I agree with Trey about the terminology (its also why I dislike Apocalypse World/Dungeon World), but my other problem with FATE Core is taking a simple system like FUDGE and adding rules clutter that is a similar complexity to D20. However, Fate Accelerated is pretty close to what I expected out of Fate.
I’ve tried and tried to run swashbuckling games in a variety of D&D type games and never been satisfied, essentially it usually involves bolting Fate/Fudge points onto the side of classic D&D (Like the Savage Coasts panache system). Fate is essentially a simplified version of Fudge’s skill system with a narrative focused Panache system built in. I wouldn’t use it to run a historically accurate Carribian Pirate game, but to emulate errol flynn? definitely.
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I know what you mean. I've been dipping into it lately. There's a lot to like, but the incessant need for new terminology turns me off, a bit.
I agree with Trey about the terminology (its also why I dislike Apocalypse World/Dungeon World), but my other problem with FATE Core is taking a simple system like FUDGE and adding rules clutter that is a similar complexity to D20. However, Fate Accelerated is pretty close to what I expected out of Fate.
I have all the newest Fate books. I just need to find something good to do with it.
I have all the newest Fate books. I just need to find something good to do with it.
One word: Swashbuckling.
I’ve tried and tried to run swashbuckling games in a variety of D&D type games and never been satisfied, essentially it usually involves bolting Fate/Fudge points onto the side of classic D&D (Like the Savage Coasts panache system). Fate is essentially a simplified version of Fudge’s skill system with a narrative focused Panache system built in. I wouldn’t use it to run a historically accurate Carribian Pirate game, but to emulate errol flynn? definitely.
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