Fate Core: The Best RPG Everyone Rightfully Hates

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  • čas přidán 29. 09. 2021
  • Fate Core, published by Evil Hat, is one of my favorite RPGs. But it's such a strange RPG that trying to introduce people who are steeped in D&D game culture and theory is a tough thing to do.
    It'd be really nice if there were a fantasy supplement that showed people how to do the things they are used to doing in D&D, in Fate Core.
    Support me on Patreon: www.patreon.com/dungeonmaster...
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Komentáře • 864

  • @Authorityfigures
    @Authorityfigures Před 3 měsíci +39

    Aspects are a great idea that FATE implements, but they implement in an uninspired way. Aspects just create modifiers. Which is... boring. Plus, it makes different aspects mechanically identical, the only distinction being when to apply them. To me this is a waste of an idea. On top of that, FATE uses a metacurrency, a complete immersion-breaker in my book, very extensively and systematically.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 3 měsíci +8

      This is the best comment on this video

    • @unum_secundum_velit-ou5cw
      @unum_secundum_velit-ou5cw Před 3 měsíci +6

      I am a huge fan of Void Star Studios product "Strands of Fate", myself. It takes what Fate Core does well and adds optional depth and simplification, ways to play more traditional games, reduce importance of or remove aspects, increase importance of or increase presence of aspects, examples of common settings/genres via the "Strands" system, how to make your own Strands, a robust powers system, and so on. Everything has a default level of complexity, and ways to adjust it.
      The following is based on the second edition... The first edition has its perks, but can be largely forgotten in the context of the much better second edition.
      ---
      The default Strands show how to create ways of doing things in the "Strands of Fate" style, and are in four genres: Superheroes, Cyberpunk, Lovecraftian Horror, and Heroic Fantasy (AKA D&D-Like games). The default strands all include a list of standard, recommended, and discouraged optional rules for it.
      ALL of this is in the core books, and there's some very good advice for newer GMs in there. The first edition "Strands of Power" book is also helpful for second edition, in that it has relatively easy to update character archetypes like vampires, sorcerors, warlocks, wizards, hackers, and so on.

    • @troetenvirtuose9103
      @troetenvirtuose9103 Před 3 měsíci +11

      Aspects are modifiers yes. But they also true elements of the narrative. It's like the players can do ANYTHING they want and it can be portrait in the game world. In D&D you would need special rules for every possible thing the players could do that generates narrative AND mechanical effects.
      (Hope my non native english is good enough to be understood)

    • @quintenskevin
      @quintenskevin Před 2 měsíci +2

      Clearly a critic by someone who have not read well the core book. There's à whole chaotee about extra that can simulate magical or technological objects or even superpower.
      Aspect are just some good luck moment or some moment when you wanna makes sure that the camera is focused on your character because of who he is and what he does and know.

    • @Authorityfigures
      @Authorityfigures Před 2 měsíci +2

      @@quintenskevin I think Fate is not good at that either. That being simulating magic, technology or superpowers. It all kind of feels the same, it just influences the dice a little bit. And aspects are no different. A cool concept, wasted as it is transformed into modifiers.

  • @FlameQwert
    @FlameQwert Před 2 lety +467

    "this is the thesis statement of Fate Core: the less potent the character’s
    narrative, the less likely the character is to succeed."
    absolutely perfect thesis statement that encapsulates how amazing FATE truly is

    • @thekaxmax
      @thekaxmax Před rokem +15

      which means a player that is a poor storyteller is going to have a poor character. I find that annoying.

    • @chadhardt6136
      @chadhardt6136 Před rokem +31

      @@thekaxmax i wonder why.

    • @thekaxmax
      @thekaxmax Před rokem +11

      @@chadhardt6136 It's a limit on the game that's on the player rather than the character. So a player can't enjoy a game and setting that that may love by relying on die rolls rather than being a creative actor. Some people prefer that, or can't do otherwise. Doesn't affect me so much--I'm a GM with 35 years experience, with 30 years of one campaign in that history.

    • @Elukka
      @Elukka Před rokem +37

      @@thekaxmax Any game will depend on some kind of skill, if the player is to have any agency at all. In something like D&D, your character is limited by the player's number crunchy wargaming skill and general system mastery. Fate on the other hand runs on narrative so naturally and inevitably it depends on narrative skill. Ultimately this boils down to 'a game depends on player skills in whatever the game is about'.
      If you don't want a game relying on narrative, you probably don't want a Fate game, and if you don't want wargamey system mastery, you probably don't want a D&D game.

    • @thekaxmax
      @thekaxmax Před rokem +12

      @@Elukka and FATE rewards actors and social quick-thinkers, not the general run of social-misfit/social-anxiety-ridden/OCD-spectrum gamers, which it punishes. Unless the GM helps them a lot.

  • @ImaginerImagines
    @ImaginerImagines Před 2 lety +135

    "INT is their dump stat lol." That was what was ridiculously hard to catch phrase that seems like it was it flashed by in maybe 1-2 frames at 8:01 . Have to save someone else the headache :)

    • @LaMirah
      @LaMirah Před 2 lety +14

      Just a single frame; if you watch this on a computer, the "," and "." keys can be used to step back or forwards one frame at a time. Oh, and also the text on screen is (very appropriately) mispelled, having "their" written as as "thier"

    • @1ULTRAKNIGHT
      @1ULTRAKNIGHT Před 2 lety +3

      Lmao Int is everyone's dump stat, except for Int Casters.
      Thanks for the help!

    • @ImaginerImagines
      @ImaginerImagines Před 2 lety

      @@actualwafflesenjoyer thank you!

    • @ImaginerImagines
      @ImaginerImagines Před 2 lety

      @@LaMirah Thanks

    • @Oriansenshi
      @Oriansenshi Před 2 lety +4

      I am watching on my phone and had to set it 0.25x speed and tap the screen repeatedly to catch it, lol. Took me a few tries but I finally caught it.

  • @TheDungeonNewbsGuide
    @TheDungeonNewbsGuide Před 2 lety +527

    As a fellow lover of Fate, and someone that may a very generalized guide of How to Play Fate, this video makes some good points. I think honestly you could bring these points to a number of smaller ttrpg developers, as I think they get a little too close to the material to see the forest for the trees. Still, a wonderful system, and I'm glad to see more folks covering it.. Well thought and structured video.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +45

      Glad you appreciate it!!

    • @charion1234
      @charion1234 Před 2 lety +3

      I will be taking a look at it since I became interested in the setting of Ehdrigohr and got curious what FATE was about through that.

    • @Preppyicon
      @Preppyicon Před rokem +3

      I had gotten into Fate with age of Arthur, and I remember thinking it would be amazing when Evil Hat brought out more settings for the system. But so many of them never clicked with my table group, and some of it I could never really put my finger on why that was.
      I think this video summed it up nicely. It was too big a jump to the left, and it’s vagueness was strength and weakness.
      I have found the same with Cortex myself as well, although with Tales of Xadia it might be more concrete.
      What Fate game would you recommend trying to see if the muse can come back? Worlds of Fire I find are too brief, wondering what your suggestion would be

    • @03dashk64
      @03dashk64 Před rokem +5

      @@Preppyicon my suggestion is finding a genre and picking one of the full blown fate settings that fit, not a “worlds of.” The worlds of books are more like examples of how you can use fate to make other games, and aren’t really enough to run a long campaign. (Mostly)
      For sci fi, Bulldogs is great if you like firefly/Farscape. Mindjammer is more trans human and harder. Diaspora uses an older version of fate, but is hard sci fi. Starship Tyche is more Star Trek fate.
      Fate Freeport is D&D plus Cthulhu fate.
      Fate of Cthulhu is pulp Cthulhu where your PC’s can actually be from the future where the mythos won, and have travelled back in time to try and stop it. Or they can be modern people.
      Dresden fate (accelerated, though the older base version is great too) for urban fantasy and a great magic system.
      Atomic Robo for pulp fate.
      There are so many.

    • @jacksonferretti3159
      @jacksonferretti3159 Před rokem

      @thedungeonnewbsguide I just watched your video on it.... informative and concise... I might switch my system for it

  • @brianwatson4119
    @brianwatson4119 Před 2 lety +354

    A classic example from the Core book is when they're talking about creating an fantasy world. One of the characters, Zirn, in a wizard. They begin to talk about how they want magic to work in the setting, then simply decide that they want it to work more or less like any other skill. It felt hand waves rather than an exporation of the various ways that magic systems can work in Fate.
    My main setting is in Fate. It has an odd magic system. In it, "mages" find spirits and make deals, subjugate them, or are subjugated by them in order to bind the spirit to their souls and gain their powers. But the spirit also gains a voice in the mage's head. Mechanically, this is some stunts, a stress track for the spirit representing its power reserves, a unique set of powers, and an Aspect that gets added to the character sheet.
    The fun part is that if you bind more than one spirit, the next Aspect gained replaces one of those the character already has, to represent the fragmenting of the character's personality as more and more voices fill their heads. If can get kind of dark. But Fate was the only system that let me do the magic system properly. And it let me create one hell of a game.

    • @TheAssassin642
      @TheAssassin642 Před 2 lety +17

      That sounds awesome

    • @krinkrin5982
      @krinkrin5982 Před 2 lety +13

      Thank you! This is a perfect example of extending FATE to have a tailored world. Something I sorely lacked when we were playing, and which I think pretty much gave me a very negative view of the system as just the players inventing things on the fly and nitpicking what the GM said to give themselves a stackable modifier.

    • @kylas1902
      @kylas1902 Před 2 lety +5

      @@krinkrin5982 The stacking mods and nitpicking the GM descriptions...yeah I was that player. He'll I was that DM. I was just so deep into Dnd and some Savage Worlds I couldn't get out of that crunch mindset.
      Strangely it was Mutants and Masterminds that broke me out. The fact that they broke down all spells feats and class abilities into classes less point buy system sorta just reorganized how I saw all rpgs. I got to play FATE Dresden files after and had a much better experience.
      I really love your magic system and its an excellent example of the power FATE gives to narrative.

    • @wiglaff
      @wiglaff Před 2 lety +4

      So how to play wizard if I want just "standart" magic and I wanna to learn new skills?
      I played fate alot, but we always avoid magic

    • @TheViperZed
      @TheViperZed Před 2 lety +5

      Your "odd" magic system sounds like the magic system from the Dying Earth series by Jack Vance, which lends its name to the Vancian Magic system that normal DnD uses. Spell slots are how many spirits you can cram into your head and/or how often you bargained or force that entity to do your bidding before an arbitrary rest period, at least in the beginnings of DnD. You kinda just flavoured the cleric a little differently.

  • @graendread1704
    @graendread1704 Před 2 lety +225

    Huh. You know what - The point about there being no simple entry for Fate Core Fantasy hits home so hard. When I was starting Fate, I just bought every obscure Fate Worlds supplement from RPG-Drivethru to find a good way to represent magic in Fate. This handwaving "The wizard does the same things with the same skills as any non-magic user, just flavored as magic" feels just wrong. Magic is included in Fantasy BECAUSE it does things that are impossible otherwise.

    • @SvafaBlackhand
      @SvafaBlackhand Před 2 lety +13

      I initially got into FATE through the Dresden books, and am so glad I did just because of how it addresses the use/inclusion of magic, the supernatural, and fantasy races. Could easily see myself basically running games of Fiasco in FATE otherwise... just maybe with a happy ending. >.>

    • @groovydecoy366
      @groovydecoy366 Před rokem +3

      @@SvafaBlackhand There are different Fate games out there with examples of types of Magic systems, but it's a vague, nebulous, and fictional concept so it's hard to find something that works for everyone. I'm not sure if you are referring to the Dresden Files RPG or Dresden Files Accelerated, but I found DFA interesting from what I've seen. IIRC, it treated magic in a similar way as Atomic Robo "Invention". The most D&D like Fate product I've seen is probably Freeport Companion, but I'm not sure how I feel about it myself.

  • @daniig3059
    @daniig3059 Před 2 lety +130

    I have never felt a video so hard. I had so much trouble both in running and introducing a Fate-based game (The Dresden Files RPG) to my D&D group and no one ever felt comfortable with how to invoke their aspects or how to deal with combat. We had one amazing combat where someone figured out a few tricks and they managed to take down a BBEG while being relatively lower powered ONCE and then for some reason it just never clicked with them ever again. I actually sent this video to my group and went 'THIS! THIS IS THE ISSUE!' so thank you.
    Also just in general I've found your videos to be super thoughtful and insightful and you're probably one of my favorite new TTRPG channels. I'm amazed your following isn't higher at this point. You've got great content, please please PLEASE keep rolling.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +17

      Thank you for the kind words, and I'm glad this video was so helpful!!

    • @groovydecoy366
      @groovydecoy366 Před rokem +11

      Dresden Files RPG is a Fate based game, but it's not Fate Core. It is came from before Fate Core (and after Spirit of the Century). In my opinion, DFRPG was even harder to grok than Fate Core was.
      If you ever want to consider revisiting Fate, check out the newer published Fate Condensed. It's still effectively "Fate Core", but the rules are presented more clear and concise than the Fate Core book, with a few default mechanical settings that might be more friendly to new players. Also, Fate Accelerated is a very streamlined simple game that works great for many types of settings.
      However, it doesn't really address the main criticism of the video about how it doesn't really describe how it's different than D&D. Though, I'm not entirely sure I agree with the premise that it's the responsibility of non-D&D books to describe how and why they are different than D&D. I don't know of any indie RPG that does this, and that puts what I think is an unreasonable burden on all RPG publishers other than WotC. After all, even D&D didn't really explain in their books why they make very radical system changes between some of their versions either.

  • @benpuffer7891
    @benpuffer7891 Před 2 lety +49

    Agree. Most folks would rather mod 5e rather than try a different rpg that does what they want in the first place. Part of the reason is that there are so many 5e players available.

    • @theosophicalwatermelons8181
      @theosophicalwatermelons8181 Před 2 lety +6

      I wish I knew any other GMs that run systems other than 5e.
      Was that uncalled for?

    • @DavidSilverGames
      @DavidSilverGames Před 2 lety +3

      @@theosophicalwatermelons8181 I run Pathfinder 2nd edition. Same vein, but man so much better than 5e, at least in my opinion.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +17

      another part is that they don't know other RPGs exist yet. lol

    • @ramblers2971
      @ramblers2971 Před 2 lety +7

      @@DungeonMasterpiece The rhetoric people use to talk about other RPGs like Fate doesn't help either. It feels like in this video the game is being judged for not being DnD instead of being itself. The game isn't that hard to pick up.

  • @Pit_Wizard
    @Pit_Wizard Před 2 lety +210

    My number 1 roleplaying pet peeve is "D&D 5e only players" who try to cram every genre under the sun into 5e. Guys, just go play Savage Worlds. It's made for that and it's very easy to learn.

    • @mortagon1451
      @mortagon1451 Před 2 lety +4

      To me 5th edition is a great gateway RPG or a game for what I call RPG dabblers. It's to simplified for my tastes which is also part of why I don't like Fate but I'm willing to try almost any new RPG once.

    • @Himmyjewett
      @Himmyjewett Před rokem +12

      No, making something that isn't meant for it is fun

    • @Pit_Wizard
      @Pit_Wizard Před rokem +3

      @@Chuck9852 did that weird, pointless, out of place dig make you feel good about yourself?

    • @midshipman8654
      @midshipman8654 Před rokem +5

      eh, I might actually say the same applies for savage worlds. its good for broadly pulpy adventures, but it might not be the best for long form minutia progression campaigns where you might want to use some varient of gurps.

    • @Pit_Wizard
      @Pit_Wizard Před rokem +7

      @@midshipman8654 in a sense I agree with you. Savage Worlds and GURPS can both do any genre broadly. Savage Worlds excels at pulp action, while GURPS does a better job at gritty realism.

  • @erikbuchanan4648
    @erikbuchanan4648 Před rokem +45

    My only experience with Fate was as a player. I found I was spending so much time thinking up how to make aspects out of everything around me, the story became secondary. Like the Big Bad is monologuing big plot points and Im thinking how i can use the floral arrangement in the scene to my advantage.

    • @AdlerMow
      @AdlerMow Před rokem +5

      At least we can concead that its great at tatical thinking.

    • @mikevides4494
      @mikevides4494 Před 10 měsíci +8

      This is why FATE will never be the solution for any of my RPG needs.
      In gamifying the parts of the TTRPG experience that are usually the purview of freeform roleplay, and by placing arbitrary restrictions on when players can interact with the narrative (or rather, force the narrative) through metacurrencies, I've never had a FATE experience that felt like I was a character inhabiting a story.
      It always feels to me like I'm a player at a table talking about a story I'd love to actually be playing in.
      It's fine if you enjoy that. I don't, nor have any patience for it.

    • @Dynamo33
      @Dynamo33 Před 8 měsíci

      ​@@mikevides4494I don't get this angle. 90% of the roleplaying that actually has some chance to change story or world elements in a TTRPG are gamified.
      Every D&D DM will ask you for a check in those situations; every Cyberpunk GM will ask what kind of skill your character would have that would help you in that situation; a FATE GM will ask you how you can justify that action.
      You're missing the forest for the trees in this regard, which seems to be a big issue with most d20 system players. You can interact with the narrative at any point in FATE, in fact you can it a lot more than in most other systems. You are not in the typical player seat other RPGs give you, you can add actual details to the story; you can create opportunities to be exploited later; you can give an indirect advantage to another player.
      Fate points will be there when you want and need them, and if not, you can make more with your decisions (there are so many ways to regain fate points with a competent GM). They're a powerful tool to gain an advantage, not something that limits what you can do.

    • @calbewetzel3722
      @calbewetzel3722 Před 7 měsíci

      @@mikevides4494can I ask what you use instead. I was recommended Fate by a friend and after reading going through the website for an hour this is my biggest fear about this system. I’d love to know what ttrpg you use to avoid this

    • @Redskull1411
      @Redskull1411 Před 7 měsíci +3

      Being fair fate was always more into the "generative" side on the table of narratives than the premade storyline classic narrative. You literally can make shit on the spot. And that is the fun thing about the game foe me, like a gm.

  • @Barquevious_Jackson
    @Barquevious_Jackson Před 2 lety +136

    A Masterclass on the value of clear language, useful as always to the aspiring game dev.

  • @tristanevans5024
    @tristanevans5024 Před 2 lety +65

    My group found the mechanics very easy to understand and pick up. Of course we are experienced in D&D and knew full well the concepts of rpgs. As a new gm of fate, i didn't find it too difficult to learn and play or teach. The game system teaches the mechanics you need, but leave a lot of options for the GM to establish such as magic and the like. I used Fate Accelerated for an online game and the players were so lost in the story and aspects and the narrative that they didn't miss leveling up or the normal D&Disms. They still talk about the fate campaign and never really mention much about our other D&D campaigns. Story over mechanics is what it seemed to boil down to for us.

    • @nagranoth_
      @nagranoth_ Před 2 lety +14

      I think it's actually easier to use Accelerated when switching from D&D. Core's skill system makes it too easy to fall back in game-mechanics mode, while Accelerated simply drops all that stuff, there's just the _way_ you approach something. Lot harder to fall in mechanics mode that way.

    • @tristanevans5024
      @tristanevans5024 Před 2 lety +2

      @@nagranoth_ I agree 100%

    • @esenozbay
      @esenozbay Před 2 lety +1

      That's very interesting for me, because I found the switch from DnD to Fate quite difficult, since it did not come natural to me to encourage players to manipulate the game after years of playing RPGs the 'regular' way.

    • @tristanevans5024
      @tristanevans5024 Před 2 lety +3

      @esenozbay I can see that, my group loved the fact that I would have them narrate the outcomes so they had some idea of control over their players scenes. In D&D you can do the same thing but the system has a more pass fail feeling to my group. They feel like Fate allowed them to really open up and have fun with what their characters were doing. But every group is different.

    • @rpgchronicler
      @rpgchronicler Před 2 lety

      Ive watched Wil Wheaton's gameplay of FATE on geek and sundry's Tabletop and I still have no clue as to how it works. And i played FU .
      As a gm and player, is there a reason why evil hat released not one but two (correct me if im wrong) simplified versions of FATE?

  • @sinmaan7568
    @sinmaan7568 Před 2 lety +51

    I am a big fan of the Dresden Files and as such, i purchased both iterations of the game (Fate and Fate Accelerated). Howerver, going through the rules I have a hard time making sense of those in a gaming environment. They are easy to read/understand but i find them hard ro apply. Your video makes so much sense to describe the confusion. I would live to hear more from you on how to play and even run (and prep) a FATE game. Cheers!

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +12

      It's in the backlog! Stay tuned!

    • @cyphus5
      @cyphus5 Před rokem

      Just run the previous edition of Fate's Dresden Files RPG. It's great and arguably better than this edition anyways. Last edition of Fate had less of an identity crisis.

  • @Toporshik
    @Toporshik Před rokem +11

    I'm one of the few players who was introduced to the TTRPGs with Fate Core. It is a bizzare experience, to see so many people agree on what is norm and what is strange, while me seeing things as completely opposite.

  • @TheDungeonCoach
    @TheDungeonCoach Před 2 lety +37

    You make some great videos man! I'm not just saying that because you mentioned me either. I've seen your videos from some people in my communities recommendations. Keep at it man, you're making some great content!

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +5

      Thanks so much! That means a lot! I don't plan on slowing down!

  • @jcraigwilliams70
    @jcraigwilliams70 Před 2 lety +62

    (Incoming long comment)
    I adore Fate.
    My journey started when I wanted to find a generic system (that was definitely not GURPS) to play with my son. I came across Strands of Fate. While I loved it and saw tremendous potential, there were some things that I didn't quite grasp, so upon learning it was based on Core, I picked up that book.
    As I read Core, things seemed to make more sense (though I learned later I was misunderstanding some things) but I was confused by how simple it was. I kept thinking, for example, that there should be lists of manoeuvers. How do I trip someone in combat? How do I disarm them? How do I throw sand in their eyes? It took embarrassingly long to realize that all of these actions were simply Create an Advantage.
    But even then, it was a bit confusing. Someone online gave me the example of invoking an advantage against someone who was "Afraid of Mice" and their explanation suggested that by spending a Fate Point to invoke, I now had a mouse in my pocket, ready for use...
    Moving on from there, I went to FAE, figuring that going to the "simplest" version would make it all clear, but it made things worse. Having "Sun Caller" as an Aspect means you can use fire magic? I was looking for stunts and systems to explain it all. It took me *far* too long to figure the system out, but that was because I had to unlearn every other game system first.
    One thing that actually helped immensely was coming across Four Coloured FAE and its writeup of the first Avengers Movie as a session of FAE. They also did a writeup of Batman: Year One as a campaign. They made things quite clear for me and I have to say that I now consider FAE to be the absolutely perfect game for superheroes. Nothing else touches it.
    In regards to magic, Fate can't really give a definition of how it should work simply because the point of Fate is to "adjust the dials" and make your own game. But that is why so many people get frustrated looking through a dozen books, seeing a dozen magic systems, and not liking any of them. I myself tried making my own system several times and finally just shrugged and decided to more or less do it like Zird, but that doesn't truly satisfy me.
    I often thought that the reason there is no good, solid, official Fate Fantasy book was a desire to distance itself from D&D. But that seems odd since so many examples in the book use a fantasy setting.
    As I said, I do love Fate. It is definitely one of my top 3 RPGs, but it does cause me some frustration at times.

    • @AntonioCarlosPorto
      @AntonioCarlosPorto Před rokem +3

      "Four Coloured FAE and its writeup of the first Avengers Movie as a session of FAE". - Any chance for a link? Having trouble googling for it.

    • @andrewlance3898
      @andrewlance3898 Před 6 měsíci

      Here's the link. Avengers Accelerated is midway down: station53.blogspot.com/2014/08/the-essential-four-color-fae.html?m=1

    • @LowestofheDead
      @LowestofheDead Před 4 měsíci

      @@AntonioCarlosPorto I can't post a link because CZcams will delete it, but google "Avengers Accelerated: The Invasion Begins - Station53"

  • @cameronlloyd9752
    @cameronlloyd9752 Před 2 lety +21

    Spot on. My group tried FATE, and it really didn't fit great for anyone but me. We settled on Cypher system as doing the best job of offering what we most wanted in a core system.
    I found FATE has worked great when playing with people who are a bunch of drama nerds, experienced GMs, writers, and/or teachers. Not so much with others. The "anything you want" problem really frustrated people who needed some specifics and limitations to help guide their narrative thinking.
    Cypher system has turned out to be an excellent fit. It does most of the same things right that FATE does, but answers the problems you raised in this video. It is narrative-first and supports that sort of improvised narrative play. However, it is more mechanically specific and includes nods to the ideas of things like "classes", "levels", and "HP"... at least enough to ease you in until you realize they actually function totally differently from D&D. It has a stock flagship Science Fantasy setting that will be accessible and familiar to medieval fantasy players, but with it's own weird twist. It has setting specific supplements for types of games people are probably most likely to gravitate towards: Science Fiction, Super Hero, and two additional Fantasy settings.

    • @TravisHowell
      @TravisHowell Před rokem

      I also found the Cypher System to be flexible enough for what we wanted... but with much better explanations on how to use it and apply it.

    • @paulskalla6845
      @paulskalla6845 Před rokem

      Good point about who could really use the system to it’s full potential, that ties in with how I compare it with games like Vampire The Masquerade; which really suits larpers (advanced drama nerds).

    • @icedriver2207
      @icedriver2207 Před 3 měsíci

      Cypher has a dedicated book for fantasy as well.

  • @MindOfGenius
    @MindOfGenius Před 2 lety +18

    I tried FATE Core once. I eventually understood the basics, but it felt so bare-bones, like being taken to an empty field and being told "GO" and noting else. It's about having so much freedom to "do whatever", that it's easy to NOT KNOW what you want to do.
    It's why I like the Forged In The Dark system; it has *just enough* meat on its bones to give you a nudge in the campaign/setting direction while not constricting you.

  • @kevinelmore8504
    @kevinelmore8504 Před 2 lety +176

    "And playing a roleplaying game is playing D&D."
    I don't know how we got to that point, but it's such a terrible disservice to lump all the good RPGs out there with D&D. Those poor bastards.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +51

      Marketing.... Lol

    • @paulll47
      @paulll47 Před 2 lety +13

      I only ever played a game of D&D in my life and was bored to death, as far as I'm concerned its a war game with rpg attached to it, OSR titles like lamentations of the flame princess are a different matter though...

    • @justicebrewing9449
      @justicebrewing9449 Před 2 lety +23

      @@paulll47 Totally depend on who your playing with and of course, the style of the D/GM.I've been bored and entralled in a multitude of games, and it always breaks down to a simple GM understanding and mechanic: Does the player always HAVE to roll to continue the story arc, or not. If they do then all player agency is robbed and the game will become stale fast. If the player only rolls when something is critical and chance enhances the play, then you have a tool for generating excitment and longevity. My 2c :D

    • @paulll47
      @paulll47 Před 2 lety +7

      @@justicebrewing9449 Of course the GM makes or breaks the game but I can honestly say that I've rarely been bored by a game as I was with D&D, I think its due to multiple factors ranging from clunky mechanics (I didn't know you could get clunkier than oWoD but damn D&D, you are something else) to a setting that quite honestly fails to entertain me.

    • @claywoodral7587
      @claywoodral7587 Před 2 lety +6

      For me it's the quickest way to tell lay people about the hobby.

  • @mortagon1451
    @mortagon1451 Před 2 lety +81

    I'm one of the "haters" of Fate. I really tried to give the game system a chance, but it's just not for me or my group, but that's because the game caters to another type of gamer. I like RPG's with deep mechanical and simulationist elements while Fate is a rules lite narrative system, basically two opposite game philosophies. There was a period when rules lite narrative systems were all the rage and Fate was at the top of the list and there was a sort of elitist attitude amongst the fans of those games which soured my opinions even further.

    • @troopersjp
      @troopersjp Před 2 lety +6

      I'm very much a simulationist GM/Player. My home system is GURPS! But I am currently running a French Resistance FATE campaign. I've been running it for about 2 years or so. And I run it simulationist. And I've got some great mechanical crunch for the players to bite into. As a simulationist, I've primarily been what could be called a "character simulationist"--in that I'm interested in exploring character and seeing how they change in response to their environment and as part of their environment. That style of simulationism is what drew me to GURPS in the first place. And I have to say, the way I run FATE? I've found it to be one of the best systems for character simulationism. I'm also pretty proud of my ability to get gamers like you (and me) to enjoy FATE...because I think it 100% can work in ways that harmonize with a simulationist philosophy. It just involves some minor tweaks...and some of those tweaks are more about the perception/interpretation/explaination of the rules rather than the rules themselves.

    • @babayada
      @babayada Před 2 lety +3

      At first, I thought Fate was the bee's knees... but then I realized that magic is the skill that is all skills and I have yet to see a handling of it that keeps it in check while still letting it be fun.
      There is a system that hits a sweet spot that many people who like things about Fate but can't stand it might like... BareBones Fantasy is a d100 system that has a nice mix of generality and specificity in it. I think someone might be able to port over that magic system to Fate and make it work.
      There is a sweet spot between abstraction/generality and specificity/crunch. Fate errs on being way too abstract, I think. I mean... I like rolling different dice for different stuff.
      I think DCC RPG hits a sweet spot for a lot of people. Their Mighty Deed Die makes warriors seem like magicians of brawn and steel.

    • @Belgand
      @Belgand Před 2 lety +8

      That was my issue as well. As soon as he called GURPS "dated" he might as well have said "no longer trendy". GURPS works as well as it always has. It's simply not the most popular paradigm these days. And that tells me that you're following the crowd that what's popular equals what's good.

    • @nikoteardrop4904
      @nikoteardrop4904 Před 2 lety +7

      I've actually found simulationist style games in Fate way more satisfying than in something hardcore crunchy like, for example, full-rules GURPS or Hero. Super crunchy simulationist games inevitably hit a wall (the perfect map of the territory is the territory itself, which is useless as a map). Using Aspects, et al, from Fate, I can "simulate" any number of elements and complications. Simulationist games don't need granular rules for every single possibility (and they can't).
      To be clear, I've been playing GURPS since the mid-80s, played a lot of Hero since then, too. I just find Fate a more elegant solution.

    • @HeadHunterSix
      @HeadHunterSix Před rokem

      I'm not sure how "Simulation" can apply to fantasy/space opera/anything to which there's no actual real-world comparison. And for "Modern" gaming, there are better, more streamlined systems to use.

  • @TreeRaper
    @TreeRaper Před 2 lety +10

    I love me GURPS and universal systems. I feel like you missed the mark on GURPS supplements though. At least in so far as characterizing them as necessary. They mostly are the explanatory guide on how to use the core mechanics to reach a theme or emulate an ability of the stated supplement topic. A thing FATE could and should steal. GURPS supplements rarely add anything new (outside maybe a few techniques from Kung Fu or items like in all "Tech" supplements) but spend a lot of time on how to theme skills, setting tropes, build atmosphere, historical summaries, and the always amazing Appendix N style lists of inspirational material. I strongly implore a deeper reading of GURPS as the characterization of a needlessly complex dumptruck of systems misses it's true value as a TTRPG system of study and design.

    • @fmitchell238a
      @fmitchell238a Před 5 měsíci

      BTW this is true of GURPS 4th Edition. GURPS 1-3rd Edition would regularly add new advantages, sometimes contradicting each other. This confusion and profusion prompted the creation of Fourth Edition and the current hardback genre and setting books.
      Also worth noting: the Fudge system, the ancestor of Fate, was a reaction to GURPS's crunchiness. The author of Fudge wanted something lighter for his "Faerie" supplement and invented his own system ... which was basically a dice mechanic with suggestions for use. Fate actually managed to be both more concrete and more adaptable than a number of other Fudge "builds".

  • @vigilantgamesllc
    @vigilantgamesllc Před 2 lety +14

    Very well-researched and appreciated take. Since you're discussing non-setting specific games, I'd love to hear your thoughts on Cypher System.

  • @RockOfLions
    @RockOfLions Před 2 lety +54

    As a longterm role player who never bought into spell slots, levels, classes, alignments, vancian magic and the other d&d dogmas, I've found the entry into Fate to be something else entirely... it's about how unnatural it seems to suddenly change one's fluid speech into something invoking-compelling-aspects-fate points. The sudden change from telling the story and describing the action to Fatespeak takes the players out of their immersion and into linguistic conversions.

    • @christophermichael6844
      @christophermichael6844 Před 2 lety +5

      Never had a problem with that at all. The aspects and stunts are supposed to be part of a conversation. It’s one of the 2 most RP pure systems on the market. The only one that may be more RP heavy is Powered by the Apocalypse.

    • @RockOfLions
      @RockOfLions Před 2 lety +6

      @@christophermichael6844 your mileage may vary. Fate conversations don't have to be phrased in fate-speak but often are. Perhaps experienced GMs might phrase "the sofa was on fire when you laid down on it" and the players can convert that to game terms mentally but new GMs tend to "as you lie down on the sofa you find it has a fire aspect which is being invoked"

    • @christophermichael6844
      @christophermichael6844 Před 2 lety +6

      @@RockOfLions That’s…not how a GM would ever phrase that. Maybe, very maybe, you might hear this from someone who has never in their life run a game of any kind.

    • @RockOfLions
      @RockOfLions Před 2 lety +5

      @@christophermichael6844 as a matter of fact I heard that line from a GM (with some credentials and experience) promoting the Fate Core system, but the immersion in Fate speak comes out in other videos where the maps are marked off in "zones" and sticky notes literally say "fire aspect" etc.

    • @aprilblossoms7432
      @aprilblossoms7432 Před 2 lety +1

      @@RockOfLions how would someone lie down on a sofa without knowing it was on fire

  • @bobjones8014
    @bobjones8014 Před 2 lety +8

    Comparing Fate Core’s sourcebooks to Gurps is a pretty stark contrast. Gurps sourcebooks are the absolute gold standard in this category. Books like Martial arts and Tactical shooting are master classes in how to make a sourcebook, dwarfing anything 5e has remotely put out. This being said its important to understand even Gurps fell into the DND train somewhat with the release of Dungeon fantasy in 2017 which is undeniably in response to the popularity of DnD 5e.

  • @windmark8040
    @windmark8040 Před 2 lety +12

    Yep. Aspects are everything. And Aspect wording is king.
    Taking the "classes, levels and spells" from 5e and shoving them into another system is exactly how Dungeon World felt to me. But I think the plan was to do what Fate has not, in order to introduce new players. I'm so glad I tried other PbtA games, before I gave up on the system.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +3

      The only one I've really tinkered with is DW. Which do you recommend I read as a literary exercise? (I prolly won't play it, so it can be off the wall. Also, moftw prolly won't interest me hahha)

    • @windmark8040
      @windmark8040 Před 2 lety +1

      @@DungeonMasterpiece
      Ironsworn is highly rated. Uncharted Worlds is another. City of Mist is another popular choice.

    • @Tabletop_Takes
      @Tabletop_Takes Před 2 lety

      @@DungeonMasterpiece Spirit of 77, Tremulus and the Sprawl are solid pbta works

    • @Blck0Knght
      @Blck0Knght Před 2 lety

      @@DungeonMasterpiece The original Apocalypse World is amazing as a work of literature. Lots of evocative language in that book.

  • @EisenKreutzer
    @EisenKreutzer Před 2 lety +31

    This is something I have never even considered. I was really into the indie RPG scene in the early 2000’s, and my exposure to every kind of weird RPG system imaginable has left me entirely blind to the mindset you describe here. I suspect the authors of FATE came from a similiar place.

    • @Stray7
      @Stray7 Před 2 lety +9

      I hate to say this, but this is because a lot of indie developers had their heads up their asses smelling their own farts and thinking it perfume. There was a LOT of "we're just BETTER than you" snobbery in the Indie RPG scene, typified by The Forge forums. I mean, Ron Edwards liked to describe people who liked what D&D was doing as "brain-damaged." The intended audience of games like FATE Core is not players new to the hobby, which is why this whole mindset described exists.

    • @EisenKreutzer
      @EisenKreutzer Před 2 lety +2

      @@Stray7 I mean, you’re not wrong. There was definitely an air of superiority over the tone of some of the people in The Forge movement. The community I was a part of at the time, the Norwegian indie RPG scene, was very different both in tone of discussion and in the games we produced. I consumed a lot of Forge games, but I was never a part of the community.

    • @Stray7
      @Stray7 Před 2 lety +1

      @@EisenKreutzer Good to hear there were other scenes. What sort of games came out of your scene?

    • @EisenKreutzer
      @EisenKreutzer Před 2 lety +3

      @@Stray7 The one that’s garnered the most international success is a surrealist RPG called Itras By.

    • @groovydecoy366
      @groovydecoy366 Před rokem +2

      @@Stray7 I wouldn't necessarily assume snobbery. I don't know how plugged into it you are, but several of the designers of Fate ALSO play D&D still. I think they would agree that D&D is a better system for a D&D style game. On the other hand, the more different a game is from a D&D style of game, the more awkward to hack it.
      That said, I don't doubt that you've encountered some toxic RPG fan experiences though. Gatekeeping can be unfortunately common in just about any fandom including D&D, where I've seen some people being VERY nasty about Fate, even going so far as to claim it's not really a "game".
      One funny thing I've noticed among a lot of Fate players is that many of them actually liked 4E D&D more most other D&D players did. For myself, there were elements in 4E that made me more receptive to Fate, such as emphasizing cinematic combat, using improv techniques, giving more room for player agency and narrative input, more hackability, and starting characters as already being a little more heroic.

  • @kylas1902
    @kylas1902 Před 2 lety +8

    Ive tried running Fate and playing the Dresden Files. I love the idea of Aspects and invoking them but struggled to actually play them. And getting my players invested for more than a few sessions was difficult also. I could never quite put my finger on it. It was far from being overly crunchy and dense but the connection between narrative and mechanics was exactly what explained why it didn't click.
    Playing dnd 3e (not even ADnD and I feel old) for the first time I had similar feelings. This dense book with new concepts and so many rules. But my friend just explained "You want to do X? Roll this 1d20 add bonuses and beat this number." Click! I still remember that moment because this was my first experience with any boardgame more complex than monopoly. FATE needs something like this to explain thier core mechanic.
    That being said character creation in FATE is prolly my favorite part and ive stolen aspects (hehe) from it and use it whenever I run 5e for players. Having players form some kind of connection between 2 or more players makes for great party backstory and motivation to stick together after barely surviving an umber hulk ambush.

    • @groovydecoy366
      @groovydecoy366 Před rokem +3

      I don't really think that Fate is so much unintuitive as much as it has a very different mental model and D&D veterans have trouble adjusting their mental model. They bring in a lot of experience and assumptions without even realizing it. They look at Fate and they try to figure out how to translate D&D mechanical idioms into Fate. When there's not an exact 1:1 equivalent, or the equivalents have a lot more nuance to them, D&D veterans get a bit frustrated and confused.
      Though the funny thing is, when you have completely new players to Fate that have never played D&D, they generally don't nearly as much trouble. To get Fate, you kind of have to turn off your D&D knowledge and start over.

  • @NerdParker
    @NerdParker Před 2 lety +13

    I feel like this video misses a lot of context. When Fate Core came out, some of the more popular versions of Fate were generic fantasy (Legends of Anglerre) and bog-standard science fiction (Starblazer Adventures). Those books exist, the lack of a book about it is not what is stopping Fate from taking off.

    • @ramblers2971
      @ramblers2971 Před 2 lety +2

      Also DnD is only ubiquitous in America, and even then that isn't because DnD itself was popular. My theory is it became specifically ubiquitous after all of the podcasts and twitch personalities started using the system. When I first got into rpgs, most of the circles I knew of only played warhammer or battle tech. And they played mostly everything other than DnD. This was when I was playing in 3 different states as well.

    • @KnTenshi2
      @KnTenshi2 Před 2 lety +4

      @@ramblers2971 DnD has been ubiquitous in the US long before podcasts and Twitch ever existed. It was the second RPG system ever made (at least, one descended from table top war games).

    • @groovydecoy366
      @groovydecoy366 Před rokem +1

      @@ramblers2971 I think you are at least partially right about the podcasts and personalities, but I think there was a big Stranger Things effect too.

    • @HeadHunterSix
      @HeadHunterSix Před rokem +1

      @@ramblers2971 if you started gaming in the era of Warhammer and Battletech, you don't remember the days when D&D was (pretty much literally) the only game in town. Without its success, popularity and ubiquity, tabletop gaming really wouldn't exist.

  • @marcink9169
    @marcink9169 Před 2 lety +16

    Well, I come from non-DnD playing background and must say it was never a problem to pick up and understand Fate. Maybe it's a problem with DnD-only players, because due to how DnD works it cripples understanding of various other RPG concepts. Try to pull of Apocalypse World or Blades in the Dark for 5e players. Or even some OSR system - when you don't have "game console" of a character sheet.
    The problem with Fate is not only different tools to play but also mindset. Fate Point economy requires you to put your character in trouble or in danger. It's not only more meta than DnD, it also introduces meta thinking of a character - you're interested in the story emerging from problems and not "me against the world" narrative.

    • @boosterh1113
      @boosterh1113 Před 2 lety +12

      It isn't just DnD "crippling" peoples' understanding, it is that FATE uses a different conceit compared to virtually every RPG (and board/video game) out there. In every other game I've played, the player is supposed to inhabit their character, and make decisions and take actions in a simulated world in order to try and achieve that character's goals (within the limits of the character's personality). FATE is radically different, in that the player isn't inhabiting their character, they are more of an author/actor who is writing/portraying their character. In FATE, you don't so much inhabit a character and choose their actions, as you lead your character through a world, choosing to create and use story details (both of the character and the rest of the game world) to resolve conflicts.
      In my experience, gamers of almost every stripe struggle when presented with FATE rules systems, while creatives (theatre kids, aspiring authors, etc.) are the ones who can pick it up easily. This is especially egregious, because the rule book never explicitly acknowledges that it functions in a fundamentally different way from any previous game the prospective player may be familiar with, be it Skyrim, DnD, Vampire the Masquerade, or even Monopoly. And since FATE looks superficially similar to most other TTRPGs (you have a character sheet with skills and abilities, a GM to describe the world, etc.), it is very easy for a player to go in with the standard gaming mindset and get frustrated.

  • @SamOnMaui
    @SamOnMaui Před 2 lety +3

    As an older player used to crunchy games? I had given up on narrative games till I got to Cortex Heroic (now Cortex prime). It's still not the best fit for me compared to HERO but it makes sense to me. Trying to go through Fate gave me headaches.
    I think the big problem a game's advocates can have is assuming everyone thinks the same. Or want the same things in play. The sooner we can understand what someone else is wanting the sooner we can figure out if our system of choice is a file for for them or not. Too often we assume our game is objectively better rather than recognizing personal tastes matter MORE.

  • @MichaelHaneline
    @MichaelHaneline Před 2 lety +11

    I've been working on my own TTRPG system for a while now that shares a lot of similarities with FATE (and also some of its pitfalls). This video will be helpful for my 17th rewrite.

    • @100percentpowerpoint
      @100percentpowerpoint Před 2 lety +1

      Right there with you. I'm version 14 myself. That doesn't include all the sub versions before i rewrote the system again.

    • @raixuh
      @raixuh Před 2 lety

      Doing the same, right now on my 3rd full rewrite 🦉

    • @edwardthompson3377
      @edwardthompson3377 Před 2 lety

      Yeah, I don't have a specific count for my rewrites, but I've been doing a lot of tweaks. Clarity in language is a big concern, however ...

  • @ScottishVagabond
    @ScottishVagabond Před 2 lety +15

    @Dungeon Masterpiece - Have you considered writing a primer or 'newbs guide' to FATE Core? Sure it could be really useful!

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +10

      This is definitely something I have in the backlog

    • @Gwyndoll
      @Gwyndoll Před 2 lety

      @@DungeonMasterpiece any updates on that? I love the look of this system but learning it as a complete beginner has proven tough due to my lack of experience.
      I want to get other players excited and prepared to play this, but I'm not sure how

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +2

      @@Gwyndoll It keeps getting buried further in the backlog. I'll get to it eventually

  • @RedDiceDiaries
    @RedDiceDiaries Před 2 lety +3

    Great video, as someone who's run a lot of Fate I thought you made some very interesting points. I used to really be into Fate and did a fair amount of videos on it, although TBH I mostly run and play OSR retroclones nowadays.

  • @goadfang
    @goadfang Před 2 lety +19

    Taking players used to crunch and getting them to understand that their fiction us what drives the narrative, and that they need to create good fiction to have powerful effects is so difficult, but so worth it. I NEVER give a new player the rule book, because if they read it they will certainly not understand it. I just walk them through making a character and creating aspects, then assign skills, and then we start playing and I explain to them some of the things they might do along the way. Generally they can get up to speed within one session, but true mastery tales several sessions. Fate, for as much as it is so much lighter on rules, has a much steeper learning curve than many systems because the crunch players relied upon to tell them what they are allowed to do is entirely absent.

  • @naolmstead
    @naolmstead Před 2 lety

    My introduction to the Fate system was The Dresden Files Roleplaying Game. I can remember backing the Kickstarter project for Fate Core. I remember reading the PDF of Fate Core that I got before the physical book ever arrived. I can remember being left amazed at how open the system was to be able to do all the things I've wanted to do in an RPG that don't fit into the rules systems like D&D and it's many clones. I also remember being at a complete loss as to how to explain the system to my friends that love D&D.

  • @lilfett
    @lilfett Před 2 lety +2

    As someone who owns several Fate books (including one of the oft-cited good examples of how to play, Atomic Robo) but has bounced off them enough times to be afraid to bring to my group, this really resonates. Telling folks to read other supplements, Book of Hanz, etc. is not a great path to understanding.
    That said, I'd love to hear a bit more depth about what you think could help draw people in, especially folks coming from D&D, etc. I love that there are 50 page forum posts trying to explain Fate, but that's not digestible to a gaming group unfortunately :(

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +5

      That's an upcoming set of episodes. How to play fate, and how to use magic in fate

  • @brooke9192
    @brooke9192 Před 2 lety +14

    Now I want to buy fate. Sounds amazing.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +9

      It's phenomenal. Combat is like a game of 21 with building and countering aspects. keep that in mind as you play.

  • @jaybakata5566
    @jaybakata5566 Před 2 lety +1

    Wow, you never fail to make me think, I mean really think about rpg's. I can't take it anymore, where are your live play sessions that will help me understand this? I have always wanted to play Fate however, I just don't understand how it works. Thank you for your work in helping me to expand my understanding and thinking of rpg's and other games.

  • @BriceFernandes
    @BriceFernandes Před 2 lety +1

    I really like FATE, but your objections on approachability are surprisingly valid. I came across FATE when it was still at v1.0, and I would actually recommend DMs start by reading the FATE 2.0 book, which is a much friendlier introduction to the system, despite being slightly crunchier. The FATE 2.0 book also has a much better discussion of how to implement magic systems than I’ve seen in FATE 3.0 books. Leaves more work for the DM but goes into the WHY of magic systems and how it relates to setting tone.

  • @gennoveus
    @gennoveus Před 8 měsíci +1

    Well put. I decided to get into TTRPGs and after a lot of looking around I decided to try Fate. I shortly realised that it's a terrible first experience as you're thrown into the deep end with no guidance or example that can be parsed by a beginner. I don't have access to a local DM, and the only players I have are my family who are willing to play but only if I lead the way. I am tasked with figuring out how to be a good DM with basically no TTRPG experience. After giving up for about 2 or 3 years, I've decided to build up to it; I got my family hooked on dungeon crawling board games (Gloomhaven, Descent), and next I'm graduating to basic old D&D with the Essentials Kit to figure things out. Only then will I take another shot at Fate, once I know what the hell I'm doing. As you explain, it really seems like it's a system for TTRPG veterans, despite being mechanically much simpler, because they didn't provide a way to ease you into it. Evil Hat really should borrow WotC's idea and bundle a basic short or one-shot adventure, and set it in a typical fantasy setting. Thank you very much for the interesting video!

  • @xCCflierx
    @xCCflierx Před 5 měsíci +2

    Strands of Fate seems to go into a decent amount of detail on how much communication and importance is placed on creating and using aspects.

  • @HeavyMetalMouse
    @HeavyMetalMouse Před 2 lety +2

    I'm reminded of learning to play Scion 2.0 - 'Conditions' function very much similarly Aspects in Fate, where they can be 'called' to some benefit or effect, or even to accept some dramatic penalty to give narrative momentum to the group. But our group of players was a bunch of D&D/Pathfinder people, and the idea that even something as simple as 'getting hit' didn't so much mean losing health levels as much as it meant 'gaining an injury condition' which could be used in similar ways, was absolutely foreign to the group, and took a lot of getting used to. Many of the systems seem to take inspiration from Fate-like Aspects where they are narrative elements that are invoked or called upon in different ways for various benefits - when I noticed this early on, I was like "This, this is how things work in this game. Create conditions, call on then for benefits, be epic-story-narrative-awesome." My character had a power from her pantheon that let her create a Title for someone and invoke it for enhancements or complications primarily to social rolls, but also to some mundane tasks, and a couple of the D&D-arrivals thought it was broken as heck because it seemed like I could do so much with it... and I was like "This is how this system works, this is just one way to do that sort of thing." The way improvement is related to accomplishing or progressing on (or failing at) Deeds and Goals was another big one - the more you understand what your character, and the group as a whole, wants to accomplish narratively, the better the group will be at not only doing it, but getting XP from it.
    The system does an okayish job at explaining this weirdness, I feel, but it also has that lack of self-awareness of how weird these narrative-mechanics are, so it doesn't give them quite as much clear explanation as might be needed.
    Fate, though? It made my head hurt the first time I tried to get into it... I couldn't understand how to get things done in any reasonable way just from the descriptions, until I was fiddling with some Dresden Files game stuff and it suddenly sort of 'clicked' while I was looking over their magic system, which (naturally, like everything else) focuses on applying specific kinds of Aspects to people and situations and areas and such, and gives a little more structure to how much effect those can have.

  • @tyarkschettler853
    @tyarkschettler853 Před 2 lety +15

    This sounds like a really promising. I have played a similar system before which could explain this thesis in under one DinA4 page. I would love to see more fate content if you would be willing to do more!

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +6

      I'm getting quite a bit of positive feedback from it, so I just might! I think next week I'll do a magic in fate core

  • @enomiellanidrac9137
    @enomiellanidrac9137 Před 2 lety

    This video is so well explained it managed to put me back in the shoes of the kid I was discovering D&D3.0 a long time ago, I exposed myself to so many other system so quickly after this first encounter that I tend to forget that for a short time RPG and the D20 system where synonimous to me.

  • @ThePiachu
    @ThePiachu Před 2 lety +1

    A very interesting video! It's definitely paramount for RPG developers to explain their system assumptions and put the players in the right state of mind when approaching the game.

  • @VestigialLung
    @VestigialLung Před 2 lety +5

    I can credit Will Wheaton's Tabletop episode for my interest in Fate. Seeing it played went a long way towards making it "click" for me. It's a shame there's not more AP content out there for it because seeing it happening, it's rather intuitive, but reading about it, less so.

  • @spudsbuchlaw
    @spudsbuchlaw Před 2 lety +1

    I'd like to hear your take on a similarly complex setting agnostic RPG system, Cortex Prime

  • @mistersolace265
    @mistersolace265 Před 2 lety +1

    My introduction to Fate was through the Dresden Files supplements. I use that as a basis for any story I tell using Fate. It's not perfect, but it provides context to help me GM the games.

  • @ronwisegamgee
    @ronwisegamgee Před 2 lety +5

    I've honestly found Fate Accelerated to have been more influential to my gaming than Fate Core, mainly because of Approaches.
    Also, talking about "creating aspects" and "invoking aspects" is so freakin' jargony! Creating an aspect is just interacting with something in your environment to your advantage, so just talk about interacting with the environment instead of "creating and invoking aspects."

  • @watcher314159
    @watcher314159 Před 2 lety +1

    The Dresden Files RPG, which runs on Fate, did a pretty good job of explaining why the mechanics work IMO.
    More to the point, my current favourite system (generic or not) is actually Chaosium's HeroQuest 2e. Every strength of Fate is improved upon, and despite (or more often because of) often outright reversing standard RPG assumptions. And just as importantly, the book is very careful and explicit in its explanations of why every mechanic exists, how they each fit into the broader context of the system, and how to actually use them effectively in play in various situations. It's so different from the industry norm that despite all that it's admittedly tricky to wrap your head around, but damn if it isn't the best narratively-focused system I've ever seen.

  • @TheAssassin642
    @TheAssassin642 Před 2 lety

    Great video, super enlightening. Just as a side note, there seems to be an issue with the video's compression or resolution? Maybe you've fixed it in your newer videos but just wanted to point it out in case you haven't.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety

      Yeah, accidentally rendered it at my testing resolution for the final render, and then it had quite a number of views before I noticed. The rest of my videos shouldn't have this issue, assuming I don't make the same mistake again 😂

  • @douglasdea637
    @douglasdea637 Před 2 lety

    I agree with your video. I've read Fate, played it a little, but not enough to pontificate on it. I would like to play more but have no idea how to get my players to agree. I would love to see a version of the rule book that you wrote for example.
    I would like to see your take on the Amber Diceless RPG. The novels are great (I would argue they are among the best fantasy/sci-fi out there) and the RPG has some fine ideas. But there's something deeply unapproachable and difficult about the game. Too much of it is very vague. And yet something about it still draws me in.

  • @TimothyNiederriter
    @TimothyNiederriter Před 2 lety

    Very thoughtful video. I've run primarily FateCore over the past couple years, for two different groups, and I've improved substantially at teaching the system. However, I never nailed down that core idea you stated in this video that Fate rewards the creation of narrative. Well done!

  • @botony2002
    @botony2002 Před rokem +1

    I have to agree, you hit the nail on the head.
    I stopped playing RPGs around 1998, the old group got split up by school or work, heck most of us did not even live in the same cities or countries. During our early era we mostly played Rolemaster and WoD.
    September 2020 my old friends and I decided to give TTRPGs another go, because technology now allowed for easy access to tools such as Discord, Roll 20; easily bypassing issues like distance etc.
    Since the world of RPGs looked quite different since we last played, we agreed to try different/"new" systems and ended up playing some D&D, Pathfinder, Delta Green, CoC, and Aliens.
    Then I stumbled across Mindjammer FATE version. The setting was new to my group, and we gave it a go.
    Initially I had a hard time seeing how the mechanical part would work, because frankly, just as you pointed out, the examples of play in FATE really didn't paint a good picture of how the mechanics actually work. But the setting was too cool to ignore.
    Once we started to play, my group was amazed by how well the system worked. After completing a short campaign my players simply concluded that they thought FATE was the best system so far.
    At the moment we are trying PbtA Urban Shadows, and it seems that the players enjoy it, as it focuses on narrative play (just like FATE). Once we finish PbtA we will either try City of Mist or Ironsworn: Starforged two games that appear to have some interesting approaches to PbtA and FATE.
    In the end, FATE is a fantastic system that deserves more recognition. We will definitely double back to FATE, because the system is simply too good not to play.

  • @deathmetalbard
    @deathmetalbard Před 9 měsíci

    I ran a short fate game and it was kinda neat. I personally like the world supplements like Nitrate city or CATS that provide these interesting settings that i can adopt and move to a system i know more of like OVA or Savage Worlds.

  • @RodBatten
    @RodBatten Před rokem

    I picked up FATE Core a few years ago, looks great but I couldn't find the "easy button" to try and set up a quick game to demo for my group.
    I'll try it sometime, just need to find a model for what I'd like to run. Or figure out how to do it myself.

  • @danielluz1861
    @danielluz1861 Před 4 měsíci +2

    We should note that many GURPS supplements are the gold standard for useful, detailed, well researched and well written RPG books. The majority of them can be used with any RPG system.

  • @ninodino8040
    @ninodino8040 Před 2 lety +2

    (I haven't watched the full video yet so don't mind me, if I'm saying something weird)
    I'm leading a campaign that sets in a magical wild west setting. And the problem I'm facing is, that it doesn't seem that my players really understand how magic works in that world. I wanted them to-if they wanted to use magic-to choose a type of magic and put it down as a stunt. I'm not using FATE points for my games and use other things to limit the use of the magic. Usually it works like this: they tell me what they want to do and then I give them a skill they have to roll and that determines how well it went. Mostly the characters take one psychological stress after using magic. Or they only have a limited amount of "spell slots" per day depending on the thing. For example one character had a magic gun that could hit all enemies standing in a row with full damage and enemies next to them for half damage but it over heats when he uses it. I try to give a logical explanation for the stunts and magic why it just doesn't work all the time.
    Flying characters take physical stress depending on the time they're flying and the maneuvers they do because flying exhausts them.
    I love FATE for it's flexibility but as a GM you need to make so many rules up yourself and balance everything out.
    Don't get me started on how my weapon mechanics work. I have a giant sheet with stats for all kinds of weapons and somehow we manage to still add to the list and me having to make up new stats on the go and balance them out later.

  • @vincentshaw8442
    @vincentshaw8442 Před 2 lety +6

    You need to have a storyteller that wants you to be part of the story. The key phrases and abilities you'd build into the PC gets ignored and you just need to follow along. I've not had a good experience. These aspects were never used, it's lame and you feel uninvolved. I'd give it a shot again, but walk away if there isn't collaboration.

  • @changboyz
    @changboyz Před 2 lety +12

    I've played FATE core, and I appreciate it's narrative driven mechanics, but I vastly prefer PbtA games. Granted, PbtA isn't a single role playing game, but more like an engine upon which many games have been built. But FATE requires the GM and the players to do so much of the heavy lifting in making their game play they way they want it to. PbtA games do all that heavy lifting for you. I would love to see a video you did on PbtA.

    • @SentecaMorvan
      @SentecaMorvan Před rokem +1

      Agreed! I think both systems (or types of systems) aim for something similar (focus on narrative and cut down on mechanical crunch), and I admire what Fate does, but after I got introduced to pbtA I am quite spoiled by it's elegance and it's simplicity in getting started with it as a player. Fate is great and fast but needs quite a bit of skill as a GM and as a player. PbtA needs a good GM, yes, but it focuses on player decisions (who can rely on some simple yet cool actions).
      Now I want to make a D&D campaign with PbtA mechanics lol

  • @ZelphTheWebmancer
    @ZelphTheWebmancer Před 4 měsíci

    This video is excellent. When I first played Fate I did had some experiences with game like VtM and MtAs but none of them it's quite like Fate and I really struggled to understand what the game wanted from me. It took quite a paradigm shift to get it, but once it did, it all clicked for me. It's truly an amazing system, with its limitations, but I love what it offers. I do question, what do you think of Fate Condensed? I never got to play it, only played FAE and Core, but Condensed seem interesting.

  • @harjutapa
    @harjutapa Před 2 lety +10

    I agree completely. If it hadn't been for the truly wonderful GM I had, and the amazingly well-written Dresden Files RPG game, I never would've gotten into Fate.

    • @hoosieryank6731
      @hoosieryank6731 Před 2 lety +1

      The original DFRPG...it had its good points, but it wasn't well edited and somewhat vulnerable to power-gaming; too much flavor text and not enough examples made it slow going for my group. I was coming up with house rules to fix that until I found Dresden Accelerated. Running it for three years now.

    • @Rabid_Wombat
      @Rabid_Wombat Před 2 lety

      Dresden Accelerated is the best FATE system there is right now ❤️

    • @SidneyBroadshead
      @SidneyBroadshead Před 2 lety

      My big problem with DFRPG was it was a great variant of FATE, but I wasn't deep into the lore. I saw the Dresden TV show, but I'd never read the books. Plus the plots are very "on rails". I kept trying to find the thread I was supposed to pull to figure out the mystery or advance the plot and some of it is locked out of the characters' control.

  • @colbyboucher6391
    @colbyboucher6391 Před 2 lety +14

    Burning Wheel has the exact same issue. It turns it's narrative structure and character stories into mechanics first and foremost, and it leaves people used to narrative games confused because there's a lot of rules, and "gameists" confused because they're mostly expecting rules for how characters mechanically do things.
    The thing about people hacking 5e is that on some level, it's writers seem to expect people to hack it. If you just take every system in the PHB and actually use it as-written, *including* stuff like exhaustion from not getting food, marching orders, trying to figure out how much can fit in a container... 5e is super weird if you do that. It's almost like the designers *know* it's weird and just made a "figure out what to do with this" kinda system. The DMG effectively says "if you don't like something just chuck it", like no system is particularly reliant on any other. Personally, the end result is that I have no idea what 5e is trying to be at it's core. I still think it's obnoxious that more people don't realize they can just look elsewhere for a ruleset that fits what they want better, but the hacks are sort of encouraged.
    And then there's the D&D purists who insist that a lot of smaller systems are trying to "kill RPGs" somehow.

    • @Redskull1411
      @Redskull1411 Před 7 měsíci

      I gave you a little hint what is try it to be and always want to be. They want to be gurps but harder, like making you buy a manual to every problem or void.
      Want a counterexample of that? Fantasycraft, is a very bloated book, VERY focused like a toolbox like for every type of fantasy game you can think.
      Also this mindset let them design some...risky things into the core and make it surprisingly work...like being a drake like a base race. Not dragonborn, not kobold,.not humanoid, full wing, breath weapon drake.

  • @RoastedPheasant
    @RoastedPheasant Před 2 lety +1

    This is actually really helpful advice in general. I'm taking it to heart while I design my game system.

  • @jonahunderhill
    @jonahunderhill Před 2 lety +1

    I really wanted to like Fate. I love its session 0 mechanics and have ported them over to other games. I have very limited experience with the system itself, so this may not be fair. I only read the core book and only ran 1 session, but felt like since the mechanics are so simple, a creative enough player can use their best skill to attack or make an aspect in pretty much any situation, so the mechanical consequence was limited to only a couple options no matter what a character was like or did. While that can lead to some fun story-telling, it didn't appeal to the part of me that likes to engage with a system of game rules in a tactical way.
    Maybe if I read some supplements that added some rules it would help with my issues. I'm probably too much of a fan of homebrewing to run a setting straight from a book, but it could give me some inspiration. Do you have any recommendations for supplements that add interesting mechanics?
    And just so you know where I'm coming from, I've played lots of different systems, not just D&D, but mostly traditional RPGs and have a pretty limited experience with more modern "story games".

    • @softreyna
      @softreyna Před 2 lety

      It's hard to say for sure just going off of what you've written here, but it sounds like FATE might just not be the game you're looking for. Like, maybe you're doing something wrong, but I think FATE is always going to emphasize narrative creativity over tactical creativity.

  • @RVCBard
    @RVCBard Před 2 lety

    I know it's been a while since you uploaded this video but I wanted to let you know that this inspired me to dust off my FATE books and do a FATE Condensed hack (Dungeons Of FATE Condensed) for the FATE Accelerated hack (Dungeons Of FATE) for D&D.

  • @SuperCaleb283
    @SuperCaleb283 Před 2 lety

    As someone who has taught dozens of people this game, you're absolutely right that getting into it is the hardest part. I love the game, but I had to spend months in the online community before I understood it and I can't reliably share that understanding with new players fast enough to keep them from giving up after a few confusing sessions.
    The Book of Hanz does a great job of breaking it down, but you have to really wanna learn to dig that far into a new game.
    I was worried about how I'd feel about this video, but I really appreciate your fair but firm critique.

  • @zephyrstrife4668
    @zephyrstrife4668 Před 15 dny

    I think I might have actually had a bit of help, unintentionally, when learning about the FATE system. I grabbed the Dresden Files RPG a while back and got so enamored with the setting that i spent a month just delving into the book, learning about the FATE dice and mechanics explained within. It actually helped me understand some of the PbtA systems easier because they rely on the exact same aspect mechanic to drive a narrative and give players more things to do.
    The core book taught me about how to create a character at different tiers of strength and what those kinds of adventures looked like, how to design a character's personal aspects and how to take advantage of aspects in the scene to improve your chances of success. Honestly, if i had a chance... I'd love to see if a friend of mind would like to try it out, but we have to get our current 5e game off the starting line before i even think of using a different system.

  • @mikegould6590
    @mikegould6590 Před 2 lety +2

    Would love to hear your thoughts on Savage Worlds. (Also, do not feel GURPS as that dated, especially given it's flexibility...but that's just me)

  • @matttillyer8046
    @matttillyer8046 Před 9 měsíci

    As a néw rpg player who bought the book but I struggled to get a story going. I believe I can be very creative however the learning curve to get up and running was to much for me as I have almost zero experience

  • @aled857
    @aled857 Před rokem

    A little more than a month ago i participated in a 5 session arc of the Dresden Files(using the old "fate System" not Dresden accelerated) and it was awesome, much more cinematic than the few others system I've played, I was very pro this guy running "Dresden files " because he has run it in the past and is familiar with Fate and the Dresden lore/books, but mainly because I saw this very video months before and it made me curious, thanks for the content Baron

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před rokem +1

      I'm glad you gave fate a try!!

    • @aled857
      @aled857 Před rokem

      @@DungeonMasterpiece me too, man, me too. And truthfully i will say after rewatching this video I think I agree with "fate" system is what many are looking for when "they" feel like d&d/5e needs to be hacked for more cinematic play/ is missing something

  • @haukefrahmann7849
    @haukefrahmann7849 Před 2 lety

    Is there (by now) any Fate Fantasy World WITH a magic system to start from?
    I tried to convert a system to fate, but ... nagh... you know..

  • @wargamer234
    @wargamer234 Před 2 lety +5

    I feel Fate was way too "simple" for my taste. but you do you, I found Dungeon World and that game engine is to me what I wanted from Fate when I read about it being rules-light.

    • @HeadHunterSix
      @HeadHunterSix Před rokem +1

      Can't knock PbtA games, it's a solid system, it's fun, and there's enough DNA in common with Fate-type games that it's accessible without too much more crunch. I'm partial to Scum & Villainy or Starforged, myself.

    • @AAron-gr3jk
      @AAron-gr3jk Před rokem

      That's weird because Dungeon Worlds is considered the worst implementation of a PBtA

  • @Shishnut
    @Shishnut Před rokem +4

    Nice review of why FATE is so unique. It indeed is a "love or hate" thing. I think it's a great system but you need the right group to really make it work beautifully. I really encourage people to give it a try, since it's a completely different experience. My "criticism" is that, like Savage Worlds, FATE ends up taking the game into some specific directions (heroic, cinematic, etc) that are not so easy to avoid. The Toolkit helps a lot with this, but then it gets more and more complicated, and it will not necessarily give you the vibe you want, so I guess forcing FATE to be something it's not is like forcing D&D to be something it's not.
    However, I disagree with the whole "GURPS is dated and this is why it failed and opened the doors for the brilliance of FATE" idea. It's true that GURPS suffers from not making it obviously clear how simple it is, but it's a lie to say that people get away from it because "they don't want to have to read complicated supplements just to be able to play the game they want". The basic rules are very basic and the Basic Module itself goes way, way, way beyond the basics. Even GURPS lite (which is free to download) can be pared down if the players so choose.
    Anyway, I'm not trying to tell people to play FATE instead of GURPS, I just think that in this age when we have so many cool games to try, people should be encouraged to try more things instead of being driven away from possible options. It's not the crunchiness that drives some people away from systems, it's reviews and comments from people that make other systems seem to be something they're not...
    This is why GURPS is still alive and strong, because it can actually be many things, because you create the system you want. That doesn't mean it doesn't have its favored styles, but it it certainly and unquestionably one of the most flexible systems out there and I like it very much.

  • @thekaxmax
    @thekaxmax Před rokem

    have you done anything with Quest Worlds? Used to be HeroQuest, until Hasbro wanted the name back.

  • @joewalsh1031
    @joewalsh1031 Před rokem

    This is a fantastic video - so thoughtful. Really, really great job.

  • @babayada
    @babayada Před 2 lety

    You can get what you want from third party support.
    For a D&D-style fate experience, try out Aperita Arcana.
    I think that some Fate enthusiasts might say that someone who uses it "doesn't get it" in terms of what makes Fate "Fate-y," but it's a good place to start, I think.
    Before Fate was Fate it was Fudge. And a really interesting take on epic fantasy using Fudge is Legends of Anglerre... which may still be in print...?
    Also, also, the system used by Bethesda is based on a BRP d100 or RQ6/Mythras system.
    If you have not checked out Mythras, you really should. You might dig it.

  • @Deailon
    @Deailon Před 2 lety +3

    FATE is a great toolbox for making your own narrative game. Wonderful playground for those, who understand its ideas and have experience needed to use it effectively.
    That is why I hate when people say "FATE is great for beginners". It is not. It might be great beginner experience in the world of tabletop RPG when used by GM who knows it well and has a setting for the adventure prepeared. It might be perfect tool to teach Player how to be proactive and use the mechanincs as tools by herself/himself.
    But give it to a group of first-timers who never played and with high probability they will find it clunky and unwieldy. In the best case, they will look for another RPG. But some of them might just get bored and confused in the end leaving RPGs for good - I know such cases.
    And the sad thing is I like FATE too and love it very much. It's unique and briliant. It's great, but it should not be compared to GURPS, Savage Worlds or Genesys, which are much more accesible "universal" mechanics.

    • @groovydecoy366
      @groovydecoy366 Před rokem +1

      I've played Fate with newbies before and have had good experiences. One of the better Fate sessions I had was with complete newbies to RPGs. However, the WORST Fate sessions I've had were with people who were deeply familiar with D&D and resisted anything different.
      I've found running D&D for newbies to be far harder... Except for 4E, which I found worked great with newbies but the forums told me that's not really D&D and I should hate it.

  • @trogsothoth4919
    @trogsothoth4919 Před 11 měsíci

    cant be sure but the text blurb snuck in at 7:55 is "INT is their dump stat", referencing how he's talking about how D&D fighters are spoiled by the system. do with that what you will

  • @williamwoodward2632
    @williamwoodward2632 Před 2 lety

    I own Fate Core, but haven’t played it because of exactly what you say. I have difficulty figuring out how use the system! I looks to have sooo much potential!

  • @dourden77
    @dourden77 Před 2 lety +1

    I agree with all you have said. Fate Core leaves the reader with more questions than answers. Given the fact that there are lots of games that use Fate Core (and I am not refering to any Fate Worlds, but to Midjammer, Eclipse Phase, Nova Praxis, Legends of Anglerre, Achtung Cthulhu and others), witch is in your opinion the best explaining Fate Core mechanics?

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +1

      I considering most of them just do a copy/paste of the fate srd, I'm not sure any of them do a better job. It's a game that, once you play it for a few months, the underlying point of the mechanics start to become self evident, but considering most players cant be that mentally present with a game, it limits the games ability for pick-up by casual players who don't want dnd.

    • @dourden77
      @dourden77 Před 2 lety +1

      @@DungeonMasterpiece Yes, is what I found in Bulldogs! and Nova Praxis, a copy paste. I also find this copy-paste attitude in other videos that explain "how to play Fate". Well, they don't explain how to play, they explain the rules as written in the SRD, and don't answer questions like "how do you manage success with high cost in combat?", or "how do you manage all players save one expending a fate point to give a +2 to a main character, giving him/her a bonus of... lets say... +8??".
      I also see lots of posts in Reddit and other forums with the same questions over and over: 1) how to get rid of the fate dice (that indicates that the mechanics of success with cost is not understood at all) and, 2) why I have to pay a fate point to take advantage of an aspect that is supposed to be true (that is another failure at explaining aspects).
      This is a proposal: why don't you make a video explaining Fate rules in this way? That is, how to manage the rules during play, and not only "hey, create advantage is great, it gives a +2 :D".
      If you do it, I will share it with all the RPGs comunities I am in and make your video viral!! :D

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety +2

      @@dourden77 that's one of my upcoming videos!

    • @dourden77
      @dourden77 Před 2 lety +1

      @@DungeonMasterpiece Great!! :D

  • @jakublewandowski2264
    @jakublewandowski2264 Před 2 lety

    I've played Fate for quite a while and I generaly liked the system, but it've become a real masterpiece when I played with dedicated world called Stronghold: Song of heroes (that's my translation, i don't think it was ever published in english; it is originally called in polish Twierdza: Pieśń Bohaterów). The addition of lore-building book (about 350 5A-size pages) which clarifies what your character can or can't do and spares a lot of time, which would be wasted on meaningless arguments about rules while playing Fate, plus in general, world created in Twierdza: Pieśń Bohaterów is pretty fun and consistent.

  • @JohnMiller-te4ov
    @JohnMiller-te4ov Před 2 lety

    I have been running and playing Fate for 10 years. "Like D&D" is a thing I hear all the time. I also see regularly the pressure to turn it into a version of D&D. You have good points, and I wonder if a good Fantasy clone wouldn't be useful. The issue is as a Fate GM aspects and the tools provided make it quite easy to run that game without yet another world book to purchase. I keep playing and running Fate in large part due to it's narrative strength, Toolkit nature, and flexibility. I don't know if a D&D type world book would sell, however with the licencing being the way it is it would not be a major issue for a publisher to attempt.

    • @headmill
      @headmill Před 2 lety +1

      I'm sure you know the Freeport Companion is a fine semi-conversion that feels more like D&D/Pathfinder, but I've found that trying to ease d20 players into Fate by making it more like D&D tends to make the experience more frustrating. It doesn't address the necessary shift in perspective that makes Fate a great system, so it winds up highlighting situations that feel familiar but can't be addressed in familiar ways.

  • @Eyerleth
    @Eyerleth Před 2 lety

    I've run Fate (two-column variety) with a custom magic system with some D&D players. They found that, after a bit of adjustment, the freedom they had to define results and to seize control of the narrative was exhilarating. Also, once they picked up how aspects and actions worked, they were very enthused by them.

  • @lukerogers9348
    @lukerogers9348 Před 2 lety

    I have played one game of Fate Core and found it fun to play. Only complaint I had initially was how do I make a character and how do I play? Once I got used to the system I had fun, playing with my brothers and their rpg group building a Firefly inspired Galaxy and doing random jobs for fun. Hell we sold sand to a space station that makes "Glass Steal" and is made out of there see through and thin material that is as strong as steal. Literally improve on my part when the GM ask me to create a contract of my character to sell out high quality sand.

  • @jpmegr1715
    @jpmegr1715 Před 2 lety +1

    Good analysis. I have two questions: One - Would you do a similar video on Savage Worlds? I’d be curious about your take. Two - What is the subliminal flash message at 8:00 when you say the words “Human Fighters…” It wasn’t on screen long enough to read. Nice job overall , More RPG comparison could be an interesting addition to your content.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety

      I actually know very little of Savage worlds, and have never played it, so I don't think I'd have a strong analysis of it's shortcomings like this one of fate.

    • @nook201
      @nook201 Před 2 lety +2

      'INT is literally their dump stat lol' Not a direct quote because I read it then kept watching. Had to slow down to .25 speed and rapidly play and pause haha.

  • @AAron-gr3jk
    @AAron-gr3jk Před rokem +1

    Fate Core kickstarter delivered something my hands which, when I read it, I was blown away.. this was so far ahead of any other rpg... you could play anything easily, because the narrative becomes the rule systen through Aspects.

  • @EtzEchad
    @EtzEchad Před 2 lety +1

    I tried to play Fate with probably a dozen very experienced gamers, and I never found one who "got it." It was extremely frustrating.
    As an example, we were in combat, and were using miniatures. One of the players tried to move his mini behind the bad guy, but just didn't accept that the position of the mini didn't matter at all (except as a reminder, I suppose.) Instead, I told him that he had to do a maneuver to put an aspect on him of "behind him." He just wouldn't accept that he needed to do that and the next time it came up, he tried to do the same thing.
    Another issue that came up over and over was how big the zones were. People just insisted that they wanted to know the distance. I'm not sure why.
    The Fate points were also an issue, they would spend them if they had them (usually because I gave some to them) but they never realized that they could trade them and use them to help each other. A HUGE part of the game is to have one PC put an Aspect on the zone, or the BBEG, in order to set up an attack for another player.
    Sigh. I finally gave up on the system becuase I got too frustrated.

  • @bronsonkim6652
    @bronsonkim6652 Před 2 lety

    Fate is a game system I've been very interested in ever since the Dresden Files rpg I was going to play in fell through. That said after having owned the core rulebook for about a decade now, I've found myself in a cycle every two or three years where I'll read through it, start to design a campaign for it, then end up not going through with the campaign. I'd never understood exactly why for the longest time but I think you might have landed on the issue. I really like the system in theory. I had a space opera setting idea I'm still interested in trying and my girlfriend wanted to use FATE to run a Spiderwick Chronicles campaign so maybe we'll get there someday.
    Something else that I think really hurts FATE is that Powered by the Apocalypse System has really taken hold of the lightweight, narrative focused, generic RPG market with games like Masks, Monsterhearts, and Dungeon World really making a strong impression. I think it's a system that fits into a similar philosophy as FATE but with much better marketing and ease of understanding

  • @thomasfevre9515
    @thomasfevre9515 Před rokem

    I have a fate corebook collecting dust on my shelf. I GM à lot of different games but this obe didn't click with me.
    I would like it if you were to cover more of it, like à how to play of how to create à character that goes beyond just explaining the rules but actually clarifies, gives examples and geberally hype it up à littke bit.
    That could be the push i need yo fibally dig into it and start à new campaign. Rpgs have been on the low for me recently (cause of personnal life, not dnd related). Face or another rpg could shake things up so i'm looking for these kind of recommandations

  • @tedkostek100
    @tedkostek100 Před 2 lety

    I agree with about the supplements. They are really interesting, but also kinda weird. Also, a great point about how tough it can be for new players to grasp the system. I think it has to do with the abstraction. I love how elegantly Fate is able to marry narrative with mechanics, but it is a bit hard to grasp.

  • @pedrobastos8132
    @pedrobastos8132 Před 2 lety +1

    DAMN, I love your analysis about how people can't leave D&D just for a while. My local commnity is filled with people that either tries to hack 5e into something else or when actually playing something else fall into D&D's style of game, yet when they are presented with newer games they just reject it like it is some sort of disesase, sometimes even been hostile towards the person showing something else, like, I even recall being called a f*cking hipster that only wants to play games no one cares about because I've always said that I enjoyed Dungeon World more, thankfully it was a looooooooong time ago and things are looking better, but this unbound loyalty to D&D and its tropes still lingers.

  • @PsyrenXY
    @PsyrenXY Před 2 lety +2

    I still don't know why I should play FATE from this though. You mention that a bunch of DMs are frustrated with 5e and position this as the solution but I have no idea if they're frustrated with the same things I'm frustrated with, nor how FATE can help. I can knock over a bookshelf in 5e too.

  • @doofs
    @doofs Před 2 lety +2

    Wow, absolutely stellar video!!
    I was watching this bad boy fully blown away by your script and polish. i didn't see your subscriber count earlier, but im SHOCKED to see you barely with only a thousand.
    For the effort you put into this video alone, you're criminally underated.

    • @DungeonMasterpiece
      @DungeonMasterpiece  Před 2 lety

      Thank you for the kind words! Many CZcamsrs around me have been very encouraging. They all say things like, "you just haven't blown up yet." So I'll keep pushing on!

  • @emerynoel567
    @emerynoel567 Před rokem

    Great vid, perfectly encapsulates my frustration with learning how to "DM" the game, and yet I leave this video with +1 frustrations: you did not explain any of it either!! 🤣Seriously though, this would have been a great kickoff to a series, or even provide some links with answers to the questions you pose.

  • @simmonslucas
    @simmonslucas Před 2 lety

    I would love if you analyzed ICRPG and Viking Death Squad by Runehammer.

  • @Webhead123
    @Webhead123 Před 2 lety +1

    Somewhere in the early 2000's, I was on a journey to get away from the ultra-crunchy game systems like D&D and GURPS and find something with cleaner rules and more focus on character and drama. FATE's uniqueness, narrative-focus and flexibility were what initially drew me to the system, although it did end up revealing its own sort of clunkiness in practice at the table. As you mention, a lot of it has to do with most players' difficulty in grokking how Aspects function and how they are invoked but also how actions are limited or not limited by them.
    After dealing with some of these issues myself and with some of the surprising level of other crunch that often spilled out of game sessions with FATE, I eventually discovered the Powered by the Apocalypse system. That system eventually supplanted FATE for me entirely as a core mechanism that offered much the same sort of focus but in an overall cleaner, less fussy way.
    To this day, I still have a lot of respect for FATE and the kinds of concepts that it opened my mind to (and I still borrow ideas from it) but it's no longer a system that I turn to when running games. Again, this is simply because PbtA does a better job of scratching the sort of itch that FATE promises to scratch for me and without quite the same sort of baggage.
    Great channel, by the way! Cheers!

  • @fmitchell238a
    @fmitchell238a Před 5 měsíci

    I was lucky enough to start on the ground floor with Fate, both 2nd Edition (which handled Aspects very differently) and _Spirit of the Century_ , which was the prototype for the current edition of Fate. SotC both explained why and how Fate was supposed to work and gave a concrete setting of 1920s pulp action. Maybe it was the GM we had at the time, but some of our players came from a D&D background (AFAIK) yet had no problems with creating and playing SotC characters.

  • @NarfiRef
    @NarfiRef Před 2 lety +8

    bristle at your description of GURPS as “dated”. This is mainly due to the implication that the “modern” approaches to RPG design are necessarily *better*. To be frank, I find FATE’s foundational mechanic of Aspect-invocation for Narrative manipulation to detract from its ability to serve as a *Roleplaying* game. Characters don’t see their worlds in terms of Aspects to be invoked, so any decision to invoke them is done on a meta-game level that divorces the player from the perspective of their character, thereby working against the very thing I hope to achieve in playing an RPG.
    Don’t get me wrong, I don’t have a problem with its existence as an option, although I can’t deny wishing that FATE and games taking a similar view of the role of narrative would label themselves as something other than an RPG.

    • @groovydecoy366
      @groovydecoy366 Před rokem

      I think D&D is more of a game that models drama and fiction more than it tries to model any kind of verisimilitude. If you watch a movie, it often doesn't matter whether one dude has a piercing weapon or a bludgeoning weapon (or even a weapon at all), unless there's some special thing in the story like he wields the sword Exmagical or something. And Fate incorporates a bit more of player as co-writer or director, not just actor, so Meta isn't as taboo (and actually can be encouraged).
      It's just a different style. Not everyone is used to that style, and some even find it so different that it can be mentally jarring. However, it can be a different flavor of fun experience too.

    • @HeadHunterSix
      @HeadHunterSix Před rokem

      GURPS is so wrapped up in enumerating every single aspect of play, that it loses sight of what a RPG should be. You have to analyze all the math to see what a character/vehicle/world etc is all about. Some people may like it, but I can't see how it can provide a character-based perspective.

  • @O4C209
    @O4C209 Před 2 lety

    I have yet to play Fate, although I'm very tempted to now. Your explanation of the game reminds me of Sly Flourish's Cinematic Advantage. The cooler the thing you come up with, the more epic the possible outcome.

    • @boosterh1113
      @boosterh1113 Před 2 lety +2

      If you are going to play FATE (and I recommend you do, it is a really fun system), be aware that it requires a different mindset than virtually any other game you may have played, and not realizing that can be an intensely frustrating experience, because the difference is subtle but fundamental.
      In FATE, unlike most games, you aren't so much inhabiting a character and choosing their actions, as you are an author who is writing one of their characters through a series of scenes. While you CAN just have your character make a skill check and see if you succeed, the same way you would in DND, your primary means of interacting with the game should usually be describing how your actions interact with the descriptors (called "aspects" and "tags") either of your own character, other characters, or the scene as a whole.