Post originally by GuardianLurker at 2004-10-15 07:34:22
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Given the flavor of the game you describe, I expect character advancement is done through acquiring "story points" (or some such) and spending them on Skills or Aspects.
However, the "phases" remind me sufficiently enough of Traveller that there may not *be* any advancement mechanisms.
I'd really like to know, and you don't address it in the review.
Post originally by Ezekiel Black at 2004-10-15 08:18:18
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Ok, Aspects are usually worth 4 Skill Ranks, so advancement just reverses this mechanic by having a particular aspect as a goal, then awarding skill ranks at any significant point in the story the GM sees fit. So say the example hitman wanted to get another rank in Bad M*** F***, he would get skill points (whenever the GM decided that he wanted characters to advance) and spend them on related skills, like @$$ Beating, Yo Mama, Guns and S***, etc. Once four skill ranks are given out, players turn their goal into a new Aspect, and pick a new goal (heck, if you want, you can let them swap goals anytime, as long as the aspect they choose works with any already gotten skills). And the skills are (as I've obviously shown) complete customizable for the type of game you're playing.
Just download it. If I had to cite my favorite game systems of all time, FATE would definately be in the top 3. And it's definately the #1 slot of my "Universal Game Engine" list.
Yes short, I think FATE whoops GURPS and d20's @$$ like an afterschool bully. AND it's free.
Don't take my word for it, download it and see. If you don't like it, delete it. It's not like you'll waste money looking at it, even if you end up thinking it sucks.
Post originally by Ezekiel Black at 2004-10-15 08:29:04
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Very well written review. I like to point out the bad in a game as much as the next guy, but FATE really...
Well, it's really hard to do that to FATE. I applaud the reviewer for trying, I could do no better.
Lets see: FATE has good use of sidebars, relevant art, good structure, the TOC is so good it doesn't need an index, not ink heavy so it's easy to print, Awesome examples for Magic/Supernormal Powers (8 full magic/supers systems included!), more than one sample character creation, three different ways to do combat, different core mechanic resolution in case you hate FUDGE, Design notes, the writing is fun to read...
Post originally by Rob Donoghue at 2004-10-15 08:44:37
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Heh. Story Engine was definately rattling around in my head (i've always found Maelstrom to be super-stylish, and have all the supplements, but the Story Engine scene resolution system is not quite my cup of tea), but there were one or two other more central influences. The ones that jump most strongly to mind ar 7th Sea (for the handling of drawbacks) and a system that Bryant Durrel came up with far, far too long ago for a Bugtown game. After those two, I would definatley point at the Story Engine, Over the Edge, the Amber DRPG (in a weird, roundabout way) and probably many more than I could think of at any given moment. We're happy with what we did, but we are not so foolish as to say we could have done it without the depth of exististing games out there to draw inspiraton from.
And, on an unrelated note, this review is making me do a happy dance the likes of which man was not meant to see.