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Grade the Fate/Fate Core System
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<blockquote data-quote="CleverNickName" data-source="post: 9123403" data-attributes="member: 50987"><p>As I said, I've only ever used the Fate Core System once, and it was years ago. A friend of mine wanted to introduce us to Call of Cthulhu, and the version he had used the Fate Core System. (This was shortly before all the controversy blew up about it, and before Evil Hat Productions, Fred Hicks, and Rob Donoghue started insulting people on Twitter. Had we waited just a few months later, I wouldn't have even wanted to try it out.)</p><p></p><p>Anyway. The thing I liked most about the Fate Core System was the focus on skills and abilities, rather than stats. This seems like a small change, but it makes a big difference in how the game feels...all characters are considered capable at everything: they can all read and write and climb and swim and think and sing and bandage wounds just as well as any other average person. That said, there are those who specialize in one or more of these things, and they are going to have some kind of numerical advantage (such as a flat bonus, or Advantage on a roll, or something.) At no point did anyone ever say something like "Let Bob do it, he's the strongest" or "Let Lucy talk to the guy, since her Charisma is the highest." A small difference, but a good one.</p><p></p><p>It's a lot more player-facing than most other game systems, also. Aspects of your character are always defined by you, the player: if you want to be a character that can juggle chainsaws, for example, you can create your own Aspect: Chainsaw Juggler and run with it.</p><p></p><p>These two things really, really work well for certain types of games, particularly ones that don't rely so much on tactical combat. So as a system, I voted "I liked it." I'd give it a passing grade of B.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9123403, member: 50987"] As I said, I've only ever used the Fate Core System once, and it was years ago. A friend of mine wanted to introduce us to Call of Cthulhu, and the version he had used the Fate Core System. (This was shortly before all the controversy blew up about it, and before Evil Hat Productions, Fred Hicks, and Rob Donoghue started insulting people on Twitter. Had we waited just a few months later, I wouldn't have even wanted to try it out.) Anyway. The thing I liked most about the Fate Core System was the focus on skills and abilities, rather than stats. This seems like a small change, but it makes a big difference in how the game feels...all characters are considered capable at everything: they can all read and write and climb and swim and think and sing and bandage wounds just as well as any other average person. That said, there are those who specialize in one or more of these things, and they are going to have some kind of numerical advantage (such as a flat bonus, or Advantage on a roll, or something.) At no point did anyone ever say something like "Let Bob do it, he's the strongest" or "Let Lucy talk to the guy, since her Charisma is the highest." A small difference, but a good one. It's a lot more player-facing than most other game systems, also. Aspects of your character are always defined by you, the player: if you want to be a character that can juggle chainsaws, for example, you can create your own Aspect: Chainsaw Juggler and run with it. These two things really, really work well for certain types of games, particularly ones that don't rely so much on tactical combat. So as a system, I voted "I liked it." I'd give it a passing grade of B. [/QUOTE]
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