If you really cannot find FATE/FUDGE dice, you can easily make your own. Just get some cheap normal dice, white with black pips, and connect the dots with a sharpie. The 2 and the 3 will be your - sizes, the 4 and the 6 will be squares that represent a zero for the blanks, the 5 will be your first + size, the last + you'll have to freehand over the 1.
I came across FATE when I was looking for a generic system to introduce my son to RPGs. I actually found Threads of FATE first and really liked it, but found some aspects (or Aspects...) confusing, so when I learned that it was an iteration of FATE Core, I picked that up as well. I still had some issues with it because, in a weird way, it was too simple. For example, I kept wondering where the various combat manoeuvres could be found, not really grasping that virtually everything could be done with Create an Advantage. So from Core, I went to FAE (FATE Accelerated Edition) thinking it would be simpler, but the Approaches kind of exacerbated the problem. Once I figured it all out though, I fell in love with the system. I think it lends itself more to certain genres (low fantasy, street-level superheroes, pulp action) than others, but that's not a problem. It's an awesome game and it's unfortunate that there aren't more players. It gets some hate, but I think it's because people with RPG experience often have the same problem that I had in adapting to how it does things.
If you do not mind it being a little swingy on dice rolls I have used 1d6 - 1d6 method suggested at the FATE SRD. You use two d6 of different colors (one as plus and one as minus). I use a green and a red dice (same ones I use for Feng Shui 2). It is in the FATE SYSTEM TOOLKIT > Other Dice > D6 - D6 section
Take two six-sided dice of different colors. Designate one as the positive die and the other as the negative, and roll. Subtract the negative from the positive to get a result of -5 to +5. Doubles are always a zero. It’s “swingier” than four Fate dice, and the range is broader, but it’s close enough for jazz.
I’ve run a session of Fate Core and one of my two players really enjoyed, I disliked GMing it and the other player was really meh on it. But something I can’t deny is that the rules for creating a world and characters are great.
I absolutly love nerative RPGs for mature players or established groups! 🙌 If it's a bunch of randome people I still enjoy running, just prefer a more structured system to help get everyone get on the same page. We just got the Atomic Robo bersion and can't wait to play! 😃
I certainly am! On my FATE Core RU-vid channel (ru-vid.com/show-UCUmsvzLib9_Ig-JDeT2CQpA), I talk about my urban arcana game. FATE is the only system I'm really interested in running anymore. It's great for so many reasons, but mainly because as a grognard with a family and a full-time job, it's well-suited to my lack of preparation time when it comes to handily creating NPCs, vehicles and monsters.
A few things I did not like about Fate at a glance. The special dice, yup now I have to either make or buy niche dice to try Fate. For a "rules lite" system that is a lot to read compared to other rules lite systems with about 30 pages or less.
@@tripp4130 you can use 4d6 and treat 5-6 as plus 1. 3-4 as blank. And 1-2 as minus 1. You can also use a marker on regular d6 and connect the dots in a specific way to make it plus symbols and minus. With a square for blank
Many similarities to GURPS though GURPS uses standard d6 while FATE uses special d6s with "+", (blank), and "-" and, for me, it is easier to understand stats and skills in GURPS than FATE.
In my opinion almost nothing like GURPS. I don't think Woody did a very good job of describing it. I will point to parts like him describing "Damage" but that isn't the right way to think about stress or even about consequences. "They didn't use the word "damage", because there's no such thing as damage." (to quote the Book of Hanz post 'Fate Doesn't Have A Damage System" I've been GMing Fate for around 6 months now with two playgroups and I am definitely not an expert on Fate yet but I recommend reading the Book of Hanz if you are interested in this game as it gave me a way better idea of how to run the game than the official book did.
@@Cro-Mag The two systems approach the same goal but from opposite paths. GURPS goes all in on being an accurate simulation of the world you're playing in in the vein of a more traditional PnP game while FATE is more loose, fuzzy on details and encourages the players to use their skills to influence the story so it's more the players AND GM working together to flesh out the story. Now this is not to say GURPS cannot be fine-turned to be more like FATE cause it absolutely can and there some pdfs to introduce FATE-like elements to GURPS like Action 2: Exploits, Power-Ups 5: Impulse Buys, and Power-Ups 7: Wildcard Skills. I'd also recommend the book "How To Be A GURPS GM". But at baseline GURPS is about modeling realism and FATE is more fast and loose.
@@eklypse0 very good summary. GURPS let’s you model the world and approaches things from a mechanics standpoint. It is meant to simulate a wide variety of settings with extra rules and tweaks. Fate is meant to tell stories like in books and tv shows. Different settings add or change rules, but for genre convention and not for simulationism. Fate also allows a lot more player choice and player agency outside of strictly mechanical additions to a character sheet. Really, the only similarities the two have are being generic rule systems.
GURPS is like, the _opposite_ of FATE. GURPS is all about crunch, and the story takes a back seat to the mechanics. In FATE, the story is an _integral part_ of the mechanics. About all they really have in common is "RPGs that use a cube-shaped randomizer"