Quote:
Originally Posted by MrWilli
I believe it is just the lack of variety in defining creatures and enemies. For example, I really enjoy "lost world" scenarios, but there is really nothing in FATE to make, say, a T. rex fundamentally different from an allosaur, or a Triceratops different from an stegosaur. The same is true for weapons. I like my rifles, for instance, to have different strengths and weaknesses -- range, stopping power, etc. -- and a system like FATE really doesn't do that. The lack of diversity just makes everything very bland.
I'm surprised I didn't like the game because I am a big fan of keeping roleplaying systems simple (Savage Worlds is the one I usually default to). I just think FATE takes away too much to be useful.
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Hmm - so I haven't played it, but isn't that where aspects come into play? It's true that there are fewer differences than with a crunch-heavy system, but you have aspects to put in the "big differences." I'd call an allosaur a minion because heck, we all know allosaurs are lame knockoffs of T. Rexes. Then a T. Rex you can give aspects to - "Master Chomper" or whatever works for you. Same with guns - all guns aren't different, but if your deal is having a sniper rifle you'd take it as a weapons gizmo with an aspect of "Long Range" (ideally stated in a more cool way), or a .50 DE pistol with "Stopping Power!" Admittedly the differences are then more dramatic and less simulation in nature.