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<blockquote data-quote="chuckdee" data-source="post: 9754211" data-attributes="member: 6804357"><p>Everything isn't exception based though. Let's take Fate Core as that's an example I can speak to extensively. </p><p></p><p>In each iteration of Fate Core you'll have Aspects, Skills and Stunts.</p><p></p><p>However, looking in Fate Worlds Volume 1, there are several different settings with things tweaked a lot or a little to suit the world.</p><p></p><p>1. Tower of the Serpents - Standard Fantasy- the only alterations are the setting aspects, that set the grimness of the world.</p><p>2. White Picket Fences - Separate Schools for magic with specified aspects and effects for each school that help to enforce the cozy magic feel. Added social combats of Face-Offs and the consequences in the small community of failure of the same.</p><p>3. Fight Fire - added rules for going on Fire Incidents and the effects of fire are gone into in detail as an obstacle to the players.</p><p>4. Kriegzeppelin Valkyrie - rules for air-to-air combat, glory and the results of aerial victory.</p><p></p><p>And so on. These are bits added on to enforce the setting, while the foundational bit about Aspects, Skills and Stunts - and more importantly the system remain the same. There are not as many things that you need to learn for each setting to have system mastery, but they do have things that enforce the flavor.</p></blockquote><p></p>
[QUOTE="chuckdee, post: 9754211, member: 6804357"] Everything isn't exception based though. Let's take Fate Core as that's an example I can speak to extensively. In each iteration of Fate Core you'll have Aspects, Skills and Stunts. However, looking in Fate Worlds Volume 1, there are several different settings with things tweaked a lot or a little to suit the world. 1. Tower of the Serpents - Standard Fantasy- the only alterations are the setting aspects, that set the grimness of the world. 2. White Picket Fences - Separate Schools for magic with specified aspects and effects for each school that help to enforce the cozy magic feel. Added social combats of Face-Offs and the consequences in the small community of failure of the same. 3. Fight Fire - added rules for going on Fire Incidents and the effects of fire are gone into in detail as an obstacle to the players. 4. Kriegzeppelin Valkyrie - rules for air-to-air combat, glory and the results of aerial victory. And so on. These are bits added on to enforce the setting, while the foundational bit about Aspects, Skills and Stunts - and more importantly the system remain the same. There are not as many things that you need to learn for each setting to have system mastery, but they do have things that enforce the flavor. [/QUOTE]
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