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Dec 15, 2009, 8:07pm




Amber Diceless Role Playing :: The Game Master Section :: Campaign Creation :: Dresden Files Diceless
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Finarvyn
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 Dresden Files Diceless
« Thread Started on Mar 7, 2009, 6:09pm »

One thing that I've been tinkering with for a while is the concept of applying the ADRP basic rules to Jim Butcher's Dresden Files.

1. The books seem to feature quite a few conflicts along the traditional ADRP lines. Contests of Strength, sorcery battles which could be resolved as per Psyche, lots of weapon conflicts for Warfare, and clearly Harry has to hang in there against supernatural baddies for a long time as an Endurance conflict.

2. Since it's not Amber, many of the main powers wouldn't be out there. No Trump, Pattern, or Logrus. There could still be Power Words, Sorcery, and Conjuration.

3. The rules for Items would seem to work just fine for a Dresden campaign. No shadows, but there would be allies, demons, and maybe constructs. These rules would still include Stuff.
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Finarvyn
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"Itīs better to enlarge the game than to restrict the players."
- Erick Wujcik
Dilvish
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 Re: Dresden Files Diceless
« Reply #1 on Mar 17, 2009, 9:03am »

I've read some of the Dresden Files and the books are really good. I agree that the game world could be run a lot like Amber. Do you have any updates to your thoughts earlier on this?
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Finarvyn
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 Re: Dresden Files Diceless
« Reply #2 on Aug 12, 2009, 10:01pm »

More thoughts on a Dresden Diceless RPG:

Four main attributes: Psyche (mental combat), Strength (athletic actions), Warfare (weapons combat), and Endurance (how long you can last).

Spellcasting ability costs character points to buy (similar to buying Power Words, Sorcery, and Conjuration, but maybe only one "Magic" stat to represent training).

I notice in the books sometimes that Harry will compare notes with other Wizards, perhaps finding that they are better at certain types of spells while he is better with others. This could be simulated by combining Psyche (power) with Magic (training) to get some sort of spellcasting points which could be divided among magic "schools" or spell groups.
* Offensive (player picks special effect of fire, ice, lightning, water, whatever)
* Shield (player picks special effects)
* Telekinesis (moving and pushing stuff)
* Sensory (ESP, Sight, and so on)
* others I've missed?

The rules would be similar to ADRP, with each magical "school" acting a lot like an ADRP attribute. For example, a combat could be one wizard's lightning blast versus another wizard's shield and if one is stronger he is victorious, but using Endurance to resolve similar power levels.

I was thinking of running something where zero would be "human standard" level so that I wouldn't need to have all of those negative numbers. I also was looking at using the system but not all of the Amber NPCs -- the point would be to run a Dresden campaign and not simply insert Harry into an Amber campaign. With "human" level at zero, "exceptional" (Chaos) might be at 15 and "supernatural" (Amber) wold be more like 25+.

To set up characters, one would need some sort of baseline:
I would put most Wizards with "exceptional" to "supernatural" psyche = 15-25 (so Harry's would likely be more than this).
Vampires would have "supernatural" strength = 25.
Weres would have "supernatural" endurance = 25.
Mercs like Kincaid might be "exceptional" in Warfare, maybe 15.

Pretty much all of the ADRP powers would be gone, as they are not part of the Dresdenverse, but some system for spellslinging and shape shifting would clearly have to remain. Many of the item costs (for things like Michael's sword) could remain, and the basic conflict resolution process would remain intact as well.

So ... just some quick off-the-cuff thoughts for generic NPCs:
* Vampire = P 10, S 25, E 15, W 0. Shape Shift 35 for forms of human, bat, mist 35. (85 point template)
* Loup Garou = P 0, S 15, E 25, W 0. Shape Shift 35. Maybe Natural armor impervious to everything but magic or silver 10. (85 point template)
* Generic Warden = P 20, S 0, E 10, W 5. Power Words 10, Sorcery 15. (60 point template)
* Better Warden = P 25, S 0, E 10, W 5. Power Words 10, Sorcery 15, Conjuration 20. (85 point template)

Since most of these character templates are about 85 points, that only gives 15 points for additional attribute points or items or stuff. I guess they would want to do the "bribe the GM" stuff like doing a campiagn journal for extra points. :D
« Last Edit: Aug 12, 2009, 10:05pm by Finarvyn »Link to Post - Back to Top  IP: Logged

Finarvyn
Kingmaker of Amber
Earl of Stone Creek, C&C Society since 2003
ADRP Player since 1993
OD&D Player since 1975

"Itīs better to enlarge the game than to restrict the players."
- Erick Wujcik
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