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<blockquote data-quote="xortam" data-source="post: 4927854" data-attributes="member: 60146"><p>The group I play with are now on the third varient of a FATE system and enjoying it immensely. We started off with Starblazer Adventures which was a lot of fun although we did tweak it slightly so that the characters were less specialised and had a good spectrum of abilities.</p><p></p><p>The next FATE varient we played was Hot War. This was probably my favourite so far and worked really well without any type of maps for combat - all done through narrative based on who won the conflict resolution.</p><p></p><p>Currently we are playing a mish mash of Prime Directive and SotC (using the GURPS setting and ideas and the rules of SotC and some from Starblazer Adventures). I'm not that into Trek myself but surprisingly I'm really enjoying the game and it is a lot of fun.</p><p></p><p>What I like about FATE is the character generation. It is a lot different to D&D for example in that you build the PCs and the adventure as a group. In Starblazer for example you have to create episodes which involve the other characters. In Hot War you generate a pool of NPCs which you are interconnected to and relationships between each other.</p><p></p><p>What's really great about FATE is that it is very Role Play heavy and I find it quite immersive because of that. However you do generally need to dedicate the whole of your first session to creating your PCs as you need to bounce of each other for ideas and in the case of Hot War your suggestions shape the campaign.</p><p></p><p>At first I did find the FATE system a bit difficult to get my head around as it is very different to most other level based RPGs. The advantage is though that although varients of the FATE system may be different and have slightly alternative mechanics once you have a grasp of it you can pick up others fairly quickly.</p></blockquote><p></p>
[QUOTE="xortam, post: 4927854, member: 60146"] The group I play with are now on the third varient of a FATE system and enjoying it immensely. We started off with Starblazer Adventures which was a lot of fun although we did tweak it slightly so that the characters were less specialised and had a good spectrum of abilities. The next FATE varient we played was Hot War. This was probably my favourite so far and worked really well without any type of maps for combat - all done through narrative based on who won the conflict resolution. Currently we are playing a mish mash of Prime Directive and SotC (using the GURPS setting and ideas and the rules of SotC and some from Starblazer Adventures). I'm not that into Trek myself but surprisingly I'm really enjoying the game and it is a lot of fun. What I like about FATE is the character generation. It is a lot different to D&D for example in that you build the PCs and the adventure as a group. In Starblazer for example you have to create episodes which involve the other characters. In Hot War you generate a pool of NPCs which you are interconnected to and relationships between each other. What's really great about FATE is that it is very Role Play heavy and I find it quite immersive because of that. However you do generally need to dedicate the whole of your first session to creating your PCs as you need to bounce of each other for ideas and in the case of Hot War your suggestions shape the campaign. At first I did find the FATE system a bit difficult to get my head around as it is very different to most other level based RPGs. The advantage is though that although varients of the FATE system may be different and have slightly alternative mechanics once you have a grasp of it you can pick up others fairly quickly. [/QUOTE]
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