Fireborn: First Impressions - Character Creation (original) (raw)

As I've mentioned several times in the last few weeks, I've talked my roleplaying group into starting up a campaign of Fireborn. It's a now out-of-print RPG in which the player characters are all reincarnated dragons. As you can imagine, as a dragon (and a gamer) myself, this is right up my alley; I'm sharing my experiences in an effort to help fellow gamers and/or dragons evaluate the system -- and, if they start a campaign themselves, to do so as smoothly as possible.

Before I start, I also need to strongly recommend the forums at fireborn.org, a fan site where a lot of third-party resources, downloads, and rule modifications are available. (You'll need to register to download files.)

Why Fireborn?

First of all: As surprising as it sounds, dragons are underrepresented in urban fantasy.

No, really. Name three books/series set in the modern/near-future era that have dragons as major protagonists. (TTU doesn't count, though I'm flattered you remembered.) And yes, if you're an old-school gamer, "Shadowrun" and "RIFTS" have dragons -- as shadowy, godlike background figures. Fireborn does genuinely appear to do something new and different: give players a chance to play as dragons.

Beyond this, though, Fireborn elegantly solves a few problems that most RPGs spend a lot of time struggling with:

Why not Fireborn?

That's the good news. The bad news is that Fireborn isn't for everyone. The casual gamer might be turned off by the difficulty of obtaining/printing the sourcebooks; the intricate actioncrafting required for combat; and the complexity of the recordkeeping, especially combat styles and "stances" (your current dice pools as you use your skills to shift your attributes). As with any new game, there are a lot of things to keep track of and a lot of information that somebody at the table needs to memorize.

It also doesn't help that the Player's Handbook (or "PHB", as they say in the biz) is full of inconsistencies and missing some crucial information. The publisher released a free 16-page PDF of errata and FAQs about the most confusing parts, and you will need to download it.

These problems can all be mitigated by a sufficiently dedicated GM. At least that's my theory, and I'm sticking to it. I'll let you know how it goes.

Character Creation

I assembled my core group of three players on Thursday, along with two Fireborn PHBs. (I also have a Gamemaster's Guide ["GMG"], but it is totally unused in character creation.)

A little bit about us: I'm going to run the game, and I've been both GMing and playing RPGs for literally two decades. (Feeling old now.) {A} is our group's other main GM, of long pedigree, and {S} is a longtime player with GM experience. {C} is relatively newer to gaming but still long in the tooth. Our previous, just-ended campaign was Mage: The Awakening.

My mental notes as we went through the process:

Summary

When we finished for the night, everyone was excited and looking forward to the start of the game. Some of that is the usual New Campaign Energy, but my group of experienced gamers really did pick the system up over the course of the evening, enough so to look forward to putting their characters through their paces.

Everyone agreed that the ability to design two distinct but linked characters -- your mythic dragon and your modern scion -- was both novel and cool. My gamers all elected to custom-design their dragons, and while I expected that to take up a significant amount of additional time, it was really quite streamlined. If any of us have to create further new characters, it should be a much quicker process, since the vast majority of the design time was in figuring out the options available. The various packages you mix and match for character creation mean that a few simple choices get you through the majority of the process. (And then comes picking fighting styles ...)

There are a few minmax-ey fiddly bits (buying a single 1-point edge, "Fluid Fighter," doubles your effectiveness with a knife? ORLY?), but with the errata applied, the rules generally make sense, and house rules should be able to bring the rest in line.

Anyway, it took about five hours to generate three characters, so we're starting the adventure next week. I'm running them through the official adventure module released for the game, titled "The Fire Within," with a few custom tune-ups added in to provide plot hooks for my continuing campaign. Tune in next time when I offer first impressions of gameplay!