Has anyone here played Fate Core(tabletop RPG)?
Posted: 2015-09-26 09:58pm
Recently I discovered this system by accident and found it to be nearly perfect for virtually any time of game I would be interested in running or playing. The key to the system is that is about modelling fictional narrative rather than trying to model some sort of reality. The most important rule for the engine is that it is more governed by the common sense of the players than it is by the rules themselves. If you are playing a game with realistic soldiers, you wouldn't be able to be shot repeatedly and still survive, you would instead be slowly drawn out of cover or flanked in some fashion. Both scenarios can be modeled equally well.
The first key element to the game is aspects, which for characters sort of work in a similar fashion to advantages and disadvantages in other games. The difference is that they are a general way for a character to interact with the world and tell something about a character. An example would be a Force sensitive character in Star Wars. If they had Force affinity as an aspect, it could be used in a positive manner to justify an awesome ability(invoke) or it could be used in a negative manner to force them into an action a la Luke in ESB(a compel). The secret to this system is that of a Fate point economy, which you gain for every compel and lose for every invoke. Going back to Star Wars it is analogous to how in ESB, the heroes are losing on every front before winning in the finale.
A subset to this rule is that of complications, which are solely negative aspects taken as a form of damage. For the above scenarios, being pinned down and flesh wounds could both serve as complications.
Another key element of this system is the idea that skills are not literally how skilled the character is, they are how much a character can affect the scene. So a character can take wealth or social status as a skill(Nathan Fillion as Castle is a good example of this). This is also influenced by stunts, which are situational bonuses to skills that also help distinguish characters from each other who otherwise have similar skills.
The final interesting mechanic in the game is the idea of stress tracks. While the idea could in certain cases represent things like armor, it is actually more of a literal plot armor for the character. It can also be used to represent mental, emotional, or wealth losses as well. In some cases it could even be used for more exotic things like ammo tracking and chases. Generally, it is simply a way of timing action in the story.
One of the elements to the system that makes it interesting is that it models virtually any story element as a character, massively simplifying things like environmental threats, what is known as the bronze rule or Fate fractal. So if you were modelling two conflicting armies, you would simply give each side aspects, skills and complication slots and have them fight as if they were characters.
I wish there were a proper Star Wars supplement for this game as I feel that the system is almost perfectly balanced for Star Wars, with the main characters being significantly more powerful and influential than the lesser ones.
There is however a downside to this system. The nature of the mechanics make it somewhat poorly suited for weak characters, those that are poorly able to influence events. So it is less effective for most noir or horror settings. Though playing them using Fate would be interesting in a similar manner to the original Die Hard, by removing the dread, we would have a story that is more about our characters being awesome than about how horrible the situation they are in really is. It is interesting, but not really faithful to most of the genre.
As an additional bonus the entire system is available for free under the Creative Commons license.
The first key element to the game is aspects, which for characters sort of work in a similar fashion to advantages and disadvantages in other games. The difference is that they are a general way for a character to interact with the world and tell something about a character. An example would be a Force sensitive character in Star Wars. If they had Force affinity as an aspect, it could be used in a positive manner to justify an awesome ability(invoke) or it could be used in a negative manner to force them into an action a la Luke in ESB(a compel). The secret to this system is that of a Fate point economy, which you gain for every compel and lose for every invoke. Going back to Star Wars it is analogous to how in ESB, the heroes are losing on every front before winning in the finale.
A subset to this rule is that of complications, which are solely negative aspects taken as a form of damage. For the above scenarios, being pinned down and flesh wounds could both serve as complications.
Another key element of this system is the idea that skills are not literally how skilled the character is, they are how much a character can affect the scene. So a character can take wealth or social status as a skill(Nathan Fillion as Castle is a good example of this). This is also influenced by stunts, which are situational bonuses to skills that also help distinguish characters from each other who otherwise have similar skills.
The final interesting mechanic in the game is the idea of stress tracks. While the idea could in certain cases represent things like armor, it is actually more of a literal plot armor for the character. It can also be used to represent mental, emotional, or wealth losses as well. In some cases it could even be used for more exotic things like ammo tracking and chases. Generally, it is simply a way of timing action in the story.
One of the elements to the system that makes it interesting is that it models virtually any story element as a character, massively simplifying things like environmental threats, what is known as the bronze rule or Fate fractal. So if you were modelling two conflicting armies, you would simply give each side aspects, skills and complication slots and have them fight as if they were characters.
I wish there were a proper Star Wars supplement for this game as I feel that the system is almost perfectly balanced for Star Wars, with the main characters being significantly more powerful and influential than the lesser ones.
There is however a downside to this system. The nature of the mechanics make it somewhat poorly suited for weak characters, those that are poorly able to influence events. So it is less effective for most noir or horror settings. Though playing them using Fate would be interesting in a similar manner to the original Die Hard, by removing the dread, we would have a story that is more about our characters being awesome than about how horrible the situation they are in really is. It is interesting, but not really faithful to most of the genre.
As an additional bonus the entire system is available for free under the Creative Commons license.