Speedy Dresden

My heroes over at Evil Hat Productions have just released Dresden Files Accelerated, fulfilling one of the stretch-goal promises of their incredibly successful Fate Core Kickstarter ((To be clear, the stretch goal was that they would develop DFA, not that you’d get DFA as part of your Fate Core Kickstarter. They were very clear that this was not going to happen right away. And it didn’t. But it did happen, just like they promised.)). This is a version of The Dresden Files Roleplaying Game using the Fate Accelerated implementation of the Fate Core rules ((Think I’ve linked enough things in those two sentences? Feels like a lot of links.)). Now, some of you may know I’m a big fan of the original DFRPG, and of Fate in general, and I’ve already mentioned that the folks at Evil Hat are my heroes

What’s the Difference?

Back when it first came out, I wrote a post about FAE. In short, FAE is a rules-light, fast-play, simplified version of the Fate Core rules. DFRPG is one of the complex iterations of the Fate ((Note that it predates Fate Core.)) rules, notably because of the magic system ((If you don’t believe me, I wrote a lengthy series of posts talking just about the DFRPG magic system. Take a look at the Spellcasting section here.)). DFA is a simplified, fast-play version of DFRPG.

The Basic Mechanics

Like FAEDFA uses approaches instead of skills. The six approaches for DFA are Flair, Focus, Force, Guile, Haste, and Intellect ((Only slightly different from FAE‘s Careful, Clever, Flashy, Forceful, Quick, and Sneaky.)). There are the standard four action types – Create Advantage, Overcome, Attack, and Defend – and the four standard outcomes – Succeed, Succeed with Style, Tie, and Fail.

Actions and conflict work pretty much the same as in FAE: roll dF, add it to your approach rating, and compare it to a target number. Levels of success in combat turn into stress, or into free invokes on created aspects.

Of course, there are aspects. Can’t have Fate without aspects. They work the same as in other Fate games, giving a bonus or reroll when you invoke them and spend a Fate point, and earning a Fate point when compelled.

There are, however, some new bits of mechanics that do some really interesting things.

Mantles

DFRPG used a thing called a Template to define your character’s basic powers and abilities. DFA calls roughly the same thing a Mantle. There’s a total of 24 Mantles in the book, covering everything from a clued-in mortal to magical practitioner to Santa’s seneschal ((Not even kidding about that last one.)).

Each Mantle has a set of core stunts, optional stunts, and unique conditions ((I’ll talk more about conditions below. They’re cool.)) that provide the special abilities and flavour of each character type. Mostly, you pick a single Mantle for your character, but a few Mantles, like Changeling or Red Court Infected, act more as templates – you create a character using one of the mortal Mantles, then add the supernatural Mantle.

You start with all the core stunts of your Mantle, and with the unique conditions. You also get one free stunt from the list of optional stunts. And, as with standard Fate games, you can choose to take more stunts in exchange for giving up a point of Refresh per stunt.

Conditions and Stress

Conditions are a very cool new piece of mechanics. Functionally, they’re like stress tracks in Fate, or predetermined consequences. Really, they’re aspects with an On/Off switch ((Which I think is brilliant.)). Each condition has a series of checkboxes – some have as few as one checkbox – and, in given situations, you mark one of the boxes ((This is not entirely accurate. Some conditions start as ticked checkboxes, and you clear them in response to certain situations.)). Once the boxes are ticked, the associated aspect is turned on, until you meet whatever requirement the condition has to clear it.

Example? Sure!

Magical Practioners ((Like Wizards, for example.)) have a condition called Exhausted. It’s got one box. With the Evocation stunt, you can boost the effect of your spell by marking the box, which gives you some bonuses on trying to, for example, blast a vampire with sunlight. While the condition is marked, you have the Exhausted aspect, and the GM can invoke that to mess with you. In addition, in any scene that Exhausted would be a factor, the GM gets one free boost against you. If you take the necessary time to rest up, you can clear the condition, and you are no longer exhausted.

So, really, conditions are the category to which stress and consequences belong – tick the boxes and get a temporary aspect. And stress in DFA is reshaped a bit to help it fit that model better. By default, characters have six boxes of stress, and the conditions In Peril and Doomed. Stress is not divided into the mental, physical, and social tracks of DFRPG – there is only stress ((This is the same in FAE, and I liked it there, too.)). In Peril and Doomed act as predefined consequences – you can tick one of those conditions to offset greater amounts of stress. If you can’t buy off all the successful shifts of whatever you’re dealing with – punch, shot, fireball, psychic blast, or anything else – you’re taken out.

Now, as I mentioned in a footnote, some conditions kind of work in reverse: they start out marked, and get cleared in certain situations, turning that conditional aspect off. These are basically aspects that give your character special abilities, like Police Powers or Medical License, but that can be revoked due to your actions.

Why do I think this is such a neat little piece of game design? Because it’s a simple, adaptable way to create great variety and model a lot of different powers without having to come up with entirely new sub-systems for them. It is incredibly flexible, there are a whole slew of worked examples in the book to help you come up with new implementations, and it doesn’t increase the complexity of the characters very much. I mean, there’s always some increase in complexity when you add a new thing to track for a character, but because it’s so very similar to stuff you’re already tracking, that increase is minimal.

So, yeah. Conditions are pretty cool ((Forgot to mention another default condition everyone gets: Indebted. This lets you track favours that you owe to others. Nothing dangerous about that, right?)).

Stunts

I haven’t done an actual count, but my impression is that DFA has more actual stunts listed in the book than Fate Core does. It certainly has more than FAE does. This is because it takes everything that was a power in DFRPG and makes it a stunt. And also because the stunts integrate so closely with conditions that clear definitions of what some stunts do in relation to the conditions is pretty much required.

There’s also a discussion about how to create your own stunts, using the method from FAE.

Magic

This is the section I was most interested in ((And the longest section of this review. Sorry.)), when the game was announced. I was really curious to see how the flavourful-but-complex magic system from DRFPG was going to be implemented in the much-simpler FAE structure of DFA.

First, let’s talk evocation. Evocation is a stunt, and it lets you use elements to perform the four types of actions allowed in Fate Core. It’s got a couple of conditions tied to it – Exhausted and Burned Out – to model the way channeling that much raw energy can just tire you out. It’s just a standard action, tied to your approach, that you get to describe in a magical style; so, instead of a Forceful gun attack, it might be a Forceful fire attack. There’s none of the math that the DFRPG system required ((Take a look here to see what I mean.)), and a single roll instead of one roll to gather power and another roll to focus that power.

There’s also no need to track how good you are at the different elements. There are stunts that can give you a bonus using a certain element with a certain approach to accomplish a certain action, but that’s much simpler than the DFRPG method of calculating and tracking it ((Which I discuss under Calculating Your Bonuses here.)).

Overall, I like the new evocation. It’s cleaner and simpler and, though it may lack some of the risk and apprehension of the DFRPG method, it is loads faster and easier.

Now for thaumaturgy. While evocation gets about half a page of write-up in DFA, thaumaturgy gets its own chapter. Now, it’s a chapter of 13 digest-sized pages, compared to DFRPG‘s 26 full-sized pages, so it’s not really all that much. It is more complicated than evocation, of course – it’s more flexible and more powerful. In DFA, it’s only a single roll ((Kind of. Keep reading to find out about costs.)) to use thaumaturgy, rather than the multiple rolls to prepare the spell and gather and focus the power in DFRPG.

There is some math in this type of magic. You really kind of need to do a little math to have the sort of flexibility that thaumaturgy has in the source material ((That is, more powerful spells need more complex rituals, so you need some way to determine how powerful the spell is in order to decide how complex the ritual is.)). You build spells by determining what stunts and/or conditions the spell brings into being. So, if you want to, say, use magic to turn you and everything you’re carrying into a cat, that’s +4 for the Physical Transformation (lasting) condition, and +2 for the Shifting Adept stunt, giving the spell a difficulty of Fantastic (+6). See? Simple math.

Now, instead of having to make up a Lore deficit ((What am I talking about? You can read about it here.)), you add up the costs, based on the conditions and stunts in the spell. So, for our shapeshifting spell above, it requires four costs: one for the stunt, three for the lasting condition. Then you make the roll against the difficulty. How well you roll determines who gets to pick the costs; you, the GM, or both taking turns.

Costs are narrative complications or resources expended: time for completing the ritual, rare components you need, help that you need ((Remember that Indebted condition?)), special circumstances like times or places, or the spell not quite working correctly. This basically replaces the before-the-roll spell preparation in DFRPG with an after-the-roll determination of the story of the spell. It also determines if you need to make any other rolls for the spell to work – maybe it takes a roll to get you hands on a bit of the target’s hair, for example.

Note that this method makes thaumaturgy much more reliable and safe than in DFRPG, though a bad roll may result in the GM picking costs that you can’t obtain or aren’t willing to accept. This means that, if your ritual spell fails, it’s usually because you choose for it to fail rather than expend the resources or accept the costs required. And that’s interesting to me.

One last note about thaumaturgy: there are four example spells in the chapter, each about a page long. Two of those examples don’t actually use the ritual magic rules, and are examples of when to use these specialized rules and when to use the standard FAE-style actions. This is incredibly useful in opening up the concept of only using these more complicated rules ((“More complicated” compared to the other DFA rules. Not compared to DFRPG.)) when they actually add something to play, and modeling things using the regular mechanics otherwise. Good advice, and good examples.

A few other notes about magic:

  • Sponsored magic is handled by stunts and conditions in the mantles. It really helps simplify the whole sponsored magic stuff, which was a weak part in DFRPG ((To be fair, it was really cleared up in The Paranet Papers, which I reviewed here.)).
  • The Sight is a condition called The Third Eye, and using it is risky to your sanity. Clear, simple guidance on it.
  • Soulgaze is a stunt, and again, there’s clear, simple guidance.
  • Enchanted Item is a stunt that lets you pull a useful magic item out of your pocket once per session. Individual, permanent magic items, like the Wardens’ silver swords, are singular stunts on their own.

All in all, the magic system in DFA does a really good job of simplifying the DFRPG magic system without sacrificing very much in the way of flavour or flexibility.

Scale

The Dresden Files novels have creatures of vastly different levels of power facing off against each other. Supernatural creatures vs. mortals, wizards vs. fey nobility, stuff like that. DFA has the concept of scale to address that. There are five different scales: Mundane, Supernatural, Otherworldly, Legendary, and Godlike. Going up against a force of a different scale provides the higher-scaled side a significant bonus, based on the difference in scales.

This bonus is a big deal, but there are ways around it, as demonstrated in pretty much every Dresden Files story out there. As DFA says:

Wizard Dresden is an expert at finding the Achilles’ [sic] heel of superior foes.

Other Stuff

Just a quick rundown of some other things I think you should know about the game:

  • It’s got all the customization stuff you’d expect from an FAE game: building your own setting, GMCs, stunts, Mantles, and so on.
  • It’s also got a complete prebuilt setting, with GMCs and playable characters.
  • The advancement system is very simple, but there’s some good advice on advancing the setting along with the players.
  • It’s great fun to read, with lots of useful examples and amusing marginalia.
  • The art is clean and evocative, and there’s lots of it.
  • It’s a digest-sized book, like all the other Fate Core books.
  • The background covers up to Skin Game in the Dreden Files books. So, y’know, spoilers.
  • It’s waaaaaay easier to carry than DFRPG.
  • Our Story and The Paranet Papers for DFRPG are useful sourcebooks for DFA, but aren’t required.

Conclusion

I really like this game. Really. Reading it has got me looking at my game schedule to see if I can fit a new game in ((Not quite yet, unfortunately. Maybe in a couple of months.)), because I want to gather a group to play.

It’s a nice version of Dresden Files, vastly simplifying the system without sacrificing the cool flavour and flexibility of the game. If your a fan of Harry Dresden in any of his incarnations, I recommend picking it up.

You know you want to.

Worlds Enough, and Time

The other day, Rob Wieland ((Who is a pretty awesome guy; he ran a Firefly RPG game session at GenCon last year that I was lucky enough to play in.)) let me know that he had hacked together a Fate iteration of 7th Sea, a swashbuckling adventure game set in a fantasy version of 17th-century Europe. It was always a cool setting, but I was never a big fan of the system, so seeing something like this made me very happy.

Actually, Rob did something even cooler than write up a Fate version of 7th Sea. He wrote up two versions: one for Fate Core, and one for Fate Accelerated. Now, using the hacks requires knowledge of the 7th Sea setting ((No, it doesn’t, really. You can use the hacks and make up what the setting-specific stuff means. And they’re easily adaptable to other swashbuckling settings. But if you want to play in the 7th Sea setting, you’ll need info about the setting.)), but even if you don’t have that knowledge, the constructions and choices made for the game are a great example of how the Fate system can be hacked to support a setting. And the fact that there are both Core and Accelerated versions for your perusal means that you can see two different ways to implement a setting.

And, of course, Rob’s posts got me thinking about the Fate Worlds books: Worlds on Fire and Worlds in Shadow.

These books are presented as volumes of settings for Fate Core. Each one presents six different game settings, complete with NPCs, specialized mechanics, and other story elements. Some of the settings are effectively one-shots or short campaign frames that you can use to extrapolate out to full campaigns, while others are much broader. All are eminently lootable for your own settings. Here’s what you get:

Worlds on Fire

  • Tower of the Serpents is essentially a swords-and-sorcery one-shot adventure. The setting is is more implied by the adventure than explicitly discussed, but it meshes with a lot of the examples in Fate Core to give you a solid foundation to start playing a low-fantasy campaign.
  • White Picket Witches embraces all the tropes and tangles of modern supernatural soap operas as you play inhabitants of a small town where witchcraft allow the five families to effectively run the town. There are some great rules for dramatic face-offs, social conflicts that deal with status and dominance. There’s enough stuff here to kick off a whole campaign, and the drama and relationship interactions will just keep generating stories as long as you want it to.
  • Fight Fire is a campaign frame about fire fighters. It splits its focus between the dramas of the fire fighters’ personal lives and some wonderfully detailed rules on how fires work and how they are fought. Even if the whole setting doesn’t grab you, looting the fire rules for another setting can make the idea of a building catching fire far more terrifying ((And thus more fun.)).
  • Kriegszeppelin Valkyrie lets you play a famous WWI fighter pilot of your choice as you hunt down the titular airship to end the Kaiser’s threat once and for all. It’s effectively a single adventure, though one that will probably take a few sessions to play, and it can easily be used as a springboard into a pulp 1920s game.
  • Burn Shift is a kind of post-post-apocalyptic setting. The apocalypse has happened, the terrifying struggle to survive has happened, and now things are settling into a new status quo, and you get to play the folks deciding what that status quo is. You get all the wonderful mutant character options you’d expect in a whacky Gamma World game, coupled with a situation where you can choose the directions society is going to move. The resolution of the default starting situation will probably take several sessions, and will generate more follow-on goals and problems for the characters, building the campaign nicely.
  • Wild Blue is… okay. Follow me here. Wild Blue is a western with superheroes and faeries. It’s got some of the feel of the ancient Celtic superhero ((Oh, come on! The Fenian Cycle, with Fionn mac Cumhaill, has all the tropes of superhero comics, including the fan culture surrounding the heroes! It would work!)) campaign that I keep toying with in my mind, moved up in time to the old west. If that doesn’t grab you, the super power rules are quite lootable for other games. But this is a complete campaign frame with lots of potential.

Worlds in Shadow

  • CrimeWorld is less a setting than it is a setting overlay. It’s written by John Rogers ((Yes, that John Rogers.)), and it gives you advice for bringing cons and heists into any setting you might like. It’s a good primer for anyone wanting to run any sort of caper game in any setting and any system ((I’ll also point you towards the Leverage RPG at this time.)).
  • Timeworks is, as you might guess from the title, a time travel setting. The twist is that Timeworks Incorporated is a small company of time travelers ((Mainly ex- or not-so-ex-criminals.)) employed by corporations to adjust history to favour their clients. The corporate set-up is clever, and the time travel mechanics are solid and flavourful without becoming too arcane.
  • The Ellis Affair takes historical fact – the mysterious death of Earl H. Ellis, a Marine Corps spy in South East Asia in 1923 – and uses it to launch a pulp spy/mystery story. This is a single adventure, though one that will take a few sessions to play through, I expect ((Though I can also see it being scaled down and sped up to get through is a single session for a convention or similar.)), and provides a lot of good advice for running mystery adventures in Fate.
  • No Exit is a single scenario, probably playable in a single session. The idea is that the characters are tenants in a housing complex where they can’t leave. The exact nature of the complex is left up to the GM to determine, and play revolves around figuring out what’s going on and, possibly, escaping. There are lots of nice, atmospheric bits to help play up the isolation, claustrophobia, and paranoia of the setting, and some advice on expanding the idea for longer play.
  • Court/Ship is set in Versailles in 1754. Lots of fancy food, court politics, intrigue, some duels… and aliens. Aliens who are invading in secret. They kill and eat humans, then wear their skins to pass among them. So, into the debauched court of Louis XV comes another scheming faction to mess with folks. The setting has hints for running it as a short, medium, or long game, and plenty of information on the time period – complete with relevant aspects.
  • Camelot Trigger was written by Rob Wieland ((Remember him? Told you he was awesome.)), and takes the Arthurian Round Table and puts them in giant robot armour to battle the robotic armies of MerGN-A out among the planets of the solar system. There are special rules for giant robot armour that can be ported to other giant robot armour games, and the skills get a nice tweak to reflect the space chivalry of the setting. Lots of solid stuff for a lengthy campaign, or for a pleasant session or two of diversion.

So, there it is. If you’re a fan of Fate Core or Fate Accelerated, but are wondering what to do with it, these two books should go a long way towards helping you out. I recommend you pick them up, even if you’re just looking for inspiration.

 

Fast Fate

In case you missed it, I wrote a moderately long post about Fate Core. To be totally honest, I hadn’t intended to write that post, but as I was writing this post, I realized that it would make a whole lot more sense if I gave folks a look at Fate Core before tackling Fate Accelerated Edition.

So, what’s Fate Accelerated Edition? Here’s how they pitched it during the Fate Core Kickstarter. Basically, it’s the quick-start rules for Fate Core, pared down to a 32-page ((Though I should note here that the .pdf pre-release candidate I received as a Kickstarter backer is currently 48 pages. Some of that is index, cheat sheets, and art.)) book. Describing it that way doesn’t really do justice to what Clark Valentine and the rest of the Evil Hat team has accomplished here.

FAE is not just an introductory game, or a set of quick-start rules. It is a fully functional implementation of Fate, tweaked for getting people playing fast even if they’ve never gamed before. It’s not just the kids’ version of Fate ((Though it slants towards that sort of feel with the wonderful, cartoony art that Fred has been previewing.)) – it’s certainly as welcoming to younger gamers as it is to beginners, but there is an elegance and refinement to the system that will, I think, appeal a lot to older, more experienced players looking for something light and flexible.

I haven’t played FAE yet, but it may be my favourite implementation of the Fate rules yet.

Now, that statement is not intended to denigrate any of the other Fate games I love. I’ve just found that, as I’ve gotten older, I look for different things in game systems. There was a time I was deeply enamoured of complex, simulationist games and of rich, detailed rulesets, and elaborate sub-systems, but that time has passed. Now, I look for simple systems that will make it easy for the GM to improvise and supports player creativity without imposing too many mechanical constraints on their choices. Fate games fit that requirement, but FAE fits it best of all.

FAE runs on the Fate Core engine, but they’ve made a number of changes to simplify things, and to focus the play style in certain ways. If I don’t comment on something below, you can assume that it works just like in Fate Core.

No Skills

One of the biggest differences in the game is that there are no skills. The things your character can do are decided by the type of game you’re playing and the aspects your character has. So, in a game about mystical martial artists with control over the elements ((Just for instance.)), it’s reasonable to expect characters to be able to do fun, cinematic wuxia moves, like leaping up on to an enemy’s sword and kicking him in the face. And, if you have the aspect Wizardly Honour Student, you should be able to cast some basic spells ((Hell, even some advanced spells; you’re an honour student, after all!)) and tell people all about the history of your magical school.

This covers the kinds of things you can do, but it doesn’t cover how well you can do it. That part is covered by approaches.

Approaches

Approaches replace skill ranks in determining how good your character is at any given thing. They don’t talk about what you’re doing, but about how you’re doing it. There are six different approaches: Careful, Clever, Flashy, Forceful, Quick, and Sneaky ((Shadows of Esteren uses something kind of like this, but the how is paired with a skill in a more traditional way.)). Characters get one at Good (+3), two at Fair (+2), two at Average (+1), and one at Mediocre (+0). So, when you’re trying to do something that you may or may not be able to do, you decide what approach you’re using, and make your roll using that.

I love this approach ((Though I can certainly see why others might not; I’ll be talking about that, too.)) because of the way it makes you think about your character’s actions in play. If my highest approach is Careful, I’m probably going to be doing things in the game that reflect that – planning, finding things out, fighting defensively rather than charging blithely in, etc. On the other hand, if my highest approach is Forceful, not only am I going to be front and centre in any fight, I’m going to resort to intimidation or stubbornness before persuasion and compromise.

Example? Sure! Let’s say we’re playing a pirate game, and three characters are fighting off some boarders. Anna has Forceful as her highest approach, Beaumonde has Clever, and Clement has Flashy. Anna’s best bet is to dive in, pressing the enemy hard, and trying to drive them back. Beaumonde is probably going to look around for ways to trick his opponents without actually engaging them – gaining advantage rather than attacking. And Clement is probably going to be swinging from ropes, rallying the defenders, and maybe dueling the enemy captain one-on-one. Three different characters, three different styles – all supported and reinforced by the mechanics of the game.

Quick Game and Character Creation

The process outlined in Fate Core for creating the game setting and characters is streamlined in FAE, with the goal of getting people up and playing in half an hour. Game creation especially is pared down – basically, it comes down to having a quick conversation to decide some very basic parameters of the game world. Things like, “We’re playing kids attending a school for wizards,” or, “This is a game set in a 19th-century steampunk world with zombies.” Just enough to give everyone a starting point for thinking about the game world.

The biggest change to character creation ((Other than use of approaches rather than skills.)) is the removal of the story phases . Players pick a High Concept aspect, a Trouble aspect, and between one and three other aspects, depending on how many good ideas they have for aspects at this stage. If you leave an aspect blank, you can fill it in during play. Character aspects in FAE take on even more of the duty of filling in details of the world, thanks to the pared-down version of game creation, which helps put the characters even more solidly at the centre of the game.

After the aspects are chosen, everyone gets to pick their approaches, as described above. One of the nice touches is that the book provides six archetypal distributions of the approaches, so you can quickly grab the approaches for, say, the Brute or the Trickster or the Swashbuckler. Then everyone picks between zero and three stunts – again, stunts you don’t choose can be filled in during play.

Simple Stunts

Stunt creation is simplified in FAE, boiling it down to a very clean way of coming up with your stunts. It uses the fill-in-the-blank approach that clarified compels in Fate Core, and I think it’s just brilliant. There are two categories of stunt, the first using the following sentence:

Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily][pick one: attack, defend, create advantages, overcome] when [describe circumstance].

Now, this leads to stunts like:

Swashbuckling Swordswoman: Because I am a swashbuckling swordswoman, I gain a +2 to Flashy attacks when crossing blades with a single opponent.

The other stunt type uses the following template:

Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], once per game session I can [describe something cool you can do].

This gives you stunts like:

Gadgeteer: Because I am a gadgeteer, once per session I may declare that I have an especially useful device that lets me eliminate one situation aspect.

You can have up to three stunts for free. Each stunt after that costs a point of refresh.

No Extras

In Fate Core, extras are the special powers, magical gear, and other things that make your character different from the rest of the world. There are no extras in FAE – that role is filled by character aspects. So, if you have an aspect like Weather Witch, you don’t need an extra like Meteorological Magic to be able to whistle up the wind. You have the Weather Witch aspect, so you can try to do that. The GM will ask you how you do that – i.e., what approach you use – and tells you to roll.

Potential Issues

Okay, I really love this iteration of Fate, but I can see some things that might be problematic for some people, so I’m going to call them out here. These are not problems with FAE ((Really, I see most of them as features rather than bugs.)), but they are points to consider as you try and decide if this game is for you. You need to think about these things.

  • It may not provide the level of mechanical detail you want. Using approaches instead of skills means that carving out a niche for your character based on what he or she is good at doing ((Rather than how he or she is good at doing things.)) doesn’t work too well. You can use aspects for this, but for some people, that may not be satisfying. And you may find approaches just too broad in what they cover.
  • Unless you’re trying to emulate a specific world – The Legend of Korra, or Harry Potter, for example – you may find yourselves having to do a lot of improvisation to fill in details of the world you decide to play in. If you’re good at that sort of thing, that’s not a problem, but if you’re not, it may demand a bit more prep time to create those details between game sessions.
  • The removal of the story phases from character creation means you lose that handy tool for tying the characters together from the outset. Maybe they’ll do it anyway, but you may have to spend the first part of play getting the characters together and pointed in the same direction.
  • The lack of extras, and the reliance on aspects, makes it very easy to play like a munchkin. As with all rules-light systems ((I don’t think Fate in general is rules-light, but FAE certainly is.)), communication and trust between GM and players is vitally necessary to prevent one character stealing the spotlight from everyone else by taking advantage of the openness of the rule set and ignoring the implied understanding of co-operative play between the players.

So, think about those points when you’re deciding about this game. I think FAE is a great game, but it is not the perfect tool for every game or every group. Understand what it does well, and what it doesn’t do well, and you’ll have a better chance of getting a good play experience out of using it ((This advice, of course, applies to every game system. I want to mention it explicitly here because of how much I’m gushing. Gotta be balanced.)).

Mix and Match

I’ve been talking about FAE and Fate Core as if they’re two different games, and they’re not, really. One of the things that make me so excited by FAE is the way it shows how you can hack Fate Core, to tweak the play experience in very specific ways ((The Fate Toolkit and Fate Worlds books coming from the Kickstarter will help with that, too.)).

It also gives you a number of modular pieces that you can pull out and add to Fate Core, or vice-versa. Want an FAE game that has more developed original setting? Use the game creation rules from Fate Core. Folks in your Fate Core game having trouble coming up with stunts? Give them the two-page stunts section from FAE. Tack the extras system onto FAE to standardize weird powers. Use the approaches in Fate Core to simplify the skill system. Mix and match and blend until you have the mixture you like best.

So?

I think that FAE is my favourite implementation of Fate. I like Fate Core hugely, but the simplification of FAE appeals to my aesthetic sense a little bit more. It is a beautiful, elegant, clean system that makes it easy for folks to get into Fate games, and has me wanting to launch a new campaign – any new campaign – with a group of players to try it out.

Oh, and it’s only gonna cost you five bucks when it comes out. Did I mention that? Thus you have no excuse not to buy it and try it. But don’t do it just because it’s cheap.

Do it because it’s awesome.