Fate SRD

Feb 25, 2013 Random Fate thoughts’1 Fate is the f...

- February 25, 2013 at 3:51 PM -0500 - Updated: February 25, 2013 at 7:18 PM -0500
Random Fate thoughts.

1) Fate is the first RPG I've seen where character creation starts with (and focuses more on) who the character is rather than what the character can do.

2) Fate Core, specifically, seems to be one of very few games that embraces "it's done when there's nothing else to remove" rather than "it's done when there's nothing else to add" in terms of its ruleset.  Its design seems to be a result of deliberately removing every rules element that could be removed while keeping the essential nature of the system intact.

3) While it's heavily narrative, it's striking how strongly mechanical several of the narrative aspects are - gaining Fate points is very explicit, without much of the looseness found in similar mechanics in other systems (Bennies in Savage Worlds, even a lot of the Artha awards in Burning Wheel, etc.).
Shared to the community Fate Core - Public
- February 25, 2013 at 3:54 PM -0500
Now that you've had these thoughts, what are you gonna do with them? :)
- February 25, 2013 at 3:55 PM -0500 - Updated: February 25, 2013 at 4:09 PM -0500
Keep playing Fate, share them with the community, and evangelize the system?  Oh, yeah, I'm already doing that ;)

More to the point, as I try to grok Fate and certain things stick with me helping to get more into (what I perceive as) the Fate mindset, I like sharing them with the community to help others that might be going through some of the same learning curve :)
- February 25, 2013 at 4:05 PM -0500
Well, keep it up! You've been helping me thus far.
- February 25, 2013 at 6:47 PM -0500
"2) Fate Core, specifically, seems to be one of very few games that embraces "it's done when there's nothing else to remove" rather than "it's done when there's nothing else to add."

I am not certain I understand this statement, would you mind explaining more on what this means?
- February 25, 2013 at 6:50 PM -0500
+Jacob Poss thanks so much--I was figuring it was just another sign of my ignorance.
- February 25, 2013 at 6:55 PM -0500 - Updated: February 25, 2013 at 7:06 PM -0500
Sure.  If you look at Fate Core compared to SotC, what is striking is not what is added, but what is removed.  This contrasts heavily with other games (GURPS, most D&D) where publishers seem to be in a race to put more stuff in the game.

OTOH, it looks like Evil Hat took a hard look at everything in Fate 3.0, and asked themselves "if we get rid of this, would the game be playable?"  In many cases, the answer was apparently "yes" - so we have no stunt trees.  We have assessments, declarations, and maneuvers combined into Create Advantage.  We have fewer skills (do we really need Weapons and Fists to be separate skills?).

Compare this to Strands of Fate, even, which took the opposite approach, and took Fate 3.0 and added more stuff to it.

I can't really think of a single thing in Fate Core that doesn't need to be there, that the game would really work without, at least not without changing the nature of the system.  And by doing that, Evil Hat has also hit on rules that cover a surprising amount of territory - as an example, the "hey, do we need a rule to cover Splinter Cell-like takedowns?"  Nope, a couple of Create Advantage rounds combined with a standard Attack handle that situation perfectly well, without any need for additional rules.

Make sense?  Or maybe I'm the one that is way off base :)
- February 25, 2013 at 7:10 PM -0500
No, makes sense that way. Seemed before to me like you were talking about character creation--rather than adding and building a character, you somehow had some template that you chipped away from.

This is a very sobering statement. It makes perfect sense. It actually dissuades me from doing some of the things that I considered, but makes it apparent that I need to look more at setting material rather than how rules must be modified. You seem to have pointed out a few times that, with rules as they are, there is very little that can't be done.
- February 25, 2013 at 7:16 PM -0500
Thanks, +Cameron Corniuk .  Reading your comment, I can see how it might come across that way.  I think I'll edit the original post for clarification :)
- February 25, 2013 at 9:17 PM -0500
Love Fate Core. Can't wait to unleash +Jack Norris 's Tianxia on the Fate fans... and see what else we can put together for Fate after that. I already have some ideas of my own...
- February 25, 2013 at 9:23 PM -0500
Yeah, I did try to take various theories and design ideas in Fate Core to heart with Tianxia and then play with them until I'd sufficiently personalized them.  I hope people enjoy it.
- February 25, 2013 at 9:56 PM -0500
Now, I am all interested to see what this is all about--Tianxia that is.
- February 25, 2013 at 10:03 PM -0500
It's a new Wu Xia themed martial arts setting with Kung Fu rules for Fate Core. Dragon Age line developer +Jack Norris is writing it for us. +Denise Jones is handling the art duties. Check out the visual gallery at the Vigilance Press website here: http://www.vigilancepress.com/gallery/tianxia-art-preview-gallery/
- February 25, 2013 at 10:04 PM -0500 - Updated: February 25, 2013 at 10:04 PM -0500
As a designer, what I love about Fate Core is that it gets the heck out of the way and lets me write awesome stuff. :)
- February 25, 2013 at 10:11 PM -0500
That could be pretty sweet. I was thinking it was time for a new, GOOD wuxia to come out--been awhile since I've seen that and FATE could be just the vehicle.
- February 25, 2013 at 10:14 PM -0500
We think so! And Jack is really the guy for it. He's been sitting on this idea for a martial arts game concept for a long time. When I asked him for suggestions for a small Fate project, it clicked. And then just kept getting bigger and better. :)
- February 25, 2013 at 11:24 PM -0500
Yeah, I think FATE works really well for what I want to do with wu xia and Aspects in particular are a fun way to deal with setting and genre conventions (which actually vary based on the exact flavor or wu xia/kung fu dramatic action you want in a campaign).  It also makes things like cults, schools, etc... very doable without tacking on a whole new ruleset.
- February 26, 2013 at 1:38 AM -0500
And the lack of a wu xia product for FATE was definitely a factor in development.  It's a solid and even natural choice for the genre and I admit when I couldn't find a major release for the genre I half thought I had to be missing something.  But it seems not, which I'm definitely not upset about. :)
- February 26, 2013 at 1:52 AM -0500
I am excited to see it.