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<blockquote data-quote="amethal" data-source="post: 7334856" data-attributes="member: 22784"><p>As far as I am aware, Cubicle 7's licence has expired and it is no longer possible to buy Legends of Anglerre from them. That may or may not make the rest of this discussion moot. (Copies might be available from other sources; I got my copy on eBay.)</p><p></p><p>How much Fate experience do you have? As a system, it is about as far away from D&D 4e as you can get. At its heart it is very rules light, but I found it very hard to get my head around the rules after thirty years of playing various editions of D&D. I've never actually played it, since my group are not keen on trying it.</p><p></p><p>LoA predates the current version of Fate (Fate Core), but it has all the rules you need to play it. It is also very detailed in comparison to Fate Core, and I think does a good job of showing what Fate might look like in a fantasy setting.</p><p></p><p>I think Fate requires more role-playing from the players than D&D does (obviously, players can choose to role-play in any situation or game system) but there is also a very explicit metagame aspect which puts some people off - namely the spending of Fate points by players and the GM. The GM can say something like "Since your character 'has the manners of a goat', chance are you'll offend the dowager duchess during this negotiation"; the player can then choose to agree, and gain a fate point from the GM, or disagree and avoid the complication by spending a fate point. More role-playing equals more fate points, which equals more opportunity to be mechanically awesome.</p><p></p><p>In theory the game plays faster than 4e, but relies on table consensus. With the wrong group, the game can stall completely as every proposed action has the potential to result in an out-of-character argument.</p><p></p><p>I'm not sure what you mean by "dungeon crawling fun". Fate is a cinematic system, so it can handle cinematic dungeon crawling very well. If your group enjoys the mundane stuff - moving 6 squares, searching for traps, working out how far your character can see in torchlight - then I think Fate will seem sadly lacking. </p><p></p><p>In terms of miniatures combat, Fate is one of the worst possible choices. It doesn't support miniatures at all, and if you wanted to come up with your own miniatures rules you'd be fighting the system all the way.</p><p></p><p>Tactical combat is a bit of a hard one to answer. in theory, you can try anything you like in combat - swing on a chandelier, throw sand in your opponent's face, grapple them, disarm them, taunt them into making an error. However, there isn't a list of combat options like in D&D. The player has to think up something cool to attempt, the GM then uses the rules framework to come up with a way of resolving the situation. This might be easy; taunting someone into making a mistake seems to me like a Provoke "skill check" to Create an Advantage. However, it is all subjective; another GM might come up with some other way of resolving it, or even if they agree with the basic mechanic they might argue it was an opposed check against the opponent's Will rather than a check against a static "DC". </p><p></p><p>Regarding the question "What can I attempt in combat", I think "Anything you can think of" is a great answer. Some people, however, prefer a lot more structure in their RPGs.</p></blockquote><p></p>
[QUOTE="amethal, post: 7334856, member: 22784"] As far as I am aware, Cubicle 7's licence has expired and it is no longer possible to buy Legends of Anglerre from them. That may or may not make the rest of this discussion moot. (Copies might be available from other sources; I got my copy on eBay.) How much Fate experience do you have? As a system, it is about as far away from D&D 4e as you can get. At its heart it is very rules light, but I found it very hard to get my head around the rules after thirty years of playing various editions of D&D. I've never actually played it, since my group are not keen on trying it. LoA predates the current version of Fate (Fate Core), but it has all the rules you need to play it. It is also very detailed in comparison to Fate Core, and I think does a good job of showing what Fate might look like in a fantasy setting. I think Fate requires more role-playing from the players than D&D does (obviously, players can choose to role-play in any situation or game system) but there is also a very explicit metagame aspect which puts some people off - namely the spending of Fate points by players and the GM. The GM can say something like "Since your character 'has the manners of a goat', chance are you'll offend the dowager duchess during this negotiation"; the player can then choose to agree, and gain a fate point from the GM, or disagree and avoid the complication by spending a fate point. More role-playing equals more fate points, which equals more opportunity to be mechanically awesome. In theory the game plays faster than 4e, but relies on table consensus. With the wrong group, the game can stall completely as every proposed action has the potential to result in an out-of-character argument. I'm not sure what you mean by "dungeon crawling fun". Fate is a cinematic system, so it can handle cinematic dungeon crawling very well. If your group enjoys the mundane stuff - moving 6 squares, searching for traps, working out how far your character can see in torchlight - then I think Fate will seem sadly lacking. In terms of miniatures combat, Fate is one of the worst possible choices. It doesn't support miniatures at all, and if you wanted to come up with your own miniatures rules you'd be fighting the system all the way. Tactical combat is a bit of a hard one to answer. in theory, you can try anything you like in combat - swing on a chandelier, throw sand in your opponent's face, grapple them, disarm them, taunt them into making an error. However, there isn't a list of combat options like in D&D. The player has to think up something cool to attempt, the GM then uses the rules framework to come up with a way of resolving the situation. This might be easy; taunting someone into making a mistake seems to me like a Provoke "skill check" to Create an Advantage. However, it is all subjective; another GM might come up with some other way of resolving it, or even if they agree with the basic mechanic they might argue it was an opposed check against the opponent's Will rather than a check against a static "DC". Regarding the question "What can I attempt in combat", I think "Anything you can think of" is a great answer. Some people, however, prefer a lot more structure in their RPGs. [/QUOTE]
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