|
Capsule Review tetsujin28 March 29, 2004 (Classy & Well Done) Quite simply the best implementation of the Fudge system I've seen. A generic system that never feels "generic". tetsujin28 has written 1 reviews, with average style of 4.00 and average substance of 5.00. This review has been read 9320 times. |
|
The cover is by "The Web Troll" (no, I'm not kidding), and nicely depicts characters from various genres. Whilst there is one busty babe, she is almost completely covered by a functional, sf-looking utility suit. The other two women have normal-to-smallish breasts. Whilst there is no beefcake, kudos to the artist for not going, say, the Avalanche route.
Interior illustrations are all from www.clipart.com, and all are used to accompany example characters.
Whilst not up to the production standards established by major game companies, Fate is easy on the eyes, and is laid out a lot better than most PDFs.
(NB: I printed Fate out on A4 paper, so I perhaps experienced a bit more vertical whitespace, and less on the sides, than if printed on 8 1/2 x 11.)
Each phase, you pick an aspect for your character. This could be anything from Strong, Proud, or Knight, to Greedy, Gypsy, or Still Standing. As can be seen, aspects need not be advantageous, they can be limitations, as well (q.v. Aspects, infra).
Aspects are rated on the standard Fudge scale (although slightly re-named, for some reason, making using Fudge dice programs I like a bit of a faff). A given aspect may be chosen as many times as the player wants, but the game recommends an upper limit of half the total number of phases. Use of aspects will be explained below in Aspects.
Once you have picked an aspect, you get to distribute four skill points to skills that the aspect might have given you. Spending a skill point brings the value to Average (+0). Distributing skill points contains the only tricky part of Fate: the "Skill Pyramid". Basically, you must have at least one more skill of the rank below. So if you wanted to purchase a Fair skill (or increase a skill from Average to Fair), you must have two average skills after the increase. To purchase a Good would require two Fair skills and three at Average, &c. Not only does this rein in power, but provides an opportunity for players to give their characters skills they should know anyway. For example, a character with Sword and Shield combat might pick skills such as Knowledge: Swordsmen, Evaluate Blades. It's a nice system, and balances well. Numerous examples and a table on pg. 70 help to explain the process.
At the end of character creation, each character is given a number of Fate Points (similar to Fudge Points), usually equal to half the total number of phases.
The use of Fate Points is similar to those of Fudge points in "standard" Fudge. A Fate Point may be spent to increase a roll by +1 (even going above the normal limit of +4 obtainable on Fudge dice), or to gain minor narrative control.
As mentioned above in Character Creation, a player may choose Aspects with a negative connotation for the character. Negative Aspects can involve Aspect bidding. If the GM feels that your character would succumb to a certain situation, he can start offering you Fate Points, one by one, up to the limit of the aspect. The player can resist the temptation by sacrificing a number of Fate points equal to what the GM has put forward. An aspect is never marked off during aspect bidding.
For example, let's assume Sybil has taken the Aspect, Greedy, three times. If Sybil is in a situation where he/she feels Sybil's Greed would take over, he can offer her player a Fate Point. If the player takes it, then Sybil is greedy, and the GM and the player discuss the outcome. If the player doesn't want Sybil to act greedily, the player would have to give up a Fate Point. If the GM feels like really pushing Sybil, he can offer another one, and so on, until either the player takes the Fate Points offered by the GM (up to Sybil's aspect, or three), or the player decides she resists temptation, and gives up three Fate Points.
Another example of what is commonly considered a "limitation/disadvantage" in many other games: an enemy. Instead, not only does your character gain Fate Points when he/she shows up, but the character gets to invoke the Aspect against the enemy, as well!
The combination of Aspects and Fate Points really makes this game shine, and is a great take on the "drama point" system that has made its way into so many games.
Along with being personality traits/disadvantages/representations of training, Aspects can also represent intrinsic, personal, and shared Extras. An Extra can be something such as a sailing ship, nightvision, a magic sword, a weakness in your arch-nemesis, or a patron. Extras can even be "shared", i.e., several players can combine aspects to create one big one (useful for owning something such as a large sailing ship and its crew).
Extras can also be purchased with Skills, which is a little confusing. The difference mainly lies in use: an Aspect Extra is much more powerful than one based only on skills. If the GM denies you a situation where you would normally use your Aspect Extra (you're captured and can't use your magic sword, or your ship has been blown up), you gain a number of Fate Points equal to the aspect value of the Extra. And Aspect Extras can be given skills, as well. It's a very solid and workable system, but a bit confusing on the first read.
Unfortunately, Fate does not include the Offensive/Defensive Tactics modifiers from Fudge (being able to take up to a +/-2 on either attack or defense). Whilst it does include a defensive option, this gains only +1 on defense, and renders the character unable to attack. However, since the combat system meshes perfectly with standard Fudge, there's no reason this rule can't be introduced, with no effect on play balance or ease of play.
Unfortunately, there are no examples of super- or psychic powers, though the magical martial art is close to a superpower. Whilst it would be easy enough to figure out, some examples would have been nice.
NB: With the new acquiring of the Fudge License by Grey Ghost Press, the developers of Fate have decided that a non-Fudge edition is no longer a pressing concern. So we may soon see Fate in a print copy.
Copyright © 1996-2009 Skotos Tech and individual authors, All Rights Reserved