| > In my experience, the contents of the Accelerated Edition are nigh incomprehensible without a prior understanding of Core. Oh, really? That's too bad, accelerated seems to be a way to get up to speed with Fate in a very short time without knowing anything about the game, shame that that's not so much the case. > The Fate SRD site is a third-party creation that presents the texts in a more convenient/organized way: https://fate-srd.com/ I browsed through that a bit and it seems to have the exact same text as the guide, so I'm a bit confused. Is it just the guide in HTML format? > For stories/settings, there are loads of freely-available "Worlds of Adventure" on DriveThruRPG That's a fantastic suggestion, thank you! I'll definitely check that out. > IMO it's considerably easier to grok than Fate, especially for people new to RPGs I've been playing D&D for a while, I just haven't DMed, so I'm not completely new to RPGs. I'll have a look at Dungeon World too, though, as it may fit our group better, thank you. > I've found the Rollplay R&D series enjoyable Good call, I'm going to watch a few to get a feel for how the game is played, thanks again. |
You might be able to get by with just FAE and watching enough actual play to get a good grasp on how it works. For me, it felt like the FAE book sorta glossed over a lot of stuff that's more thoroughly explained in the Core book. That's just my experience, though; yours might well be different, of course!
> I browsed through that a bit and it seems to have the exact same text as the guide, so I'm a bit confused. Is it just the guide in HTML format?
Yup! It's exactly the same text, but some people prefer the organization and function to that of a book, so I figured I'd mention it :)
> That's a fantastic suggestion, thank you! I'll definitely check that out.
No problem! Fate—like its ancestor, Fudge—is so flexible and malleable that I've found it better to think of it as a framework/starting-point for creating a game rather than as a game in-and-of itself. Actually, it wasn't until I started thinking of it that way that I really felt like I understood the game. I think that if you take a look through some of those "Worlds of Adventure", you'll see it reflected therein: in tailoring the system to fit the setting, certain parts of the system are removed or restricted nearly as often as new parts are added.
> I've been playing D&D for a while, I just haven't DMed, so I'm not completely new to RPGs. I'll have a look at Dungeon World too, though, as it may fit our group better, thank you.
I wasn't sure how experienced your group is. Even if you decide not to play Dungeon World, I highly recommend reading over the GM chapters (The GM, First Session, Fronts, The World, Monsters, Equipment) and perhaps the appendices of the Dungeon World book (or "SRD" site as I linked before; it's the same text). The vast majority of the "rules", guidelines, and advice written there is generally applicable to GMing any sort of game. I've applied much of that stuff to D&D 5e and even GURPS games, and players have reacted positively. As an added bonus, I now spend far less time preparing for sessions (because I encourage and guide the players' own collaborative creativity so that we're largely creating the world and the plot on-the-fly, together as a group; they have more fun, sessions are railroad-free, and I have more freetime ;) ).
> Good call, I'm going to watch a few to get a feel for how the game is played, thanks again.
That group (modulo the guest player each season) has played a lot of different games, so if you're interested in checking out some new systems, I recommend looking through their videos :)