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expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() WorldWorksGames • View topic - Opinions About FATE RPG
Just looking for opinions about FATE (or Fate, since the all capitals has been officially dropped).
My own feelings... is that the system has a probability curve that is just too freakin' steep.
Would a Green die minus Red die system work better? A slightly wider range of possible results: both systems give an average result of zero, but G-R gives a much more shallow curve. (Stealing the system from the old Babylon Project RPG. Roll a green die and a red die, subtract the red die from the green die - gives a range of -5 to +5, while the Fate Dice system gives a range of -4 to +4.)
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
WorldWorks Moderator Joined: 09-30-2006, 12:34 AM Posts: 3934 Location: New Zealand
Got it, but haven't played it so can't say.
Friends who have played it said they found Aspects too easy to abuse (i.e. load each situation with Aspects then use multiple Aspects to guarantee success on the rolls that matter). You could call this good roleplaying. In their case, once they'd worked out this formula they just found it repetitive and unchallenging.
Moderator posts are in green oraquamarine. My posts are my personal opinion only and do not represent the official view of WorldWorksGames.
It's an interesting system, and it can be really freeform in its execution, but it has some issues.
I've sort of gotten the feeling that the system is a bit too flexible, and characters are a touch too broadly defined. While this is great in terms of creating a system where you can likely run any genre of game that you want, it ends up feeling fairly generic without any real 'wow' moments. I would compare it to Fiasco in terms of how open-ended the system is, but I've found Fiasco tends to give some really flavorful and creative characters in the games (despite just being defined by their relationships to everyone else - talk about minimalist character creation!), whereas Fate just tends to fall flat, overall.
The rulebooks also tend to be a bit full of themselves, in my opinion. While the system itself is very simple - choose an effect to create, roll the dice to modify the appropriate skill or trait, and then apply the effect if successful - it is horrendously overwritten (taking a few hundred pages to convey that basic idea), which leads to a lot of confusion from players expecting a more D&D/Pathfinder/GURPS style of tightly defined game (which tend to justify those hundreds of pages with rules to cover most of what would actually come up in a game).
Overall, I'd look at many other systems before this one. For a rules-light game, I would go with Fiasco, and I'd take Mutants and Masterminds, GURPS, or the Cypher System (depending on what style of game that I wanted) for the setting agnostic generic RPG.
The reason that I am interested is that the Wearing the Cape RPG will use FATE.... And I am just not that impressed with the game. (I would not say 'overwritten' - I would go with the much more blunt 'badly written'.)
Not sure if I should be relieved that it wasn't just me, that the rules really are that loose....
Yeah - I would be happier with M&M, or even Superworld (thirty years old, but still a tight system).
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
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