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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="The Shadow" data-source="post: 8960445" data-attributes="member: 16760"><p>What, really? I think Fate is quite playable out of the box. It's true that you won't be doing anything fancy in terms of Extras, but not all games need them. (The maddeningly vague Extras chapter is one of my few complaints about the Fate Core book. That and the wretched index! It would have been better to trade vague advice for more concrete examples. The Toolkit books were better that way.)</p><p></p><p>My group started a sword & sorcery game with it while the Kickstarter was still going. We were able to fadge up a system for sorcery that was spooky and dangerous, and came up with a rule about money that suited the genre and called it good.</p><p></p><p>We were complete newbies, but it worked fine. It's hard to break Fate.</p><p></p><p>Though we did manage to do it, some years later! In the same game near its climax, we discovered that if you raise the skill cap to +6, things get rather wonky... At least if you're using the standard skill list.</p><p></p><p>Thankfully the game came to a natural end not long after that. After you've covertly taken over your native continent-sized empire to further a secret war against an ancient unknown menace, there aren't many more worlds to conquer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Not bad for a trio of tomb-robbing criminals!</p></blockquote><p></p>
[QUOTE="The Shadow, post: 8960445, member: 16760"] What, really? I think Fate is quite playable out of the box. It's true that you won't be doing anything fancy in terms of Extras, but not all games need them. (The maddeningly vague Extras chapter is one of my few complaints about the Fate Core book. That and the wretched index! It would have been better to trade vague advice for more concrete examples. The Toolkit books were better that way.) My group started a sword & sorcery game with it while the Kickstarter was still going. We were able to fadge up a system for sorcery that was spooky and dangerous, and came up with a rule about money that suited the genre and called it good. We were complete newbies, but it worked fine. It's hard to break Fate. Though we did manage to do it, some years later! In the same game near its climax, we discovered that if you raise the skill cap to +6, things get rather wonky... At least if you're using the standard skill list. Thankfully the game came to a natural end not long after that. After you've covertly taken over your native continent-sized empire to further a secret war against an ancient unknown menace, there aren't many more worlds to conquer. :) Not bad for a trio of tomb-robbing criminals! [/QUOTE]
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