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by groovy2shoes 3160 days ago
Perhaps it's due to my own personal shortcomings, but I found FAE really difficult to wrap my head around until I'd read through Fate Core. I do like its brevity and simplicity, especially now that I have a good understanding of it, but I felt like some parts of it were unclear to me as a fledgling.

> I love Fate Core, but it's very wordy because it functions as a toolkit to adapt the game to any sort of setting imaginable.

I can see why so many people love it! I like it, though I must admit it isn't my favorite (I don't play a lot of pulpy games, and I've found Fate works really well for pulp, as designed to do, but not particularly well for other tones (though not particularly poorly, either)). I just finished up another reply to GP, wherein I mention that toolkit-esque quality. I don't think I truly understood Fate as a system until I internalized that it's not a game so much as a foundation and scaffold for creating games. Fate's immediate ancestor, Fudge by Steffan O'Sullivan, is very much in the same vein, but, I think, more obviously so (the Fudge book itself reads more like a list of possibilities than a list of rules!).

> I'm working on a space opera variant (in the 27th century genetically engineered cosplayers, makers, scientists and pop culture enthusiasts set out to reconnect the lost civilizations of humanity) …

That sounds fun! Is it available on the web somewhere for perusal?

I myself am working on a game, as well, though I opted to try my hand at designing a system "from scratch" (more of an amalgam of lots of ideas and mechanics that I like and that seem to work well together; exceedingly few of them are my original creations, but I have a ludography documenting and acknowledging my inspirations). Unfortunately, it's been on the backburner for a little over a year now, and the partially-written playtest document is out of date wrt my notes.

Perhaps we could talk nerdy game-design sometime :)

1 comments

I have a website for the space opera game here: festive.ninja which will give you a sense of the game. I'm hoping to get a quickstart version of the game out shortly, after I get a chance to incorporate the playtest feedback. (Which was to double down on the whole "post-scarcity geeks, gamers and makers" aspects of the setting.)

Good luck with your game--when you get a draft in playable form I'd be happy to run a session and share feedback if that'd be helpful. Speaking of talking nerdy game-design, the RPG design reddit is surprisingly active, if you haven't had a chance visit yet.

I agree that default Fate is tonally suited best for pulpy games, or other genres where the characters default to remarkably competent.