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Grade the Fate/Fate Core System
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<blockquote data-quote="Aldarc" data-source="post: 9123851" data-attributes="member: 5142"><p>I love Fate. It was an eye-opening game for me. I couldn't grok Fate at first. It required a paradigm shift to how I thought about roleplaying games, namely to move out of the sphere of more familiar approaches found in D&D and its sphere of influence. But after putting Fate on the shelf for about half a year, I heard/read someone talk about Fate, then I went back and it all "clicked." It has been absolutely great for running a fair number of various games in a variety of genres. </p><p></p><p>Fate can handle tactical play, but that tactical play in Fate is more about fictional positioning with Create an Advantage rather than mechanical one, as invoking that aspect amounts to just a +2 bonus. I remember seeing a lightbulb go off in a player who asked how they would do things like blind, trip, or distract an opponent without a feat when I told them that they could roll their Fighter role* to Create an Advantage to do the same thing. </p><p></p><p>* We were playing Jadepunk, which uses roles instead of skills: i.e., Aristocrat, Engineer, Explorer, Fighter, Scholar, and Scoundrel. </p><p></p><p>In some ways, I also am a little more interested in Cortex Prime nowadays due to its overlapping but distinct ways of handling similar ideas. But Fate remains a favorite and a go-to game I use to get people to see how roleplaying games can be different from D&D. </p><p></p><p></p><p>You could set a mystery up as a fractal. I recall an example of how to make a super boss, like a mecha, work in Fate. The solution as to provide Stress related per part (e.g., arm, leg, torso, etc.) as a fractal. I would potentially set up a mystery this way. So players uncover a part of the mystery after "defeating" or "solving" a piece of the mystery, which may be tied to a particular area.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9123851, member: 5142"] I love Fate. It was an eye-opening game for me. I couldn't grok Fate at first. It required a paradigm shift to how I thought about roleplaying games, namely to move out of the sphere of more familiar approaches found in D&D and its sphere of influence. But after putting Fate on the shelf for about half a year, I heard/read someone talk about Fate, then I went back and it all "clicked." It has been absolutely great for running a fair number of various games in a variety of genres. Fate can handle tactical play, but that tactical play in Fate is more about fictional positioning with Create an Advantage rather than mechanical one, as invoking that aspect amounts to just a +2 bonus. I remember seeing a lightbulb go off in a player who asked how they would do things like blind, trip, or distract an opponent without a feat when I told them that they could roll their Fighter role* to Create an Advantage to do the same thing. * We were playing Jadepunk, which uses roles instead of skills: i.e., Aristocrat, Engineer, Explorer, Fighter, Scholar, and Scoundrel. In some ways, I also am a little more interested in Cortex Prime nowadays due to its overlapping but distinct ways of handling similar ideas. But Fate remains a favorite and a go-to game I use to get people to see how roleplaying games can be different from D&D. You could set a mystery up as a fractal. I recall an example of how to make a super boss, like a mecha, work in Fate. The solution as to provide Stress related per part (e.g., arm, leg, torso, etc.) as a fractal. I would potentially set up a mystery this way. So players uncover a part of the mystery after "defeating" or "solving" a piece of the mystery, which may be tied to a particular area. [/QUOTE]
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