One of the most exciting parts of the DFRPG system is the magic. Obviously, as this is a game about wizards and their allies fighting the forces of spooks ghouls and vampires, a good magic system is important.
But what makes the magic in DFRPG so great is also what makes it so challenging: it’s flexibility. You can be paralyzed by indecision when you wish to use magic to solve a problem, because Dresden magic can do anything. And while the manual is filled with examples and guidance on it’s use, I still feel it would be improved if it was organized differently.
[My pet peeve is the amount of page references in the manual: “before you accomplish this important feat, don’t forget to consider Obscure Term (see page 200, 20 pages ago).” / “Obscure Term: A bit of descriptive text that could have been condensed and placed in the manual 20 pages from this point.”
This happens all over the manual, and I understand that it cuts down on the overall word count, but it does make for choppy reading when all you want is a straightforward answer to a question.]
So I’ve been looking for some guidance on the Web for some time, and finally hit the motherlode!
Rick Neal is a technical writer from Winnipeg (waves to a fellow Canadian) who is a major gamer. He’s written some great pieces on the magical system in DFRPG. And so instead of trying to write my own text, I’ll point to his, organizing it a bit so it’s easier to find all the good stuff.
So here it is: six great essays explaining the magic system, piece by piece. Enjoy!