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Fate Core - CC

PostPosted: Fri Dec 07, 2012 11:33 pm
by koipond
Hey folks,

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

Discuss. ^_^

Re: Fate Core - CC

PostPosted: Mon Dec 10, 2012 5:17 am
by Rob Lang
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.

Re: Fate Core - CC

PostPosted: Tue Dec 11, 2012 8:22 am
by maledictus
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!)

Re: Fate Core - CC

PostPosted: Tue Dec 11, 2012 2:01 pm
by koipond
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.

Re: Fate Core - CC

PostPosted: Fri Dec 14, 2012 1:45 am
by Lejonel
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

Re: Fate Core - CC

PostPosted: Fri Dec 14, 2012 4:45 am
by Onix
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.

Re: Fate Core - CC

PostPosted: Sun Dec 16, 2012 9:52 am
by koipond
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.

Re: Fate Core - CC

PostPosted: Tue Dec 18, 2012 4:59 am
by Lejonel
koipond wrote:t'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.


I am quite lucky in this department. Half of my gaming group consists of theatre actors and the rest of overly social engineers so player initiative is abundant. :mrgreen:

Maybe I will check this game out in the future. If only to see what they do with the silly-cool dice. ;)

Re: Fate Core - CC

PostPosted: Tue Dec 18, 2012 6:25 pm
by koipond
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.