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<blockquote data-quote="Umbran" data-source="post: 6378853" data-attributes="member: 177"><p>I like FATE. The game is not perfect for all things, by any means, but it is good at what it does.</p><p></p><p>I'm going to disagree that FATE itself is crunchified anything. FATE has precious little crunch to it, by modern standards. The rules don't change from one situation to another - you handle social, physical, and intellectual conflicts all using the same mechanics. You can model pretty much anything, from NPCs, to monsters, to brick walls or socialite tea-parties, with a couple skills, stress boxes, and aspects. </p><p></p><p>There are a couple of FATE-based games that do add some crunch - like the magic system in Dresden Files. But for the most part, the rules are simple. Heck, FATE Accelerated covers the basic rules in 32 trade-paperback pages. I've successfully taught people how to play a FATE-based game in 10 to 15 minutes.</p><p></p><p>FATE does ask the GM to approach the game differently. While you can (and should) do prep for a FATE game, it really asks the most from the GM in play. To do well, the GM *must* be thinking on their feet, ready and willing to do some creative improvisation. </p><p></p><p>FATE is at its best when it is working on a fairly pulpy, action and drama packed genre. This is not a game for the PCs to carefully marshal resources, make detailed combat plans, and execute them.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6378853, member: 177"] I like FATE. The game is not perfect for all things, by any means, but it is good at what it does. I'm going to disagree that FATE itself is crunchified anything. FATE has precious little crunch to it, by modern standards. The rules don't change from one situation to another - you handle social, physical, and intellectual conflicts all using the same mechanics. You can model pretty much anything, from NPCs, to monsters, to brick walls or socialite tea-parties, with a couple skills, stress boxes, and aspects. There are a couple of FATE-based games that do add some crunch - like the magic system in Dresden Files. But for the most part, the rules are simple. Heck, FATE Accelerated covers the basic rules in 32 trade-paperback pages. I've successfully taught people how to play a FATE-based game in 10 to 15 minutes. FATE does ask the GM to approach the game differently. While you can (and should) do prep for a FATE game, it really asks the most from the GM in play. To do well, the GM *must* be thinking on their feet, ready and willing to do some creative improvisation. FATE is at its best when it is working on a fairly pulpy, action and drama packed genre. This is not a game for the PCs to carefully marshal resources, make detailed combat plans, and execute them. [/QUOTE]
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