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Designing Dresden 2 – Hitting the Books

June 16th, 2006 11 comments

Warning, this is more about process than the specifics of the game.

So, my knowledge of Baltimore at the start of this process was pretty limited. I’d driven around the city some, and I knew that you had crazy stuff like Poe’s grave, and Anthony Bourdain’s magnificently dismissive description of Baltimore. Beyond that I had a few jokes (Driving in Baltimore, you can end up in two places: The harbor, or dead). As such, I had a big challenge in front of me: what in god’s name do I need to do?

Stepping back, I thought a bit about what I would want out of the final write up. A bit of history, sure, but interesting history, which is to say, history that I could draw plot seeds from. The major imports of the late 18th century just aren’t going to be useful to know unless there’s a plot seed somewhere in them. So that means that no, this is not an opportunity to write a treatise on trade in the age of sail.

Similarly, I want a map, but I don’t want a gaming map. A pretty map of streets with a numeric key of interesting locations is almost entirely useless to me as a GM. The city is not a dungeon, and I don’t really want to be dealing with player’s making turn-by-turn navigation decisions within the city. I need to know enough about the geography of the city to know the general flow of things. Beyond that, I want a linguistic map of the city. I want a map that reflects how people describe the city, which means a map of neighborhoods and important streets.

Similar to history, I also want to dig up folklore and ghost stories. Every area in the world has its own stories, from colonial stories about witches to modern urban legends.

Trappings of flavor are also important to get. From humor to dialect to media portrayal, this is going to have more signal to noise than history, but it will serve much the same purpose. There’s a temptation to grab every quirky nugget of trivia and offer it up as local color, but that needs to be strictly curtailed.

Lastly, I want to find a theme. This last is an interesting challenge, and once I won’t really be able to address until I’ve looked at the first three needs, but it’s going to be very important, because it answers the question that “Stories in Baltimore are usually going to be about….” This isn’t something to lock ourselves into anything, but it helps provide a reason that the city is Baltimore and not someplace else.

To give an example, if we were writing about DC, the theme would be power, plain and simple. Why? Because that’s what DC is all about – it’s where the thousand most powerful people in America do their business. It’s the place where all other currencies; money, information, sex and more, get cashed in for the real stuff – power. As a GM, this is like candy for me. Power struggles, questions of real vs. illusionary power, where real power comes from, the responsibilities of power – all these ideas are rich with potential game ideas, all drawn from a fairly simple theme.

I want to find something similar for Baltimore, and I have a few ideas, but we’ll see what research brings up.

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Designing Dresden 1 – Choosing a City

June 9th, 2006 29 comments

For some context, I’m Rob Donoghue, and I’m writing the RPG along with Fred. For our sanity, we split up certain tasks, and as I was recompiling some notes, I started writing some of the design process for my own sake, and Fred pointed out that it was the sort of thing that might be worth sharing. As such, I’ll be posting about elements of the design process as we continue to work on the game.

I suppose it’s best to begin at the beginning. When we started designing the Dresden Files RPG, setting was a key question. The novels take place in Chicago, so it will be necessary to provide some setting information on the windy city, but the books also pretty much dominate that city, which means two things. First, if you want to run a game in Chicago, the novels will already do you pretty well. Second, if you want to run your own game without taking Harry and friends into account, you’re going to want another city.

With that in mind, we decided we’d pick another city and give it a proper writeup, both as an alternative setting and as a guideline for GMs looking to magic up a city that they’re already familiar with.

It’s to that latter end that I’m writing this now. When I finish, I’ll distill it into bullet points of wisdom for the game, but there’s some utility in making the process a little transparent.

So that comes to the question: what city to use? As the resident research monkey, this one ended up in my lap.

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Where’d We Go?!

May 12th, 2006 No comments

For the impatient, let me say it up front and early: The Dresden Files RPG will be published, and is still under active development effort. Our timetable has slipped, and we’ll probably see it coming out towards the end of this year. We’re very sorry about this delay, but we appreciate your patience.

Now as to the details…

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Leonard Balsera joins development staff

January 26th, 2005 No comments

We’re pleased to announce that we’ve added Leonard Balsera to our development staff for the Dresden Files RPG.

Leonard has been playing RPG’s for almost seventy percent of his brief life. Putting his better known alias, Landon Darkwood, into Google.com will turn up house rule designs for several systems in several languages and other, younger writing embarassments which he begs you to ignore.

While this will be his first published credit, Leonard’s invisible hand has shown up in various works that have come out of Evil Hat Productions, as he is a frequent sounding board on our development efforts, and a steadfast ally in keeping us honest to our goals. We’re excited to be able to have him officially involved in this project, and we’re certain it will be all the better for it!

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The Dresden Files RPG Wears an Evil Hat

December 16th, 2004 4 comments

FOR IMMEDIATE RELEASE:

The Dresden Files Roleplaying Game Wears an Evil Hat

Silver Spring, MD (PRWEB) December 16, 2004 — Evil Hat Productions is pleased to announce that it has signed an agreement with Jim Butcher, the author of the best-selling novel series “The Dresden Files,” for the design, production, and distribution of The Dresden Files Roleplaying Game.

“I was one of Jim’s first readers, back when Harry Dresden was only a rough draft and a dream. I’ve loved this character for ten years, and I’m thrilled that Evil Hat Productions is going to bring Harry’s world to a roleplaying game!” said Fred Hicks, co-owner of Evil Hat Productions and one of the game’s authors.

“I’m really looking forward to seeing the results of this project. I’m going to be working with Evil Hat all down the line, providing background information, feedback and original material to contribute to the RPG — time permitting, there will even be some fresh Dresden-universe fiction included in the final game,” added Jim Butcher, authorof the Dresden Files novels. “I know the folks at Evil Hat Productions of old, and they are insanely brilliant. Or brilliantly insane. Either way, as far as I’m concerned Harry’s world couldn’t be in better hands”

The Dresden Files Roleplaying Game will use a customized version of “Fate: Fantastic Adventures in Tabletop Entertainment,” Evil Hat’s acclaimed rule set that specializes in character-intensive storytelling and fast-paced action. Fate drew rave reviews when it took first place at the 2003 Indie RPG Awards in the Best Free RPG and Best Support categories, and placed third in Best Overall RPG.

Fate’s rules are ideal for bringing the Dresden Files to life, crafting stories that fit the characters and test their beliefs, while supporting a setting that mixes the mundane and the magical. The game will also serve as a fan guide, covering all of the major characters from the series, complete with quality illustrations and game stats for each. Players will be able to pick up the series characters and run games with them, or create their own characters — wizards, vampires, werewolves, faeries, holy knights, mafia dons, occult cops, ninja librarians, and more — to explore the “Dresdenverse.” Every type of character from the world of the Dresden Files will be possible!

The Dresden Files RPG is scheduled for release in the summer of 2006. Fred Hicks and Rob Donoghue, the co-designers of Fate, will write the game. The single core book will provide all players will need and more, to run their own games in the setting.

For additional information, visit The Dresden Files RPG website, www.dresdenfilesrpg.com.

About Evil Hat Productions

Evil Hat Productions believes that passion makes the best games. It is this passion for gaming that raised Fate to its current acclaimed position in the independent RPG community. Fate can be used to build the best kinds of role-playing experiences — full of laughter, story-telling, and memorable moments. Fate is a free ruleset, available for download along with other Evil Hat games, on the Evil Hat Productions site at www.evilhat.com.

About Jim Butcher

Jim Butcher is the author of the Dresden Files and Codex Alera series of novels. Jim Butcher is a martial arts enthusiast with fifteen years of experience in various styles including Ryukyu Kempo, Tae Kwan Do, Gojo Shorei Ryu, and a sprinkling of Kung Fu. He is a skilled rider and has worked as a summer camp horse wrangler and performed in front of large audiences in both drill riding and stunt riding exhibitions. Jim enjoys fencing, singing, bad science fiction movies and live-action gaming. He lives in Missouri with his wife, son, and a vicious guard dog. You can learn more about Jim and his books at www.jim-butcher.com.

Jim Butcher is represented by Jennifer Jackson of the Donald Maass Literary Agency, www.maassagency.com. The Dresden Files are published by Roc Books, an imprint of Penguin Group (USA), Inc., www.penguinputnam.com.

CONTACT INFORMATION:

Fred Hicks
Evil Hat Productions
425.962.8942
http://www.evilhat.com/
http://www.dresdenfilesrpg.com/

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