Indie Talks Episode 40 – Fred Hicks of Evil Hat

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Episode 40 finds me chatting with Fred Hicks of Evil Hat Productions! We talk Fred’s gaming history, including the venerable MUSH, game design, openness (of which Evil Hat is just about the most open company out there) and much, much more. We also get a preview of Evil Hat’s latest card game – Zeppelin Attack, which is on Kickstarter right now. We also cover crowd sourcing in general, and the newest craze, Patreon.

Speaking of Patreon, I’ve launched a campaign for this very podcast! Please come on over to and check it out. There’s a $2 a month buy in (that’s a max of $2) and other tiers as well to get you some free games, or a chance to join me on a podcast with one of our guests! Having some support would go a very long way towards keeping this podcast alive, getting better equipment to make it sound better and help fulfill a longer term goal of more content, more often.  Thanks!

Another great way to support the podcast is to head on over to the iTunes page and rate it! If you enjoy this podcast, taking five or ten minutes to give us some stars and write a quick review will go a long way towards getting this show more popular, with more listeners. This means greater content and more shows!

We would love to get your feedback about our show! Contact me with comments:, follow me on twitter @trollitc, and also check us out on iTunes! Hell, you can even catch us on Stitcher.  While you’re at it, there’s the Indie Talks Facebook page and the Indie Talks Google+ page. MySpace…well, I won’t go there if you wont. Please do rate this podcast on iTunes, and leave feedback through any of these links!

And as promised – Fred’s Gamer Chili recipe!

Variants include throwing in a cup of ditalini or macaroni pasta half an hour before it’s done, which can soak up liquid when the chili is being especially wet.  The presence of the pasta can also mitigate the feeling of “denseness”.


  • Slow cooker (high capacity if you have it)
  • Measuring spoons and cup


  • Ground beef (1-2 lbs depending on “meatiness” desired), browned and drained separately
  • 1 jar of medium salsa
  • 1 can of diced tomatoes
  • 1 6oz can of tomato paste
  • 1 red pepper, diced
  • 1 yellow pepper, diced
  • 1 green pepper, diced
  • 1-2 onions, chopped
  • 1 can of (dark) red kidney beans
  • 2-4 cloves minced garlic
  • 2 teaspoons white sugar
  • 1/4-1/2 cup tequila (proportional to beef)
  • 1/2 teaspoon cayenne pepper
  • 1 1/2 tablespoons ground cumin
  • 1 tablespoon chili powder
  • 1 tablespoon dried basil
  • 2 tablespoons dried oregano
  • 1 tablespoon (saigon) cinnamon


Brown ground beef separately, draining off the fat. Combine with other ingredients in a hot pot. Cook High for 3-4 (you can double this and go low, but the flavors blend almost too much, and our experience with it is that the high method works best, keeping the flavors more distinct and “bright”). Serve, eat.



Quick Review – Do: Pilgrims of the Flying Temple

Welcome to a beautifully illustrated, amazingly structured and wonderfully imaginative universe.  Do: Pilgrims of the Flying Temple is a collaborative storytelling game designed for interested adults and tween-aged kids.  It was created by Daniel Solis and published by Evil Hat Productions.

I’m unfortunately not able to review as many games as I have in the past, simply because of time constraints.  But I’d heard a lot about Do and when the opportunity to give it a look fell in my lap, I jumped at it.

It’s one of the few games I’ve looked at recently where I was truly struck by the fantastic artwork. I mean it jumped off the page and slapped me about – it’s really well done, stylistically it fits perfectly with the game and serves to immediately capture your interests and drag you forcefully into the game world.  Thankfully, that’s a good thing.  It’s not often I jump into a review starting with the artwork.  I will tell you one more thing about it though.  I would buy this book simply for the artwork even if I never intended to play it.  Fortunately, it’s a game worth playing.

Do is a cooperative storytelling game.  This means that there aren’t any dice, or character sheets (mostly) or tons of set in stone rules regarding classes, characters and the monsters they hack and slash.  No, Do is more about engaging your imagination and coming up with a story you wouldn’t  mind sitting down and listening too, that is if you weren’t actively creating it.

Picture this. There is a flying temple, orbited by an infinite number of small worlds, inhabited by an infinite number of interesting people and creatures. That’s the world of Do.  Your characters are young initiates at the temple, giving the task of a pilgrimage to the varied worlds surrounding it.

The inhabitants of these worlds, when they come in to troubled times or have unfulfilled  wishes, write letters to the temple outlining their troubles.  The pilgrims are bound to answer, and do their best to set things right.

Do has some central themes that all of the collaborative stories are centered on.  Each player is a pilgrim.  The pilgrims have a stack of letters and a mission: To leave this world a better place then they found it.  The pilgrims will attempt to help the people who’ve written these letters, but in the process will cause new troubles to arise.  They must then do their best to leave everything better than when they found it.

Simple concept, interesting execution.

Each player must give their pilgrim a name, such as Pilgrim Smoking Wand.  The name is significant in that it helps describe how the Pilgrim gets in to trouble and how they help people.  Perhaps Pilgrim Smoking Wand has smoke come out his ears when he gets angry, thus causing people to believe he’s a demon. But he also has a wand that grants a single wish from whomever he’s trying to help.

The game isn’t simply free-form storytelling though.  There are mechanics, and each player takes a turn at being the “storyteller” (the one who leads the other players through a particular round of creativity).  Black and white stones are drawn at random to help determine what course the story will take. The stones help determine if your pilgrim will get into trouble, out of trouble, helps a person or another pilgrim and so on.

At the end of a game, the players will have told an interesting story, with everyone contributing a roughly equal part to it, and will have excersised their creativity.

The game is a lot of fun, the layout and artwork are spectacular and it’s a wonderful way to spend an hour or two with children aged 12 or older, while being creative and having everyone engaged in a fun activity.  5 out of 5 stars.

The Dresden Files: Now With 100% More RPG

I’ve been twitching with anticipation since Evil Hat announced that they were working on a Dresden Files RPG. Last week they started taking pre-orders and I immediately forked over about 100 of my hard earned dollars to get it (I later learned we were getting a review copy. You win this one Evil Hat). I’d like to note that since the pre-order PDFs aren’t the final product and that I won’t actually be playing the game until I get a physical book, I consider this only to be the first half of my review.

On Price

There have been a lot of opinions flying around over the price tag on this game.$90+ is a lot to ask, especially in the independent game market. That said, the core rules are actually only $50 which puts things closer to GURPS, D&D, and Pathfinder.  I still consider $50 to be a little on the pricey side and would have preferred to see a price more in line with Spirit of the Century. The only reason I’m willing to put down $50 per book is because of Evil Hat’s sterling reputation and my love of the Dresdenverse.

With that out of the way let’s get to the good stuff. After placing my pre-order I got download links for both PDFs. I was pleasantly surprised that I got the links right away rather than having to wait for an email.

The Dresden Files RPG consists of two volumes: Your Story and Our World.

Your Story

Your Story is the main book. It contains all of the Fate rules that you know and love, but with a distinctive Dresden twist. The book is presented as a draft copy of an RPG game that Harry’s werewolf sidekick Billy is writing. Stat blocks, examples, and even art are “taped” onto the draft. Sometimes the tape obscured the art a little bit, but otherwise everything looks nice. For the most part the art is high quality but some readers might be turned off by reused prices from the comic book.

Throughout the book are notes made by various characters from Jim Butcher’s novels. The notes often feature witty banter, chuckle-worthy one-liners, and general commentary. Most of the time I found the notes to be pretty entertaining, but I did find some of the larger ones to be distracting. The other thing that rubbed me a little bit the wrong way is that I was left wondering why Harry, Billy, et all would want to play a role playing game based on their lives? I know I sure as hell wouldn’t want to play one about me.

The rules in the book are presented conversationally,  are explained clearly, and with just the right amount of flair. Rules are based on the free Fate system, so anybody familiar with that or anything that uses it (like SotC) should be in familiar territory with this game. Players new to the system might have some trouble at first wrapping their head around the game. Luckily the book does a great job of easing you into the system.

The character creation section is especially well done and takes you through every step of creating Harry Dresden as a character. Players choose a template which can be most easily explained as a very loose fitting class and then customize it to get the character they want. All your favorite Dresden File staples are represented here, everything from red court vampires and wizards to Summer Knights and Mobsters. You then move on to selecting your High Concept (A few words that describe the character) and Aspects. Just like in Spirit of the Century, Aspects are key points in a character’s background that act as motivators during the course of game play. You’ll also need to come up with a Trouble. A trouble is just that, something that makes the characters life difficult and can drive the story forward. There is also the fairly standard fair of skills, stunts, and powers which will become the meat of your character.

Unlike most RPGs, advancement sits in the back seat of DFRPG. You’ll earn refresh through as you play, which can be used to power your character or it can be saved up to learn a new spell or stunt. You get to do this at each “Milestone”. As the name would suggest, a milestone is a key point in the game. This will be at the end of each adventure or at the climax of a story arc. Milestones are divided into Minor, Significant, and Major. Depending on what kind of milestone your characters hit you’ll have the chance to resolve consequences, swap skills in and out, change your Aspects, or learn new stunts and powers. This type of advancement really stresses story over “leveling”, and in my books that’s a good thing.

Dresden Files RPG uses special dice called “Fudge Dice” for resolution. These are just d6’s with + and – symbols on them instead of numbers. You can make your own without much trouble. To resolve conflicts players will need to roll four of these dice and count how many + and – they get and add the result to the relevant skill. This will translate into a result ranging from poor to legendary and will need to meet the difficulty set by the GM. The game also features degrees of success which are dubbed “Shifts”. By exceeding the difficulty of a challenge a character can receive unforeseen benefits. This could be things such as gaining insight to the task at hand or by just being more successful than they could have imagined. Aspects also come into play here and can be used to improve or reduce your odds of success. It’s a good system that has worked well for Spirit of the Century. In my experience, labeling the results from poor to legendary helps keep players thinking in terms of the story rather than falling into number crunching habits. My only complaint about the system is that it is simultaneously very simple and very complicated. It requires everybody to have that eureka moment before everything comes together. Once it does it can be a very rewarding way to play.

Your Story weighs in at 416 pages and while about 10 pages of that is all you need to actually play the game, a good two thirds of it is filled with examples, character options, and the intricacies of using stunts, powers, and aspects. The remaining 100 or so pages are filled with great advice for GMs on how to put together and run a game and a Dresdenified version of Baltimore for the players to romp around in.

This is a great book. It has everything you need and just a little bit extra. The system definitely isn’t for everyone and requires a certain amount of adjustment for players used to games like D&D and GURPS, but after a game or two it should click for them. I think the books suffers a bit from leaving out an included adventure, but not enough for me to get over the feeling of glee I get from reading the margin notes.

Our World

Next up we have Our World. Again, this is a nicely laid out book in the same draft style as before. There really isn’t much to say about it. It’s essentially a collection of every major character from The Dresden Files with statistics and gone over in loving detail. As a Dresden fan I really enjoyed reading the collected notes on the various characters. Everyone is here, even The Gatekeeper. Unfortunately there isn’t as much art as I would have liked to see. I would have loved to see some art on every page, but that just isn’t in the budget for anybody but the big guys. Evil Hat makes up for it with lots of good information and a short story written by Jim Butcher himself. That short story isn’t in the early bird copies so we’ll all just have to wait until summer to find out what it’s about.

Other than the great character list, Our World also covers all the nitty gritty inner details of the supernatural world. Everything from the Unseelie Accords to the Vampire War is covered, as well as the major supernatural factions.  Harry’s stomping grounds are also gone over in detail, which is great if you plan on running a game in Chicago. Even if you aren’t it serves as a good example for GM’s that wish to “dresdenify” they’re own hometown.

While I think Our World is a good book, gamers uninterested in playing in Chicago and don’t require pre-made opponents should consider skipping it. If, on the other hand, you just can’t get enough of The Dresden Files or like the idea of having an encyclopedia for the Dresdenverse, you will love this book.


Are the Dresden Files RPG books worth $90? I can’t say because I haven’t got the books yet. The game definitely looks solid, despite a few rough edges as far as layout and art are concerned. Fate’s strange learning curve might also turn off a few players, so if you haven’t played before I recommend at least looking over the free rules before taking the plunge. I will say that the PDFs are definitely worth between $30 and $40, but since Evil Hat isn’t selling them separately at this time, there’s no way to get them without buying the physical books.

These books have definitely wet my appetite and I can’t wait to try the game out. Unfortunately I hate to run games from a PDF and it’s just too darn big to print. I’ll be running the game in a few months when the books arrive and I’ll follow up with my thoughts on how the game plays and my groups reactions at that time. Now if you’ll excuse me, I’m going to get back to reading my copy of Changes.

[Tags] The Dresden Files, Role Playing, RPGs, Jim Butcher, Evil Hat, Fate RPG [/Tags]

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