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General Tabletop Discussion
*TTRPGs General
What's general feel / vibe of FATE-based systems?
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<blockquote data-quote="SiderisAnon" data-source="post: 5714693" data-attributes="member: 44949"><p>I played in a single FATE/FUDGE campaign a few years back. My impression of the game system from that and from reading the rules is that the style of the system is entirely what you make of it at the table. There really is no set style or feel because the system is a toolbox designed to let you create whatever style or feel that you want.</p><p></p><p>That said, there are few things it is not. It is not a heavy crunch game. Unlike D&D or HERO, you're no going to be flipping through pages of rules and numbers. Unless the particular setting you've picked has detailed rules for combat, magic, technology, or whathaveyou, most things are left entirely in the hands of the GM. This works wonderfully with a good GM that the players trust.</p><p></p><p>FATE is not a heavily tactical system. You don't need a grid map, miniatures, or anything like that. The fights are more about description and style than wargaming.</p><p></p><p>As an additional selling point for me, FATE is also not a swingy system. Rolling the dice only adds or subtracts a small amount (-4 to +4, with typical rolls being more in the -1 to +1 range). There are things that can add a little more when it's important, but basically the underlying skill you have will be of greater importance than what you roll on the dice.</p><p></p><p></p><p>Like a number of systems out there, FATE is about letting you do whatever you want. It's generic. HERO, Savage Worlds, GURPS, and others all aim toward this themselves. Like the cores of those systems, the FATE system is not for everyone. Some players and game masters really prefer to have everything written down in the books and set in stone. They don't like the ambiguity of an open system. That said, there are some setting/genre type books out there, just like there are for the other systems I mentioned.</p><p></p><p></p><p>If I had to pick another game that had a similar feel in its play, the only one I can come up with is Amber. That is another game, in my opinion, where it's far more about the game master and the players than it is about the written system itself.</p><p></p><p></p><p>Overall, I like FATE and would happily run it myself. I cannot currently because I have to many players who are number crunching wargame/simulationist type players who really respond better to more tactical focused games like D&D.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5714693, member: 44949"] I played in a single FATE/FUDGE campaign a few years back. My impression of the game system from that and from reading the rules is that the style of the system is entirely what you make of it at the table. There really is no set style or feel because the system is a toolbox designed to let you create whatever style or feel that you want. That said, there are few things it is not. It is not a heavy crunch game. Unlike D&D or HERO, you're no going to be flipping through pages of rules and numbers. Unless the particular setting you've picked has detailed rules for combat, magic, technology, or whathaveyou, most things are left entirely in the hands of the GM. This works wonderfully with a good GM that the players trust. FATE is not a heavily tactical system. You don't need a grid map, miniatures, or anything like that. The fights are more about description and style than wargaming. As an additional selling point for me, FATE is also not a swingy system. Rolling the dice only adds or subtracts a small amount (-4 to +4, with typical rolls being more in the -1 to +1 range). There are things that can add a little more when it's important, but basically the underlying skill you have will be of greater importance than what you roll on the dice. Like a number of systems out there, FATE is about letting you do whatever you want. It's generic. HERO, Savage Worlds, GURPS, and others all aim toward this themselves. Like the cores of those systems, the FATE system is not for everyone. Some players and game masters really prefer to have everything written down in the books and set in stone. They don't like the ambiguity of an open system. That said, there are some setting/genre type books out there, just like there are for the other systems I mentioned. If I had to pick another game that had a similar feel in its play, the only one I can come up with is Amber. That is another game, in my opinion, where it's far more about the game master and the players than it is about the written system itself. Overall, I like FATE and would happily run it myself. I cannot currently because I have to many players who are number crunching wargame/simulationist type players who really respond better to more tactical focused games like D&D. [/QUOTE]
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What's general feel / vibe of FATE-based systems?
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