little game he recently worked on titled Trail of Cthulhu.

Welcome aboard!

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Fred and Lenny Speak on Latest Podcast

May 5th, 2008 by fred

[45min 38sec] While in Las Vegas for GTS, Fred sits down with Lenny to talk about all sorts of things. In this first part, they cover what it means to be a game designer, the mayor of Las Vegas, and some of the things Lenny’s been working on with the Dresden Files RPG.

You can download the episode from this page:
http://thatshowweroll.libsyn.com/index.php?post_id=336154

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A View of the Road Ahead from Evil Hat

March 17th, 2008 by fred

Fred Hicks from Evil Hat productions posted a long (long) message today over on his LiveJournal about what’s on the road ahead for Evil Hat Productions, and what the Dresden Files RPG part of that looks like in particular. Check it out:

http://drivingblind.livejournal.com/343799.html

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Looking Into the Future (A timetable… of sorts)

August 8th, 2007 by fred

We’ve been getting a big spate of inquiries lately about the Dresden Files RPG and its release date. While we’ve tried to rest solely on the phrase “Coming Soon!” I want to take a few minutes to drill front and center to why the game’s release date — far as we’re concerned — is “It Will Be Finished When It’s Done”. Here’s a sampling of the reasons…

Reason #1: Takes a While for the Radiation to Calm Down

Back when we first got the license for the game, we had a completely different idea of where to take Fate 3.0, the system we’re basing the Dresden Files RPG on. We put together a local campaign or two, ran our ideas through the paces, and took a look at what the result was.

It was garbage. Seriously — this was not a game we were going to be proud of, and it wasn’t going to produce the kind of fun we wanted it to produce at the table.

So we nuked it all from orbit and started over.

This was a hard decision — hard on us because there was a lot of effort we had to toss, and hard on you, the fans, because it has pushed out the release of the game by, well, an awful lot. For this, we apologize, but we’d also like to ask for your trust here … we’re doing it to make a better game, the game we want, and hopefully, the game you will want.

As a part of this process, we also produced our game — which has turned out to be quite a success, including an Ennies nomination for Best Rules — called Spirit of the Century. This was the sort of fun we wanted at the table for the core system, Fate 3.0, and based on the feedback we’ve gotten from folks since that game was released nine months ago, we got it right. Since then we’ve been working on figuring out how to alter the Dresden Files RPG specific parts of the system to give us that feel of crazy danger permeating the novels.

It’s quite a ride. It’s quite a long ride, yes… but a good one, too.

Reason #2: We’re Frickin’ Cursed, Here!

Every time we’ve stated an actual release date for the game, we’ve missed it — by a lot. This has made us pretty paranoid about talking about release dates at all over here at Evil Hat. We don’t want the game to get hit by any more entropy curses than it already has. So we draw a circle of obscurity around the date! None shall pass!

Reason #3: You Can’t Predict What Playtesting Will Do

We’re hoping to start assembling “blind” playtest groups sometime (shortly?) after GenCon. Once that ball gets rolling, there’s no telling how long it’ll roll before we’ve gotten all we need to out of the process. And on top of that, there’s some writing yet to be done that simply can’t be done until the playtesting process is over. So in a very practical sense, there’s no way for us to conduct an “honest” playtest to the extent we think we need to and be able to state an honest release date at the same time. Each would cause the other to suffer.

On that playtesting note, we’ll be putting up an announcement here, on this blog hopefully within the next month outlining the playtest sign-up process. We’re likely to do the playtest thing in batches, selecting 2 to 4 groups at a time based on certain criteria (in signing up, there will be a questionnaire to answer) — things like play experience, familiarity with Spirit of the Century, group size, frequency of play, and so forth. We’re likely to want folks from both ends of any particular spectrum, at some point in the process — small groups and big groups, inexperienced and veteran, familiar and unfamiliar. Depending on the amount of response we get to the program (and based on the inquiries, I’m betting it won’t be small) we probably won’t be able to get everyone to playtest, but we do hope to make it a pretty sizeable endeavor.

But in the meantime, we’ve been running ragged over at Evil Hat to do the Summer Convention trifecta — Origins, DexCon, and GenCon — in support of our two current products, Spirit of the Century and Don’t Rest Your Head. Evil Hat Productions is a part of the Forge Booth, so you can drop on by at most times during GenCon’s four days, in the dealer’s hall near the “quiet area”, and look us up (when you get there just ask for the “Evil Hat guys” — most folks will be able to point you our way). We’ll also be attending the Ennies award ceremony Friday evening. As a fundraiser for the Ennies, they’ve put up a seat at our table for auction — so if you’re that particular kind of fanatic, and want to grill us about the Dresden Files RPG in person, consider placing a bid!

Hopefully this post has given folks a bit more of an insight into where we’re at with the game’s release date, and why the delays have been what they’ve been. We know it’s been a long time, and it’s going to be more time yet — but we think in the end y’all will be happy with what the time investment has done for us.

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Rob and Fred talk about Shield Bracelets on The Master Plan

April 20th, 2007 by fred

Rob and Fred talk about the difficulties in implementing a good Shield Bracelet on the Master Plan podcast:

http://masterplan.libsyn.com/index.php?post_id=205740

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Join in on the Dresden Files RPG Book Quote Scavenger Hunt!

February 24th, 2007 by fred

We’re having an informal little “book quote scavenger hunt” over on the Jim-Butcher.Com forums to hunt down quotes that fit the skill list for the Dresden Files RPG. Interested participants who submit quotes are eligible to receive a free PDF of Evil Hat’s surreal horror game “Don’t Rest Your Head“.

Come on over and join on in — or at least take the opportunity to peek at the skill list! http://www.jim-butcher.com/bb/index.php/topic,2029.0.html

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Designing Dresden 6 – So, why Fate?

January 2nd, 2007 by rob

So, I’m a nerd.

Not a huge shock, but I figure I’m going to lay that one right out there to frame the question of “why use Fate, and not some other system?” because it’s easy to assume that the decision to go with fate was based purely on the fact that we wrote it. In fact, while there’s some truth to that, it’s not necessarily for the obvious reasons.

Read more…

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Designing Dresden 5 – Stressing Out

December 6th, 2006 by fred

Hi there. I’m Fred Hicks, one of the designers on the Dresden Files RPG, co-author of Spirit of the Century, and author of Don’t Rest Your Head. Rob’s been writing these Designing Dresden columns so far, but I thought it might be time to get involved myself and talk about some of the fiddly game system decisions we’ve been working through.

As you may know by now, the Dresden Files RPG will be using a system based on the core engine used in Evil Hat Productions’ other Fate project, Spirit of the Century — which is not to say it will be the same game as that.

Spirit of the Century was written with the goal of supporting cinematic, pulp-style action, where heroes can face down against a mob of ninjas without mussing their dinner jackets. Characters in Spirit can take a lot of punishment without injury — and that’s intentional. And weapons and armor are mere “color” trappings in Spirit. A gunshot poses no more risk than a fist; what matters more is who’s behind the attack.

But the Dresden Files operates on a different footing. Getting outnumbered in the Dresden-verse sucks (if you aren’t prepared for it). A gun is still something to be feared — Harry’s able to hold off an entire pack of Lycanthropes, at least for a time, with the threat of a single pistol. And there are plenty of things out there that, if they can lay their hands on you, can rip your face off in a hot second.

Given all this, it’s clear to us that we need to revisit our core ideas for how damage (called “stress” in Spirit of the Century) is handled in the Dresden Files RPG. In this article, I’ll talk about where we’re at with that, right now, and why we arrived there.

But is this the final form of it, that will see light in the published game? Possibly not — and you can be a part of that. Consider this an open “concept playtest” if you’re already familiar with Spirit of the Century, you’re on a good footing for giving the ideas we outline here a test in the laboratory of your own play (and in fact, owning a copy of Spirit will put you on a solid footing for any future ideas we decide to air on this blog, and playtesting in general).

So, enough for the setup. Let’s get on to the particulars!

The Basic Needs

Let’s look at the basics of what we need a damage system to support in order to give us the world of the Dresden Files as written by Jim:

  • Fights, when they happen, hurt. It’s not that we want to avoid combat, but anyone who gets into a fight — whether it involves fists, knives, guns, or supernatural abilities — should expect to come out the other side bruised and bloody at minimum — and maybe even with a burned, crippled hand, psychological trauma, or something else equally nasty.

  • It needs to allow for “amped up” lethality — if the Nasty Thing can get its hands on you. Harry would have been dead several times over if it wasn’t for some quick reflexes and an ensorcereled leather duster.
  • Getting outnumbered stinks. A three on one fight sucks for the “one” in that equation. There’s no cinematic sensibility saying that you can fight off a dozen creatures all at once (unless you’re Michael Carpenter fighting a pack of Red Court vampires — but he’s an exception that we’ll back up with the supernatural powers stuff).
  • Preparation can mitigate some of the nastiness here. If you have time to get up a shield, or come into a fight armored to the gills, you’ve got a better chance. Maybe not a greatly improved chance — but a better one all the same.

There’s more to it than that, sure, but that’s a pretty workable list at the outset. I’m not going to get into drawing the connecting lines between each of those bullet points and the implementation we currently have on deck, below — I leave that as an exercise for the reader — but I want you to look at this list and keep it in mind as you read about (and possibly use) the system I talk about below. In practice, it should hit all of those points, and more — but we’re going to keep kicking it around our lab (and maybe you will too, in yours) until we’re dead certain of it.

Back to the Challenge Track

In Spirit of the Century‘s free predecessor, Fate 2.0, we had something called the Challenge Track. But as we put together the pulp version of Fate 3.0 found in Spirit of the Century, we realized that it wasn’t a good fit for what we wanted to do. So the challenge track got set aside and, to some extent, forgotten.

Fast forward to today. While the effects of the Fate 2.0 challenge track don’t quite track as cleanly in the current implementation of Fate, the concepts (and physical layout) of the track definitely have some value for us. We can take the idea of the “stress track” (to use Spirit’s term) and divide it up into “tiers”, like the challenge track did in Fate 2.0. Then, we can combine all of that with the modern Fate 3.0 idea of consequences to produce something pretty exciting. Here’s what a standard stress track might look like smashed together with the Fate 2.0 concept of the challenge track:

Let’s break down the basics of how this would work in play:

  • The numbers on the left hand side represent the range of shifts (stress) on an attack that should cause one (or more — see below) boxes to be checked off at that level (or “tier”).

  • Each tier has a consequence level associated with it. When all the boxes on that tier fill upthe character takes a consequence of that level of severity.
  • Later on, if stress hits a tier that is already full and has a consequence, then a single box on the next tier gets checked off instead, as “roll-over”.

At it’s core, that’s it. But the nice thing about this set-up is that there are a lot of ways to play around with its functions, to get a richly textured (but still pretty straightforward) system of toughness and lethality. So let’s get into that.

Getting Tough

Toughness in the Dresden Files really breaks down into three categories: mortal resilience, armor and basic protection, and supernatural invulnerability (or particularly impenetrable armor). Let’s briefly dig into each one of those.

Particularly tough mortals can take a lot of minor punishment — bruising, but if you shoot or stab them, they’ll still bleed pretty badly. Looking at the challenge track, this sounds like someone who gets several extra boxes at the “Mild” level — they can take a lot of minor punishment before it adds up to a setback (a consequence) — but leaves them just as vulnerable as the next guy when it comes to the nastier stuff in the Moderate and Severe tiers. Pretty simple. At supernatural extremes, this might even extend to the idea of the “Mild” level having unlimited boxes — never producing a Mild consequence, or at the least, never “rolling up” to something worse.

For basic protection — extra-thick hide, kevlar, and so on — there are two ways of looking at it. One is simple damage avoidance — invulnerability, in other words, so we’ll push the discussion of that off to the third category, below. The other form is damage mitigation. So let’s look at that: first off we have the basic idea of toughness as presented above — extra boxes. Certain types of protection might add boxes, then — though they might pad out things at a higher level, like Moderate and Severe, depending on their nature.

But let’s dig at this a bit, and look at, say, a kevlar vest. Conventional wisdom suggests that if you get shot in the chest while wearing kevlar, you’ll still feel it — and the next day, you’ll probably have some nasty bruises on your chest and an ache that won’t go away for a while. So we can conclude this: kevlar certainly doesn’t keep you from getting hurt — it just makes the hurt less nasty. So how would we produce that effect with our challenge track? Easy: change the range. Maybe a Kevlar vest changes the tiers from 1-2, 3-4, 5-6 to 1-3, 4-6, 7-8. While a 5-point hit might put a normal person into Severe consequence territory (“Bleeding From a Gunshot”), a kevlar-adjusted hit would take that down to Moderate (“Deep Bruises”). There we go.

We can combine the effects of these first two approaches to toughness and create, say, an Ogre-blooded changeling who can take a load of punishment that would drop a mortal in short order:

Finally, invulnerability. With invulnerability, we have the idea that the damage that lands could simply have no effect — not even progress towards a consequence. This sort of thing should be used pretty sparingly, but it definitely has its place in the world of the Dresden Files, so we need to support it.

Invulnerability would work pretty simply: after the “stress” value of a successful hit is determined, it would be reduced by a certain number (usually small). If this reduced the stress to zero or below, the hit would slide off of the target with no effect. Certain types of faerie folk, Denarians, Loup Garou and more have all shown signs of some extent of this over the course of the Dresden Files. (Nicodemus in particular has a crazy amount of invulnerability … unless you hit him in a specific weakness. Don’t know what I’m talking about? Read Death Masks — one of my absolute favorites!)

Taken together, these provide us a nice amount of texture for “toughening up” the opposition (and the player characters, to at least some extent). We have several ways to make low and middle tier bad-guys tough, but not unbeatable, while allowing for top-class opponents like Cowl and Nicodemus to get cars and masonry dropped on them with only mild inconvenience.

Getting Deadly

The flipside of toughness, lethality, can be just as much fun — though from a design perspective, it can be pretty tricky. In general, I have a strong preference to use a fairly light touch with lethality in my Fate implementations, in part because I don’t want to throw effects into the game that are ruinous to fun. While a very tough opponent can certainly be a challenge to keep interesting and non-frustrating, few things can be less fun to a player than having his character dropped in a single blow.

But with the Dresden Files RPG, we’re also looking for some verisimilitude with the novels and real risk to life and limb. We’ve got to find a good middle-ground, where the fear of getting your arm torn off by a super-strong werewolf is enough to make you run, and the risk of a gunshot wound is bad enough to make a gang of lycanthropes think twice about jumping on you.

Looking at the stress track examples above, we have two clear paths to making something nastier: increasing stress on a successful hit, and increasing the number of boxes marked off when you hit. Both options are pretty nice on their own, but in combination, you can get some real depth (without a lot of complexity). Let’s look at what each technique offers us.

Increasing stress on a successful hit will “pump up” the potential nastiness of any consequences that result. Something that offers a +2 to damage on a hit will jump to the next nastier tier; using the default mortal stress track, a +2 pretty much means you’ll be skipping right past mild consequences and go straight into moderate or worse — feels like a good fit for a knife fight or gun-play. We could call this kind of boost potency or force, if we were coining terminology (this one’s hardly set in stone).

But using the default stress track, this method also doesn’t guarantee a consequence on a “fresh” target. With two boxes per tier, and consequences only happening if all the boxes on a tier fill up, you can hit someone for 5 and not produce a consequence.

Which brings us to our second technique — increasing the number of boxes that get checked off on a hit. Without “potency” involved, this simply accelerates the rate at which a hit will produce a consequence at the level at which it lands. So this technique seems to indicate the amount of trauma or wounding the attack represents: automatic gunfire (and gunfire in general), baseball bats, and so forth may be good candidates for this.

In combination the ideas of potency and trauma (curses! I cannot escape terminology!) work pretty well. And the fact that we can increase one, the other, or both gives us the ability to create some entertaining configurations for deadly things in the Dresden Files, whether they’re mundane weapons (Knife: +1 stress; Crowbar: 2 boxes; Pistol: +2 stress, 2 boxes) or supernatural abilities (Hands of Flame: 2 boxes; Ogre-Blooded Strength: +1 stress).

By the Numbers

So, at the beginning, we said that getting outnumbered stinks. Do we have that already, or do we need to do something about it? At present, I think the answer is that we have it already. Using a standard combat setup from Spirit of the Century — though probably without the minion rules in effect — the simple fact that each opponent in a three-on-one fight is going to get a whack at you, and possibly land a hit, eating up a box, is bad enough (much like the “trauma” concept from above, it’s a fast-track to Consequenceville). So, while we may feel the need to put in some additional rules to address the effects of numbers, for the moment I’m going to table this portion of the discussion and see how it shakes out in the lab.

Conclusion

So there you have it — the “State of the Hat” on the subject of toughness and lethality in the Dresden Files RPG. Combine it with your copy of Spirit of the Century and you’ll have a fairly robust (if occasionally brutal) damage system to spice up your fights. If you do decide to do just that and give these techniques a whirl, drop us a line — either by using the feedback widget or by leaving a comment on this blog post.

Stay tuned in later months as we dig into other sides of “Designing Dresden!” — and possibly revisit this very topic!

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Designing Dresden 4 – It’s a Beautiful Day in the Neighborhood

October 1st, 2006 by rob

How many neighborhoods are there in your city? Chew on that for a minute. It seems like a pretty innocuous question, but the answer is probably “more than you think”.

See, when I started, I figured, I would gather up a list of Baltimore’s neighborhoods, maybe winnow it down some to get a list of the interesting ones with an eye towards which ones would be well suited towards which scenes. So I started with a quick google of “Baltimore neighborhoods map” and found the official maps on the city of Baltimore’s homepage. Score! I’d just grab those and work down from there. Start with one of the 9 general areas (Central, N, S, E, W, NE, NW, SE, SE) and grab the neighborhood list and….

Man, that’s a lot of neighborhoods.

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Designing Dresden 3 – A Theme for Baltimore

June 29th, 2006 by rob

(This got a bit too long in writing – thus, the delay – so I’m breaking it up a bit, and starting with the foundation.)

Start with the map. On a national map, we look at Baltimore and can infer a few things. It’s coastal mid atlantic, which suggests a certain amount of colonial history. In the three main bands of US immigration (religious in the north, criminal in the far south and mercantile in the middle) it’s firmly in the mercantile stripe.

Zooming in a little further, it’s clear that Baltimore looks a little squeezed into things, between DC, Philadelphia, and Delaware, all in the shadow of New York. The natural harbor of the Chesapeake Bay seems like a natural city location, but the protection of the harbor is probably a double edged sword, since it takes traffic further out of its away than just going up the river to Philly. This points me to a question: how did Baltimore develop?

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