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Grade the Fate/Fate Core System
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<blockquote data-quote="Ulfgeir" data-source="post: 9137407" data-attributes="member: 7015719"><p>I have played a number of FATE-versions. It is a system that I do like a lot (not enough to call it perfect, but it is oen of my favoruites, the other favourite system is BRP; especially how it is doen in The Troubleshooters). It does imo opinion suit pulpy and slightly larger-than-life characters best, especially in a more adventurous setting. The main drawback is that it is hard coming up with good drawbacks, and the GM and players often miss invoking the aspects in a way that they earn new FATE-points.</p><p></p><p>First version I came in contact with and ran was Spirit of The Century when it ws relatively new. I liked the concept, but it was too many aspects. Then later played in Dresden Files (the original version. In the story-telling subforum I even put up the chronicle of the campaign I played in there) and Atomic Robo. Those two are perfect imo. I am not entirely sold on some of the mechanincs in the later versions. </p><p></p><p>Then later I tried running The Ministry Initiative (based on the Ministry of Peculiar Occurences-novels) at a convention. It worked so-so. Also ran a short campaign using Daring Comics RPG, where I kind of painted myself intoa corner with a super-hero setting, and I made som less than optimal campaign choices (imo. superhero-games are much too reactionary, and here the characters were also a bit too powerful even though I put them on the lower end of the spectrum). Then in my group we had a short campaign in the Gods & Monsters-setting using Fate Accelereated. Was a fun idea, but it fizzled. I prefer the Core and Condensed versions to Accelerated, but the Accelerated version is probably better for a quick one-off pickup game.</p><p></p><p>Then later we did a one-shot in a sf-setting that turned into Wearing the Cape, and then later a short campaign in the FATE-version of Mindjammer. The latter was a setting that really really didn't work with FATE. It was much to complex. GURPS would have been a much better choice there. And lately we ran a campaign that started as a campaign in Tianxia; Blood, Silk & Jade. It has now been converted to a homebrewed PbtA-campaign (the GM keeps fiddling with the rules to get the exakt mood he wants)</p></blockquote><p></p>
[QUOTE="Ulfgeir, post: 9137407, member: 7015719"] I have played a number of FATE-versions. It is a system that I do like a lot (not enough to call it perfect, but it is oen of my favoruites, the other favourite system is BRP; especially how it is doen in The Troubleshooters). It does imo opinion suit pulpy and slightly larger-than-life characters best, especially in a more adventurous setting. The main drawback is that it is hard coming up with good drawbacks, and the GM and players often miss invoking the aspects in a way that they earn new FATE-points. First version I came in contact with and ran was Spirit of The Century when it ws relatively new. I liked the concept, but it was too many aspects. Then later played in Dresden Files (the original version. In the story-telling subforum I even put up the chronicle of the campaign I played in there) and Atomic Robo. Those two are perfect imo. I am not entirely sold on some of the mechanincs in the later versions. Then later I tried running The Ministry Initiative (based on the Ministry of Peculiar Occurences-novels) at a convention. It worked so-so. Also ran a short campaign using Daring Comics RPG, where I kind of painted myself intoa corner with a super-hero setting, and I made som less than optimal campaign choices (imo. superhero-games are much too reactionary, and here the characters were also a bit too powerful even though I put them on the lower end of the spectrum). Then in my group we had a short campaign in the Gods & Monsters-setting using Fate Accelereated. Was a fun idea, but it fizzled. I prefer the Core and Condensed versions to Accelerated, but the Accelerated version is probably better for a quick one-off pickup game. Then later we did a one-shot in a sf-setting that turned into Wearing the Cape, and then later a short campaign in the FATE-version of Mindjammer. The latter was a setting that really really didn't work with FATE. It was much to complex. GURPS would have been a much better choice there. And lately we ran a campaign that started as a campaign in Tianxia; Blood, Silk & Jade. It has now been converted to a homebrewed PbtA-campaign (the GM keeps fiddling with the rules to get the exakt mood he wants) [/QUOTE]
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