I'd very much like to hear about anybody's experiences with the FATE system, whether playing Spirit of the Century or just the core FATE rules. If the latter, what kind of genre did you use the rules for? I'm wondering how versatile it is, if you can go from fantasy to survival horror. What are FATE's pros and cons?
Anybody try it out?
I love it. One of my favorite systems. I'm speaking mainly of FATE 2.5 as used in Spirit of the Century, but I've played a bit of 3.0 used in Starblazer Adventures, and am looking forward to picking up Diaspora for some harder SF (also 3.0). The differences between 2.5 and 3.0 are pretty small (aside from the fact that Starblazer uses a completely different dice mechanic instead of the Fudge dice, I don't think that's a Fate 3.0 thing, but it might be)
Starblazer Adventures I've only used for gonzo space opera. SotC I've used for the standard pulp setting as well as a retro-sci-fi game ala Flash Gordon (set in the 1920's vision of 2008).
Aspects are great. As a player, it's a tool for you to inject character into anything you want to do and have a lot of influence in the direction of the story. As a GM it's a tool to entice players to follow a certain path of the story as well as a launching point for new story elements. Fate points turn this give and flow into a great economy and mechanic.
The main downside is that advacement rules are bollocks, at least in SotC. This isn't entirely bad. As in SotC you start off pretty awesome. And gaining power isn't really part of the pulp genre. And there's still room for character
change which I find more interesting than escalation in power. Starblazer Adventures is a bit better at this, mainly by having you start out less powerful if you wish.
There's no good fantasy resoruces that I know of (other than some people's conversions) but Chris Birch mentioned the one Cubicle 7 is working on, and I think that's your best bet.
I would also recommend Houses of the Blooded. It's not Fate but it cribbed aspects from Fate and does a lot of interesting other things. It's also a very cool fantasy setting.
Plus you can get the nearly 400 page PDF for $5. (Oh scratch that, it's currently on sale for
$4!)
What's more, you can come up with broad and compellable Aspects, and there's little reason not to dump almost everything into them if you see fit, making for (ironically) less-interesting characters. Say, "My dad was my mentor. He taught me everything I know. I think of him often." So I have the Aspect of "Dad". Now I can use my Dad for just about anything I do, and the GM can compel me as well in some situations.
That's a good example of a bad aspect!
I'm not sure what you mean about dumping everything into an aspect. Is that a 2.0 thing? Because the more recent editions Aspects have no value. In SotC you need to have 10 aspects when it's all said and done. In Starblazer, it depends on how powerful you are to start, but I believe the range is 4-10 aspects. This forces you to have a more complex character because, yes, going for a small number of bland aspects will, no surprise, result in a boring character. Both books have grat advice on how to make a good or a great Aspect and the difference between the two (and after that recognizing average aspects is pretty easy).