In Jim Butcher’s bestselling Dresden Files books, the forces of good bond together into an organization called the Paranet in a desperate attempt to protect each other in the equally desperate war against big baddies like the Red Court and the Denarians. Now you can bring the Paranet to your Dresden Files RPG game with the Paranet Papers supplement. Travel to locations in crisis like Las Vegas and South America to fight evil. Team up with characters from Turn Coat and Changes to fight evil. Join up with other Paranetters to…well, you get the picture.
The Paranet Papers. Because playing with wizards wasn’t dangerous enough already.
The Paranet Papers is the third book of the Dresden Files RPG by Evil Hat Productions. I received the PDF as a review freebie.
It’s an impressive piece of work, much like Our World and Your Story were. The book is sort of a general accessory that mostly focuses on delivering different settings that explore alternative ways of building a campaign from the ways given in the core books, but also includes a load of new rules items and updates material from Our World to include material from Turn Coat, Side Jobs: Stories From the Dresden Files, and Changes (Dresden Files book #12; the series is now at #15). It’s also a big book, with 378 pages of stuff parceled out in eight chapters. Incidentally, this review will contain SPOILERS for that book.
For those of you unfamiliar with the game, the DFRPG books are presented as “in-universe” documents, a role-playing game that one of the characters, Will Borden, is designing to sneak information about supernatural threats to the general public (in the novels, Dracula was a similar work and led directly to the spectacular collapse of the Black Court of vampires). The game books are editing drafts of the final game books, with editorial notes in little post-it notes and a lot of highlighting pen work. This allows the books to include big secrets kept by the characters, usually with an “oops, I’ll remove this in the next draft” from Will, while simultaneously presenting a lot of data as mere speculation, with no obligation for the novel series to follow it. Where in the first two books, the comments were by Will, Harry and Bob the Skull, here they are from Will, Karrin Murphy and Waldo Butters, dealing with Harry’s apparent death and sniping at each other with pop culture references that usually at least one of the three doesn’t get. The illusion is broken only by the absence of “see page XX” notes – the real page references tend to be among the last things you can insert when laying out a book.
The Contents
Let’s see what this fat bastard’s eaten, then.
The first five chapters are descriptions of different areas of the world that act as campaign outlines and also as case studies of different ways to do city generation and campaigns in Dresden Files.
The first of these is Las Vegas, more or less an exercise in standard DFRPG city-building. It’s a city with a long-standing supernatural status quo that was contingent on a very powerful Red Court vampire. Then Changes happened, and now there is a power vacuum and the big players in the city are all getting ready to make a grab for it. The situation is not yet at a boiling point, but it is simmering aggressively. There’s some wyldfae, and some Skavis, and the local cops, and the mafia, and a cult of Ishtar, and a bibliomancer at the University, and some dude who may or may not be the actual Charon hanging out at the Venetian, and loads of other things. It’s a very complex, juicy situation, presented in a lovely, creepy manner. Like all the campaign ideas, it also notes which of the NPCs in the city are suitable for use as PCs.
The next chapter is Bloody October, set in Russia… in 1918, with the Civil War in full swing. The city they picked was Novgorod, a very old but much smaller city near St. Petersburg and Moscow. It’s an example of a historical setting, but also one that is based around the different mortal power groups in the city rather than locations and their themes. It’s also a place where the shit is currently in the process of hitting the fan and spraying everywhere. The Russian Civil War is one of the great clusterfucks of the 20th century. I remember the historian James Palmer once commenting on another game product set in the era to the effect that the goings-on were so gonzo already that a high-level fantasy adventurer party in the middle of Siberia would be just par for the course.
The book wraps up with a comprehensive index. This is a good thing.
The Conclusion
It’s a pretty great book. I’m not all that hot on all the material and the novel guide aspect of some of the latter chapters is probably an acquired taste, but it’s written well and was an entertaining read. I especially like how the different settings are not just the setting, but also examples of new ways to create a setting under the DFRPG ruleset. That’s handy, and even a chapter like The Ways Between that was distinctly my least favourite in the book, has stuff that I can put to use.
The Paranet Papers gets my recommendation. It exhibits the same skill that was used to put together the two previous volumes of the game, and the presentation as an in-setting roleplaying game is great. The release schedule for the game may be glacial, but the wait has been well worth it.
This entire review has been hidden because of spoilers.
An excellent continuation to Your Story and Our World. As in previous instalments of the Dresden Files RPG, incredibly fun to read to fans of the Dresden Files, beautiful and overall excellent production value.
The book contains five campaign settings, each showcasing a different campaign style. Content is easy to modify and insert in home-brewed games.
It also tackles the issues of Nevernever travel (which was missing from Your Story) and clarifications and improvements to the magic system.
The last two chapters give updates on factions and characters from Our World, and information on new factions and characters up to Changes.
Only a word of warning: The Paranet Papers completely spoils Changes, and there's a lot to spoil, more so than most Dresden Files books.
Long and not meant to be read straight through but a great addition for Dresden rpg fans. I haven't played the rpg yet but everytime I picked this book up I wanted to reread the series and start gaming.