Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
and I had a lot of help from my co-GM, who was also running a
I’m going to start this review out the same way I did for
Deliria. With what this game is not. First of all – this game
experience caused some people to really not like the game, but
game, and the reason is this: DA: Fae deals with what *could
no one knows exactly how the Fae got from where they were
series of events that caused the Fae to flee this plane back
to the Dreaming and Arcadia and left those behind the choice
DA Fae goes back before that – explores the Good Folk, the
True Fae, and their half-human or human-adopted offspring (who
Concept:
First – the Fae: From the mists of creation came these fair
and hence rely on their powers and the mists to hide them in
the humans they believe they dominate while they fight each
other for dominion over the lands. Lands they didn’t want to
Changelings have both a fae and human mein that they can
can. They have some human in them – either through their being
lands.
them – this heals all damage and they can look human or – well
– not. They are primal forces, men made of leaves and twigs
who can trod upon the earth or fall back into its embrace.
All of the Fae made oaths with the humans – oaths which gave
Certain things, called Echoes now existed that the Fae could
When they returned to Earth they found that these Echoes could
They made a truce with each other that after the war ended
they would not raise another army to fight each other until
In the game you have the three kinds of fae and 5 courts. I’ve
already talked about the types of fae, now the courts. Instead
Spring
Summer
Autumn
Winter
Solstice
personality traits.
the Unseelie court, with the Solstice Fae falling into either.
Spring and Autumn are the ones most likely to work with the
preserve their ties with humans. Not to say they don’t feel
superior to them, but they don’t see them only as pawns. The
figure out just how the humans had changed during the Wars and
the humans and the Fae have tighter bonds than before.
Autumn works more towards being the influence over humans that
they are to subtly wrest control back and once again pull the
over the head with their superiority, they can rule just as
Summer and Winter are both pissy at the uppity mortals who
think that simply because their masters were gone for a spell
that they now had the run of the place. Summer wants to come
down hot and furious upon their heads and remind them who
should rule the Mortals, but WHICH Fae should rule. Though
define what you can and cannot use. The benefit in this is you
can plumb the faerie tales of old and make your character one
point where the players and storyteller can work closely with
their beliefs and dreams that the Fae cannot manipulate this
as easily as they can the unformed potential of the Mists.
ones.
Unleashing – you reach into the mists with an idea of what you
want to happen and hope really really hard you don’t blow
and the player work together. The GM rolls for you – and you
You really should explore both – as going too far one way you
loose touch with the realm of Faerie – too far into the Mists
and the Chaos can destroy you – drive you mad with power, or
get cool mad powerz over the others because they all have a
exploration of where the Fae went and what preceded the flight
more open interpretation with what you can do with the game.
Now, it can be argued that you can do that with any game, it
adapted, I’ve been studying them for years and each one holds
such potential!”
Inanimae “They’re there – and part of the balance though they
grow quickly”
Winter Court “Lead them into the bogs and stumbling in the
easiest ones – but the others – the Firstborn and the Inanimae
reach shore – they’d seen too much and their purpose for being
But, how does it run? My co-Gm has a game running right now
and she had a few things to say about running the game, which
knightly, etc.)
The multiple plot lines offered in the book – you could have a
the different courts and the upcoming war and the twain may
so much that could have and should have been explored more.
straight out of the book can be too easily made into the
game.
vague mechanics made creating Echoes and Oaths for her game a
major speed bump. She said, and I agree, that the concept is
define the mechanics of the result. The same can be said for
Echoes and when humans see Fae in their true forms. Power
levels were hard to deal with in her game, and the players she
roleplayer as well. When the enemy NPCs lost saving throws the
combat was pretty much over. Of course her players also didn’t
caster and with enough successes they will serve the caster
combat.
Templates for some baddies – which a Storyteller guide might
have done – would have been helpful. Overall though, she loves
it, and her players enjoyed it too. It’s very different from
most other White Wolf games. She doesn’t think it’s well
suited to combat, but she and I both have issues with running
combats :).
In conclusion – the rules are vague vague vague – but they are
Other mentions:
Another good thing to mention is that it *does* require the
the DA series that starts the metaplot in the year 1230, makes
DA: Vampire the core book, and all the other DA books were
http://download.white-wolf.com/download/download.php?file_id=1
19
http://www.geocities.com/blackhatmatt/end_of_dream.htm )
available on DriveThruRPG
http://rpg.drivethrustuff.com/catalog/product_info.php?product
setting.