1gbear

joined 1 year ago
[–] 1gbear@ttrpg.network 1 points 1 year ago

thanks i was wondering as well. i wanted to join a woodworking server but had no idea what was happening.

[–] 1gbear@ttrpg.network 5 points 1 year ago* (last edited 1 year ago)

The main difference between Fate Condensed and the other versions of Fate lies in their approach to character abilities and mechanics. In Fate Accelerated, you'll find a simplified approach with six broad "approaches" that encompass a wide range of actions. On the other hand, Fate Core offers a more detailed system with 18 specific "skills" that cover a variety of actions and abilities.

In terms of rules, both Fate Accelerated and Fate Core provide a solid foundation for gameplay. The core mechanics and concepts remain consistent across all versions of Fate. However, Fate Core delves deeper into the mechanics, providing more examples and guidelines for various situations.

Fate Condensed, as the name suggests, is a condensed version of Fate Core. It takes the essential elements of Fate Core and presents them in a more concise and streamlined manner. This makes it easier to pick up and play, especially for newcomers or those seeking a quicker, more accessible experience. While some of the additional examples and details found in the larger books may not be included in Fate Condensed, the fundamental rules and mechanics remain intact.

Ultimately, the choice between Fate Condensed, Fate Accelerated, and Fate Core depends on your preferences and playstyle. If you prefer a simplified and streamlined approach, Fate Condensed or Fate Accelerated might be the way to go. If you desire a more detailed and comprehensive system, Fate Core offers a broader range of options. Regardless of which version you choose, all of them capture the essence of Fate and provide a flexible framework for collaborative storytelling.

[–] 1gbear@ttrpg.network 6 points 1 year ago

Bottom line, Fate RPG is a fantastic way to unleash your imagination, tell incredible stories, and have an absolute blast with your friends. So, if you're looking for a flexible and fun roleplaying game, give Fate a shot! You won't regret it.

I like it alot.

[–] 1gbear@ttrpg.network 3 points 1 year ago

I completely understand and agree with the points you've raised. It's true that in some groups, players can feel uncertain about specific spells or actions, but overall, they seem to grasp the objective and how to pursue it.

In my personal experience, the most challenging aspect of running a Fate game is getting a firm grasp on the system itself. However, I'm glad to hear that despite my own learning curve, all of my players have a fantastic time and genuinely enjoy the game. Some have even expressed a preference for Fate over D&D due to its streamlined mechanics, which eliminate the overwhelming complexity of action order and simulation.

[–] 1gbear@ttrpg.network 5 points 1 year ago

I'm a new GM for a Fate Core game and, as someone unfamiliar with Fate until now, I've realized the importance of player buy-in. Most of my players are inexperienced with TTRPGs in general, so they struggle at times to come up with creative ideas beyond the obvious. My confidence in running Fate occasionally wavers because I feel like I'm not fostering enough ideas and creativity. However, I understand that I may be expecting too much from players who have just finished a D&D LMoP campaign.

While Fate is rules-light for players, I sometimes find it challenging to grasp certain concepts. For example, I made mistakes with Contests, Challenges, and Conflicts during my first attempt, struggling to remember their specific workings in the heat of the moment. I've had to refresh myself multiple times on teamwork rules and how to handle NPCs. Even after reading the Book of Hanz, you don't truly know how things will feel until you actually play.

Nonetheless, I adore Fate and consider it my RPG of choice. The ease of character creation is a major advantage. I can simply ask players what kind of badass hero they want to be in a Buffy the Vampire Slayer game, and when they say "a detective who can see ghosts," we have a character with a stat and a built-in trouble, ready to go.

Ironically, I find GMing Fate to be a greater challenge than playing it, at least for me. However, I recognize that I still have room for improvement as a GM due to my limited experience and skills.

but I'm not that great a gm probably.