Friday, February 28, 2014

Tempting Fate, Part 2

So I have been looking at Fate a lot recently.
Reading it over. Thinking of different things to try with it.


There are a lot of reasons to do so.  Just have stuck that right chord with me yet.

5 comments:

  1. 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.

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  2. 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.

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  3. I have all the newest Fate books. I just need to find something good to do with it.

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  4. I have all the newest Fate books. I just need to find something good to do with it.

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  5. 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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