
Fred Hicks, of
Evil Hat Productions, is co-lead developer of the forthcoming
Dresden Files RPG – along with Rob Donoghue. Both have been playing roleplaying games for 20 years. They authored
FATE: Fantastic Adventures in Tabletop Entertainment, which won several awards at the
2003 Indie RPG Awards, including Best Free Game of the Year and Best Support, and the hugely popular
Spirit of the Century, a Pulp game set in the 1920's, which uses the FATE system, as
The Dresden Files RPG will.
Fred is also the creator of
Pace, a quick diceless RPG, and the cult favourite
Don’t Rest Your Head.
He runs the
Jim-Butcher.Com website and mailing lists, as well as hosting the excellent
Butcher Block podcast about best-selling author Jim Butcher, his work (particularly
The Dresden Files) and associated topics (such as the role-playing game).
Here Fred talks to HeroPress about The Dresden Files RPG...
(1) Was The Dresden Files RPG always destined to use your own FATE system and, if not, what other systems did you seriously consider before hand?
We had a strong suspicion we'd end up using it, in part because the
Dresden Files RPG project came about because Jim came to *us* to ask us if we were interested in working on the thing, after we'd won some awards at the first Indie RPG Awards several years back for the version of
Fate we have out for free on the web.
As it turned out, his agent had heard about it and thought Jim might like us to get first crack at the rights to do the RPG. And when it came down to it, there were a few other systems we could have considered, but none which we were as familiar with as we were with Fate, for reasons which should be obvious.
One of my co-authors, Rob Donoghue, recently posted an article over on the RPG's
website about
"So Why Fate?" which gets a bit deeper into the things you're asking about, here -- so I'll leave it at that, and point you over to that site.
Anyway, once we knew we wanted to do it with Fate, we knew we needed to give Fate a massive facelift. The core was good, but we'd been adding and changing things about it incrementally, enough so that it pointed at the need for some ground-up rethink.
So we started a little side-project to help prototype that out, to get the ideas out in the field and tested. It was supposed to take much less time than it actually did, but the result was our current flagship product,
Spirit of the Century which has been getting raves all over. So we think we're on to something. It's also given us a proven core that we can use (and modify!) in
The Dresden Files RPG, and has given our fans a way to get a preview of what kind of system will be driving the game. We're very proud of it.
(2) How advanced is the development of the RPG? Do you have any memorable stories or character from your own playtesting?
Well, *reasonably* advanced. The core system is established and playtested, thanks to the Spirit of the Century game that I mentioned earlier. Now it's a case of creating specific adaptations for the Dresden Files universe to modify that core system.
We're still hashing out the magic system stuff, and once that stuff's cemented, then we'll finally be able to get around to "statting up" all of the various characters from the books. We're also in process on creating some non-system-focused advice on how to make the game feel as much like the books as possible.
The "funny" thing about all this was that we got pretty far along this path once before during the simultaneous development of both Spirit of the Century and The Dresden Files RPG. We did some local playtesting, dug in deep, did some massively strange and crazy things to the Fate core system. Then we realized that it stunk. So we nuked it from orbit and started over again. *That's* part of why it's been so damn long.
Our first pass didn't work, and we knew it. So we took a step back, took a breather, and dove in again with more clarity about our mission. Spirit of the Century is the first effect of that process, and really, it's a lay-up for the big spike of the Dresden Files RPG.
We had a set of "pre-generated characters" that we took to a convention or two as a playtest scenario -- Evan Montrose, whose wizard father just got killed in the vampire war and who has inherited a house with dark secrets in its basements; his ogre faerie butler; his slacker martial artist college buddy; and his college buddy's shapeshifts-into-a-mouse girlfriend. That was a fun bunch, and we'll probably end up doing new versions of them once we've got the new system mods in place.
But that playtest still gave rise to a memorable set of playtest characters. We had an apprentice wizard to Ancient Mai whose father was a Baltimore mob boss; a guy who got the actual Lady Luck to fall in love with him -- and got death-cursed by a jealous spurned lover for his trouble, thus eating up all of his good luck on a daily basis just to stave off the curse; the changeling daughter of Jenny Greenteeth; a guy who was the "Knight" of a dark and strange power who talked to him by way of an ancient mask he kept hidden in a box; and a pizza delivery guy who happened to be able to shapeshift into a raven. Fun stuff.
(3) When is the Dresden Files RPG due to hit the streets?
Every time we state a date, we miss it. But I'll say this much at least: we're targetting the later half of this year.
(4) How much input is Jim Butcher having in the development of the game?
About nine novels and two short stories' worth. He's going to get a chance to approve it before it goes to press, and may even contribute some original story vignettes to sprinkle throughout the book.
(5) Where does the game fit in the chronology of the Dresdenverse, and as Jim continues to write more Dresden Files books will you be producing supplementary material or online updates for the game?
We're going to accommodate events up to White Night, and at least part of what's in there. We'll definitely be looking at doing online updates, but we have a goal to make this be a very stand-alone book, one where you can pick up the latest bit of Dresden Files fiction to arrive on your doorstep and easily create the characters from it in your own game.
We're not big fans of the "periodical" style of RPG production that the big RPG publishers tend to do -- that's just not where the market is headed, we think, and we feel like we'd be doing the fans a disservice by delivering anything less than the whole kit-n-kaboodle in a single book.
But I say "accommodate events" because really, the game's set in whatever time period you want it to be. There's no "metaplot" going on, besides from the Dresden Files novels themselves, and that only holds true up to the point where people decide to *diverge* from the novels for their own set of events.
If players want to put together a set of wizard characters who are going to get out there and stop the vampire war singlehandedly -- we don't want to get in the way of that. If folks want to rewind the clock to Storm Front and play out events fresh and new from that point, more power to them.
(6) Obviously Jim's books are canon, but will any aspects of the TV show have any influence on the RPG?
Not much, no. This is a novels focused game. We might offer a brief commentary on how to change things so that they suit the magic reality of the TV show, but the two things are such different beasts that we'd end up with a pretty incoherent game if we tried to accommodate both.