[RPG] Modeling a “Bob” in Dresden Files

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I'm running a Dresden Files game, and I think my PCs need a Bob. Because I need a mouthpiece and exposition engine.

But the description of Bob in Our World is skimpy at best, equating him to just a Lore check at +5.

I'm comfortable creating the story of our Bob equivalent. But how does the relationship with the PCs get modeled in-game? And has anyone used the existing Powers / Skills to create something like this in more detail?

My thought was to introduce the artifact / character and then allow the PCs to swap an existing Aspect for one related to it at the next opportunity. That Aspect will let the players use our "Bob" for Declarations, for effects, etc..

And if they don't, then I have all the control over Bob. I say when he speaks, and when he won't. What he knows and what he doesn't.

Bottom line: If they don't incorporate our Bob into their Aspects, then he's my plot device, my mouthpiece. If they do, he becomes a way for them to tell their stories and solve their problems.

Sound fair?

Best Answer

I honestly think your suggestion in the question is probably the best route.

There are major pros for the players if they pick Bob up as an Aspect

If they have Bob as an aspect, it becomes a good way for them to gain fate points by using that aspect to stumble into danger, as well as giving you a pretty good way to introduce plot hooks. If they want to use Bob to augment their die rolls, they could spend a fate point to gain a bonus to whatever roll/reroll (I'd guess lore or something else applicable that's an applicable use of an aspect, but I can't quite recall). Once you've got them hooked on their new Aspect, take it away, and toss them a plot point so they can go get it back.

If they don't grab him as an Aspect, well, you've got a plot device, but they won't be getting any fate from when he decides to throw them a bone.

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