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Fate Core - CC

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Fate Core - CC

Postby koipond » Fri Dec 07, 2012 11:33 pm

Hey folks,

I don't know if you were following the but they just hit the level that means they're going to release it under OGL and a business friendly CC model.

Discuss. ^_^
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Re: Fate Core - CC

Postby Rob Lang » Mon Dec 10, 2012 5:17 am

This is wonderful news! It looks like you still have to purchase the PDF on a pay what you like basis, so it's not absolutely free as I understand it.

It is superb news and the original Fate is still available.
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Re: Fate Core - CC

Postby maledictus » Tue Dec 11, 2012 8:22 am

I've always liked the Fate system --except for the dice, I hate those dice--, it might be one of the most influential systems in recent years, at least to me. So I supported it to see the "best version of Fate they can possibly make". I've downloaded the draft, but haven't read it yet (it's 304 pages long!)
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Re: Fate Core - CC

Postby koipond » Tue Dec 11, 2012 2:01 pm

Rob, I think that's just for the kickstarter. Once it's published it's probably going to be available for free, at least electronically.

However, it will also be able to be used commercially and creatively which I think is awesome.
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Re: Fate Core - CC

Postby Lejonel » Fri Dec 14, 2012 1:45 am

Maledictus: the first time I saw those dice I was like "Wow! How can I uses these in my games?". I love the simplicity of the design but I am unsure of whether I should call them dice or "advanced coin-tossing, now with 50% more alternatives!". They also remind me of come game called "mix-max" from my childhood...

Anyway, I have not yet played FUDGE or FATE (obviously). What is the general feel of the system? Simulationistic? cinematic?

//Lejonel
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Re: Fate Core - CC

Postby Onix » Fri Dec 14, 2012 4:45 am

Fate is based on descriptions of the characters. If a description can be used to help a character, for example "Prone to rage" in a fight might help but if the same descriptor for that character means they're at a disadvantage when trying to persuade people gently. To me thats the main draw of the fate system.

It's very open ended so some people have complained about stalling out when trying to play, especially if they are firmly entrenched in simulationist games.
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Re: Fate Core - CC

Postby koipond » Sun Dec 16, 2012 9:52 am

It's really player driven, and that's where the stall out happens. If you're used to a game where you've got your standard GM and you just wait and respond to what's going on then you're not going to like FATE. In order for FATE to work really well, you need to be engaged a lot more because there are many ways that the players can influence what's happening in the story by spending their FATE points.
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Re: Fate Core - CC

Postby Lejonel » Tue Dec 18, 2012 4:59 am

A creature amused by counting dots on a cube is a very simple creature indeed. Simple, but amused!
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Re: Fate Core - CC

Postby koipond » Tue Dec 18, 2012 6:25 pm

Yeah, you have a group that's going to want to have agency to screw over the GM by adding elements, and changing things and making stuff happen FATE is it.

I use the term screw over loosely, often times they're going to use them to screw over themselves. It's really good for that.
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