Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 24, 2013 6:24:45 GMT -8
My verdict is that it's a solid system for one-shots, though you will need to limit the player number to five. It occurs to me that sometime I should run another Fate test in Fate core rather than FAE. FAE *is* pitched at one-shots and the like, and while the GM I played with seems to think it can do more (and I think so too), it's not really fair to only think of FAE when I think of FATE. FAE was good for showing me how much could be done with the fate point and advantage system, but I should know how it is more commonly played. Even better for educational purposes might be to play one of the more fleshed-out versions. I wonder how Lion Men of Mars would work in SoC?
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Post by shadrack on Jun 24, 2013 9:39:57 GMT -8
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nanoboy
Journeyman Douchebag
Posts: 142
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Post by nanoboy on Jun 28, 2013 20:45:02 GMT -8
Incidentally, I posted my notes for the FAE game I ran last weekend on Google+ via a Google Document. Here's the link: Big Trouble in Little Europe
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Post by Luckstrider on Jan 6, 2014 11:02:03 GMT -8
I just read through the FAE book and I think it is an interesting system but even at only 40 some pages I think I will need to reread it four or five more times to really understand the system. How close is FAE to Fate Core? I am thinking about picking Fate Core up and giving it a read but if the two systems are completely different then I would like to know that before diving in.
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nanoboy
Journeyman Douchebag
Posts: 142
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Post by nanoboy on Jan 7, 2014 9:20:02 GMT -8
I just read through the FAE book and I think it is an interesting system but even at only 40 some pages I think I will need to reread it four or five more times to really understand the system. How close is FAE to Fate Core? I am thinking about picking Fate Core up and giving it a read but if the two systems are completely different then I would like to know that before diving in. The main differences: Fate Core assumes skills (and provides a basic sample list), whereas FAE has the approaches. Fate Core has rules for multiple stress tracks (starting with mental and physical), whereas FAE has one track. Fate Core has many more ways to handle stunts compared with FAE's handy but simple types. Fate Core includes a few worked examples of how to include powers and such. Many more can be found in the Fate Toolkit and Worlds books. Fate Core includes a slightly more involved character creation method, wherein aspects are determined through character background stories, including stories shared between characters (in which players write aspects onto each other's characters.) The way that aspects work, the way that success and failure work, and the dice mechanic are all identical. Keep in mind that nearly all of the rules in Core, the Toolkit, and the Worlds books can be really easily ported to FAE. The most important fundamental difference between the systems is skills versus approaches.
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mouser
Initiate Douchebag
Posts: 42
Preferred Game Systems: Fate, Savage Worlds, Hero, GURPS, Atomic Robo: The RPG
Currently Playing: Deadlands: Reloaded
Currently Running: Fate Core
Favorite Species of Monkey: Barbary Ape. They saved Gibraltar!
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Post by mouser on Jan 8, 2014 19:39:16 GMT -8
If you understand Fate Core, you'll understand FAE. Personally, I *love* the approaches over skills element in FAE. (And the toolkit actually suggests Approaches as an alternative to Skills in Fate Core, if you're so inclined.) It made building my Burn Notice characters so much easier than trying to figure out a bunch of skill packs for a group of super-spies.
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