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FATE General

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Everyone around me only wants to play D&D! Why can't it be easier to find/start a game with less crunch and more awesome?
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>>44741834
have you looked online?
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>>44741834
I'm lucky enough to live in an area with a wide variety of gamers to form groups with. From the bottom of my heart I am sorry Anon.
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>>44741834
Is it at least TSR D&D or 4E?

Please not 3.PF
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>>44744257
>suggesting 4e unironically
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Anyone got a tasty pdf?
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>>44741834
Because depending on the version of FATE and the version of D&D, one or both of those things aren't true.
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>>44745021
It's pay what you want.
http://www.evilhat.com/home/fate-core-downloads/
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>>44744709
Only version of D&D I'll unironically/soberly play or run. Granted, I'll delve into AD&D2e for the memories/nostalgia, but that always has some hints of nostalgia, and likely a glass of wine.
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>>44745229
PIC RELATED
so how do you handle magic on Fate?
i want to run a Thunder Riff (AD&D Module) for FATE but i have no idea how to make Magic work
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>>44747531
There's a couple ways to handle magic that I've seen used frequently.

The first is to just make magic its own skill or fold it into an existing skill like Lore or Will. Without more limitations, I'm not fond of this because it makes that skill far too powerful.

The next is to make skills for your magic, but limit them somewhat. For example, I ran a game that had Abjuration, Evocation, and Transmutation. Abjuration was defensive magic, meant to dissipate and stop energies. Evocation was offensive magic, the calling forth of energy. Transmutation was simply transmutation. Abjuration was mostly used for Defend rolls, Evocation for Attack and Overcome, and Transmutation for Create an Advantage.

The way the Dresden Files RPG (a Fate game from an older edition) is kind of interesting but way too in-depth for me to succinctly explain.

There's also a few different ways available from the toolkits.
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>>44747999
thanks!
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>>44747531
Use FATE Freeport. It covers the magic basics for D&D and can be integrated into your game.
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>>44741834
Have you tried not being a faggot?
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>>44748582
I will take a look on Freeport

Also what is better for some intro game use fate core or fate accelerated ?

And how well does fate handles a dungeon crawl?
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>>44741834
There may be less crunch to read in Fate, but it is always in play and doesn't just apply in certain situations. Overall Fate is much more structured than DnD, which only reveals any framework when you roll initiative. Also: Build a game and players will come.

>>44747531
Fate is very well suited to stories where magic is a part of a character and always at their disposal. Core out of the box has no mechanism for Vancian magic or spell lists. Think more Last Unicorn.

Another way I have found very useful is to give a character a limited power, pyro- or telekinesis, true sight, healing, or transmutation - but only to a degree that the shifts imply.

>Telekinesis
-2 roll pencil off table
-1 push book off shelf
+0 shove a flat footed person out of the way
+1 levitate 1 pound slowly
+2 levitate 10 pounds dangerously fast
+3 make everything in the room fly around in a chaotic circle
+4 wield a weapon in combat (additional skill checks required)
+5 throw an enemy across the battlefield
+6 throw a boulder at enemy troops
+7 raise a submerged X-Wing out of the swamp and levitate it effortlessly, also an astrodroid
+8 stop a river

You see the scales are weight, speed, and precision, with levitation an early milestone. But it makes no sense to nail them down. Better to have a general list to gauge singular instances by and work with the player to make the character look good.
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>>44744709
4E is a well designed game without much in the way of options that mechanically prevent players from having fun. The biggest issue in my mind is how long its skirmish game fights take.

It's not traditional D&D , but it's a fun game in its own right
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Because most "roleplayers" are beer and pretzel pleb scum that only want to chop goblins in the dungeons and produce overpowered character builds. In best case produce some silly pulp stories filled with extremely bad sense of humor.

Fate's badly designed though.
Heroquest 2 ed has virtually identical philosophy, yet it executes it way better
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Sorry m8
You either have to start up a potential campaign yourself or look on Roll20.

Lucky for me, I found a great Roll20 FAE group recently, tho.
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>>44741834
Move to Scandinavia/Europe. That'll fix it.
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>>44750357
>Don't like the mainstream?
>Move to another country!
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>>44750357
Why Scandineurpoa?
Is it because they have less D&D dominance, or is Fate actually more prevalent there?
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>>44750357

It's kind of funny how DnD is so unpopular in Europe.
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>>44751018
D&D is, in general, not as prevalent in the Nordics as they seem to be in the US. Unsure about the rest of Europe, but it seems like at least west and central Europe tend to play other things.
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>>44751265
Eurofag here. We all started with DnD at some point, and it is pretty dominant here as well. But it isn't monolithic. A lot of grown ups play here, and they don't get much mileage out of it. We have local alternatives that are no less convoluted but offer a greater range of flavors.
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>>44749880
I loved having powers for encounters among the myriad of changes but the HP vs. damage ratio is goddamn garbo
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>>44751018
Both of those statements are true. Northern Europe had a really vibrant indie game scene in the 80's and 90's so local games and european games got a really strong foothold during the time DnD conquered the americas.

Being accustomed to various different systems, people have adapted FATE in a natural fashion too.
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>>44741834
Because Fate dice are so shit they ruin the whole experience.
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>>44756282
I don't know about that, buddy. FATE dice ad a bit of unpredictability to the game, and that sometimes makes all the difference. A good dresden files campaign can turn into a great one, with one bad roll.
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My personal experience with fate was this:
I bought the core book, and the system toolkit.
I read through, came up with some game ideas, and got my 3 players together.
We "rolled up" characters, and sat down to play.
The Aspects caused a bit of confusion at first, but people got the point and figured them out pretty quickly.
By the 4th session, we were all done. None of us liked how random the dice were.
I have not touched the books in a year and a half.
It's kind of a shame, there were a few things I really did like, but the dice killed it for us.
We like a combination of rollplay with our roleplay.
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>>44756364
>>44756576

This is a shame also, because the dice are such a deal breaker, they've kept me away from the dresden game and the atomic robo game, and I like both those IPs
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>>44756576
Create an advantage
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>>44756576
>>44756671

I don't understand. What issue do you have with fudge dice? And would d6-d6 work for you?
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>>44756893
I think the problem was inconsistency, possibly with a heap of bad luck.

d6-d6 might work, I did not know it was an alternative that could work.
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>>44757078
It's slightly more swingy, but that might actually be up your particular alley.
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For reference, here are the probabilities of Fate's dice. You have a ~60% chance to roll in the range of -1 to 1, and ~2% chance to roll either extreme (-4 or 4).
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>>44756364

> someone dies
> therefore campaign is ruined

Your GM is absolute shit.
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>>44741834
>FATE General

Okay sounds cool.

> Everyone around me only wants to play D&D!

So... find people who don't?

> Why can't it be easier to find/start a game with less crunch and more awesome?

Ah, another thread shitting on D&D. Welp, I'm out.
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>>44747999
I'm pretty sure DFRPG is FATE 4E, just like Core.
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>>44757916
Fate Core is newer rules edition. There is, however, DFAE (Dresden Files [Fate] Accelerated Edition) under development.
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>>44757784
The dice are a distraction. Getting things done isn't about gambling on a high roll, it's about setting up tags for your teammates, and getting enough fate points to reroll or boost rolls. The gross bellcurve is a feature, not a bug.
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>>44759742
Yes, in a system where rolling 2 or over is about 19% chance, taking +2 from a single aspect invoke can be a game changer.
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>>44741834
>FATE
Well I've found the problem.
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>>44760464
Go back to the Savage Worlds General, ya fheyg
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>>44760518
How could you like FATE and not like Savage Worlds? They're like 5000% identical.
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>>44760545
A salesman, huh?

Maybe I WILL read the rulebook
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>>44760545
That's a pretty bold claim.
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Why Fate dice? Why couldn't the dev use normal dice?
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>>44760639
I like the Fudgy curve myself, 4dF-4dF is beautiful
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>>44760718
I don't know.. I'm not a Fate hater like some, but after getting to play it, the mechanics kind of let me down.

The variability on 4dF is pretty low, it makes your modifying skill way more important. Combined with the ability to burn a fate point after the roll for a reroll or +2.... Kind of felt like there was no point to rolling. Never failed anything in 4 sessions of game play.

I think Fate has some great ideas (I loved character creation), but it could use some more crunch. I just need to find a solid game that uses Fate Core and builds off it, probably.
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>>44760785
It makes the Fate point REALLY important, which I think is nice.

However, it also means "stacking aspects" is the meta, which is also really... stale.

I was directed here by a classy anon:
https://docs.google.com/document/d/12Qa9VSFjH9reUTEmQMxzGEpPYz00Tw3QMWOCrdtOKmk/edit?pref=2&pli=1
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>>44741834
Advertising is against the rules.

>>>r/shekels
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>>44760981
I doubt looking at advertisements would help OP find a non-D&D group anyway. But he could try gamefinder threads instead.
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>>44760785
>I think Fate has some great ideas (I loved character creation), but it could use some more crunch. I just need to find a solid game that uses Fate Core and builds off it, probably.
To be honest, Fate Core is freeform roleplay restructured into something involving dice.

I don't even mean that as an insult. I'm impressed they found a way to take something we once thought was a shitty style of play and make it presentable industry-wide.
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Is there some online download repository/torrent for FATE stuff?

Looking for a Camelot Trigger pdf
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Any tips for a new FATE dm?
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>>44765180
Only use checks/overcome attempts when there can be an interesting failure outcome.

People might want to integrate lots of rolling into their campaign to "challenge" their players or something, but it's lame if your answer to a failure is "nope, nothin'."
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>>44756576
>None of us liked how random the dice were.
I don't want to imply that your opinions are worthless or anything, but you know that Fate dice are actually less random than most systems since they tend towards a +0 rather than having an even shot of any result, right?

That said, if you really can't get past the dice, why not just steal the Aspects and Fate Points and throw them into your system of choice? I've played around with the idea of putting Aspects into D&D, a +2 for invoking an Aspect seems to fit with the general bonus for a circumstance modifier.
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>>44770158
Approaches>>>>stats

Like, it's not even funny how much better the game and the characters feel just from making that seemingly small change.
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>>44765180
This is good advice in general, but learn the concept of failing forward. If the players fail a roll, you can still have them succeed but with some sort of drawback or unforseen consequence. The rules call this succeeding at cost, and it's key to keeping a game moving.

They fail the roll to pick the lock into the mayor's house? They get through plenty easy, but his guard dogs are on the opposite side and have to be dealt with now, or maybe they get through but make a bit too much noise and the mayor is waking up, or maybe the thief snaps his last lockpick and is now Without His Tools.
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>>44770193
Hmm
I'm trying it out but it feels like you can describe your actions in a way that enables the use of your +3 Approach very often

However, it also funnels things into 6 attribute-like stats and this aforementioned shortcoming is its strength for fast and fairly intuitive action-sorting
Thread posts: 61
Thread images: 12


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