Ignoring games of my own creation, which would be obvious choices for me (I liked them cuz I wrote them), I thought I would list my top ten games. Of course, this a lot harder than one would think. What do you base your favourite game on?
For me I guess it’s a mix. The system has to be at least functional and the setting has to be good. However, more and more, I realize that I like the mechanics of many of my favourite games less. I mean, they were functional back in the day. But every game has it’s flaws.
#11 - Tunnels and Trolls
Rules: ???
Setting: ???
Fun Factor: 5/5
I place T&T here only because it was my first. You never forget your first, do you.
T&T wasn’t a great system. I barely remember it, but it was made magical by my father who drew out the dungeon map onto a very large card stock paper and then hid it with sheets of paper. As we progressed into the dungeon, he would reveal sections of it, as much as our torches could reveal.
I was ten and played with my two sisters and one of my dad’s friends. And so, the obsession began.
#10 Cyberpunk 2013 & 2020
Rules: 2/5
Setting: 3/5
Fun Factor: 3/5
I had a lot of fun with Cyberpunk, despite its rules. The rule system was a little drab. Combat was supposed to be fast and deadly but it suffered from the Too Much Armour syndrome, which allows a player to pack way too much armour to make themselves bullet proof.
Still, I ran it for years, so it has to make the list for nostalgias sake. It wasn’t much more than D&D but in the future. Most of the game (and cyberwear) revolved around combat. What would have made this game great (instead of good) would be attention to the stress and pain of the dystopian future that they presented. There was a vague humanity system but it was just an ON/OFF switch. You were either fine (albeit crappy at social rolls) or insane (Cyberpsychosis). Where they really should have focused was the dirty and gritty nature of life on the streets. They talks a lot about chop shops putting on an arm but never really gave you rules that governed low grade cyberwear or that dirty filthy doctor who infects your wounds. Instead, cyberwear was shiny and guns were big and you killed anybody who looked at you wrong and there wasn’t much that the cops could do about it.
#9 Vampire
Rules: 3/5
Setting: 5/5
Fun Factor: 4/5
The original Vampire does hold a special place in my heart. It was one of the first games that I experience where you didn’t really dish out XP for killin’ monsters but for the story.
I ran quite a few stories with this game and they really were stories, more than adventures. The original setting was top notch. Truly brilliant design where you had a lot of vampire ‘class’ that opened up and got better over the years.
The rules were okay and showed their wild randomness over the years (and you can note as the years went by, the default difficulty that started at 6+ on a d10 became 7+ and then 8+, which is funny because they actually should have gone the opposite way, making earning Successes easier, not harder).
This became my true beef with the system. The setting suggested you could do things that you simply could not do with the system, such as a group of Sabbat taking out and destroying a Methuselah (the rules for higher Gens were so ridiculously disproportioned that it would have been impossible to make this true).
As the game progressed, the bloat of setting (including all the other games in the World of Darkness) began to really weigh the system and setting down. Still, showed me that games were about stories and not about home invasion and monster killing.
#8 Shadowrun/Earthdawn
Rules: 3/5
Setting: 5/5
Fun Factor: 3/5
I probably shouldn’t put both games here but they are both special in their own way.
Shadowrun came out first and I played the hell outta it. The rules were very complex (by today’s standards) but quite solid. You did have your wildly random rolls every once in a while but this was ameliorated by the fact that you could get very large dice pools. A single shot could take quite a bit of dice rolling. I would never go for this sort of game now, because it’s just too much math.
I found Earthdawn to be a more enjoyable game of the two, rules wise. I used dice steps: Step 1 was a d4, Step 2 was a d6, etc, etc. Beyond D20 you would add another d4. The slight flaw of the system was that it is far better to roll more dice to hit your averages than to roll larger dice, such as the D20. Dice would explode, meaning if you rolled the highest result on the dice, you could roll again. Rolling a d6 then allows a 16% chance to roll again where rolling a d20 allows a 5% chance of rolling again. It seemed unfair to roll the d20 sometimes, especially when you’re like me and roll pretty tepid. It was far better for my orc warrior to hold back some of his strength to get a better combo of dice than the d20+d4. Absurd that holding back would amount to better averages of damage, but that was the system.
That being said, Shadowrun and Earthdawn introduced some amazing stuff for magic.
Shadowrun had a complex but rewarding system. They made sure that magic had as much depth as guns. If you could pimp out your guns and gear, you could pimp out your mage as well. Talismans and spirits could be used to bolster your mage to make them every bit the equal of a street samurai. Another neat feature that Shadowrun brought to the table was Drain. Instead of the D&D X number of spells per day, each spell could just rob you of some of your Endurance. If that theft was too overwhelming the spell could physically harm the mage. Due to the spell pool, you could decide how many extra dice you wanted to throw into your spell and how many you wanted to reserve for fighting off the drain. A smart mage could find a good balance between the two and fling fireballs until the cows came home.
Earthdawn, on the other hand, introduced something called Willforce, a power which created the underlying strength of your spells. Your 1st Circle spells were never useless because you could always increase your Willforce. Earthdawn also introduced the connect that magic was connected and thus you would tie threads to a spell to make it function. This tying of threads carried through to mean that making a magic item required the spell caster to tie a thread to the item permanently. It would mean that they were connected to the item for all time. That allowed magic items to be both rare and more interesting and also to grow over time (because you could make the item more and more powerful of the years). Additionally, the neat thing is that particularly powerful creatures and other wizards could see those threads and use them to launch spells down the line to the original mage. Solid gold.
Like Vampire, the fun in both games was strong but the rules tended to get in the way just a bit. It was less apparent with Earthdawn, but in Shadowrun, there wasn’t always a good balance. Trolls for example were wildly more powerful than humans, at least physically. You could literally shoot a troll in the face and have it do absolutely nothing. Not cool.
I’ve heard a lot of bashing of 3rd edition Shadowrun and I’m not really sure why. The original was pretty complex, which was okay in the hands of a good GM. The new one looks fine to me. *shrugs*
#7 Sla Industries
Rules: 3/5
Setting: 4/5
Fun Factor: ???
Before I start this, I will admit, I’ve never run a Sla Industries game. I’ve wanted to, but the setting is just elusive enough that…well…I wouldn’t know how to do it justice.
Sla Industries presents itself to be nothing more than a gun bunny game. You get the biggest armour you can afford and the biggest gun and you try to make a name for yourself as a corporate shill, known as an Operative (Op for short) for Sla Industries. It’s a world where violence is not just the answer for everything, it’s the worlds biggest entertainment industry. You can compete in gladiatorial games and if you’re good enough, you’ll get a sponsor and go on TV.
Sla Industries (the corporation, not the game) promises that you can have everything you want. The only price for this is not to ask questions.
But…wait…what questions are there to ask? I mean, what is the question to ask about this ultra violent bleak dystopian world? And that was the hook for this game. The company owns absolutely everybody, so what the hell are the secrets behind it that you could be murdered in your sleep by even asking? I mean what is the question to even ask?
The concept is a bit far fetched and after much searching I finally discovered the Truth behind Sla Industries and it is ridiculous to the extreme (it is not uninteresting but it does not share the right theme of Sla Industries and breaks some serious rules of universe building). This is why I’ve only given it a 4/5 for setting.
The problem I’ve always had with Sla Industries is that I have no clue how to run it. I mean, as the GM you kinda have to be a mega douche bag in a number of ways to run it well. The people who are hunting anybody who asks questions are way too powerful and as such, if the GM wants the campaign to last longer than the first character posing a question against Sla Industries, they will have to end up saving the characters with mega powerful allies.
But some part of me is still in love with the style over substance that is presented in Sla Industries. It has a metric ton of potential which I don’t think it fully capitalized on.
Savage Sla is a PDF that some fine bloke created which uses the rules of Savage Worlds (see later) and the setting of Sla Industries. And it’s good. I would probably use Savage Sla before restoring to the Sla Industries rules. Not that the actual rules are bad, but they do focus on some trivial details which I, as a GM, no longer care about (such as recoil modifiers for your guns and the like). Also, they don’t try to be balanced, so a Stormer character (giant grey hulk) will pretty much win every close combat fight (but the creature is stupid and I cannot imagine the simplistic role playing that you would be forced into).
#6 Ars Magika
Rules: 2/5
Setting: 4/5
Fun Factor: 4/5
I make it no secret, I love magic systems. Ars Magika does not have a great magic system. Don’t get me wrong, it’s well thought out and has some neat designs to it, but at the end of the day their spontaneous magic system is: Figure out what the player wants to do, go through this list of 400 spells and find one that is comparable. There’s your target number. WTF?
What Ars Magika did well however was introduce a plausible troupe style system and a setting where the characters were encouraged not to go adventuring but to hunker down and create a living breathing home, called a Chantry.
The Chantry was as much a character as the players were and if you could get the players to really buy into their home, it could be quite excellent. Adventures could be to go get some rare books for their library (i.e. increase the value of their library which would in turn allow them to research more powerful spells in the downtime).
Ars Magika was a slow paced game, moving in seasons of time. A very interesting and different approach, made possible, in part, by the troupe style of play.
You see, you didn’t make 1 character but at least 3. One wizard, one companion and at least 1 grog (a servant). The GM had the luxury of running a session for any combination of the group. Maybe there is a dragon that requires all the wizards to come out and play. Or maybe one Wizard has to make a journey and the other players are expected to play their companions or grogs. Maybe you want to see how the grogs do in the village bar one evening. You have a lot of great options with this game.
#5 - Champions
Rules: 1 & 5/5
Setting: 1/5
Fun Factor: 4/5
Ahhh, Champions. The Hero System. One of the best and worst systems out there.
Champions boasted that you could make any superhero, evar. And it gave you a system to do exactly that! I’ve not found a character that I could not re-create with the Champions points buy system.
And is it fair? Well of course it is. Not. Which is why I give it both a 1 and a 5 for Rules. The system is convoluted and it allows some of the most horrific min-maxing known to nerdom. It’s a system that allows you to do advanced math to squeeze points of your ass to build a character who is not unlike a god. At the same time, if you don’t know the system well or desire to design a more down to earth character, you can easily be outclassed.
So it gets a 5 for versatility. You really, truly can build any hero (super or otherwise) with the system. And a 1 because there is no good way to create a check and balance system for it.
It has a terrible setting, the world of Champions. Wooo. With such award winning heroes and Defender and…well that’s the only character I know from the world (it was that memorable). I even played Champions Online and can’t remember any of the characters there.
The world is forgettable and weak. But I don’t know anybody who used it. You use your own world or just put everybody into the DC or Marvel universe and…go!
The fun factor is pretty high because if you CAN get a good group working and your GM knows their stuff (as I once, long ago did) you can make the system sing, dance and strut its stuff. You can knock off superhero fights like there is no tomorrow.
My common complaint about Champions is a simple one: Like most other systems, other than the occasional knock-back there is no reason to move once you’ve engaged in combat with a foe. A superhero system is one that begs to have large amounts of movement, where movement is encouraged by complimenting combat.
#5.1 – Marvel Super Heroes – Saga system
Rules: 5/5
Setting: 5/5
Fun: 5/5
Damn, I’m already cheating (well again). Champions is my classic game, but I would be remiss if I didn’t mention Marvel Super heroes using the Saga system.
The Saga system appeared for a Dragonlance setting and Marvel Super heroes. It’s fine if you haven’t heard of it: by and large it failed. However, it was, without a doubt, one of the best superhero systems out there.
Basically there are four stats and everything you do has to be linked to one of those stats (the D&D version had 8 stats). There are 5 suites of cards, 4 of which are linked to the stat and one of which is the GM’s suite (in this case the Doom cards).
You would throw down a card and add your stat plus the card value. If you could match your stat with your cards, you could flip the top card over and add that value as well. If that one match you could do it again (and again).
To add some brilliance to the design, when you got hurt you would have to give up cards from your hand. When you did this, you would have to give up a value of cards equal to the damage. Simple but it gets better: When you discard a card for damage, you lower your hand size. So your hand size represents not just your health but your options. Characters like the Hulk were brutally tough (very high damage resistance) but only standard experience level (4 cards) but characters like Captain America had tons of experience and so he would have 6 cards (the highest number of cards you could have).
Losing cards in this fashion limited your options, but it doesn’t make you particularly weaker (you could still have a great card in your hard to hit the baddy with).
Ultimately the Saga system is great for a more lite game. It would be possible, for example, for any hero to be able to strike and harm anything in the Marvel universe if they kept getting the top card to match their stat. It may have only happened once in all the games I ran or played it, but one player got high enough to actually harm Galactis (not buy much but any amount of damage for this character, who threw feathers, would be silly).
The Saga system had one thing going for it over die: It was fun. It’s a lot of fun to pick the right card for the right situation and get to flip the top card on the deck and see if you can pull off some high numbers.
#4 - Kult
Rules: 2/5
Setting: 5/5
Fun Factor: 4/5
This was a real treat from the Sweds who are, as far as I can tell, pretty fucked up. The original Kult had misdirection when it had it’s rules. The world begged for a brutal and simply system but the rules were just one shade too convoluted for it.
At it’s core, it was a simple d20 system. The damage was very random but most weapons had an auto chance of killing a human which was effectively brutal. Mind you a lot of what you fought could take multiple Mortal wounds, so things that would kill a human wouldn’t stop these horrors.
The world of Kult was one that I will always love. I can’t even compare it to the better known Cthluthu because I find the later to be much of a joke. In Cthluthu there is no real hope. You can’t win. You can stave off the inevitable but I say, why bother? It’s like Japanese Horror movies: If there was no chance of beating the evil in the first place, what was the point of it all.
Kult was a much more robust world. Death, as they say, was only the beginning. That is both true and false. It is false because in most campaigns, once your character is dead, you have to do the traditional: make a new character. But it is also true in that, there is an entire aspect of the game which deals with life, death and rebirth. It would be possible for a GM to explore the death and soul of a character and their journey in the hereafter, but it’s not entirely encouraged.
What goes on behind the scenes is ultimately fascinating. This is a well written, vibrant and fiercely dark world. There is a huge lie going on (and it would be criminal of me to just reveal it here) and the players can try to find the truth of not. The difference between Kult and Sla Industries, where the Truth lies, is that in Sla Industries there is nobody to ask the questions of which doesn’t immediately incriminate you. The moment you ask the question, what the frak is going on, is the moment you’re on the radar and your life is over. In Kult, while there are titanic forces at work…there are sources that can answer the question for you which doesn’t always put you on the radar to so speak. In fact, a character can go insane (or find somebody who is insane) and glean some clues to reality. The bad guys want to stop you but they are totally and completely self involved in their own affairs and they are not prone to working well together so they might send one horrible creature after you and presume that everything went according to plan.
Kult is a powerful world, better I believe than the Cthluthu one because ultimately, mankind has a very powerful role in things and all the monsters can’t take that away from them. They can kill a human but they cannot snuff out it’s soul, so in the big cosmos, they have less power than you might think. Mind you, they still ‘ended you’ and so you generally ‘lost’ to them this time, but it’s very neat to be able to realize that, well, death is only the beginning.
Above all else, Kult features a host of bizarre, flesh wrapped monstrosities that are borderline stolen from Cenobites of Clive Barker’s mind. And c’mon now, who doesn’t love Pinhead and his buddies. Ignoring the convoluted and awful movies, Kult has that same feel, where the boundaries of life and death, passion and madness are a little too close to each other.
While I’ll never stoop to using the archaic rules system of Kult, I love the world and will use that in a heartbeat.
#3 - Savage Worlds/Cortex
Rules: 4/5
Setting: ???
Fun Factor: 4/5
Two, two, two systems in one. Well maybe not. How about, one system, Savage Worlds comes out and uses many decent ideas. Then another system comes out, Cortex, and practically steals most of the ideas but tweaks them.
Both system are without setting. SW tends to promote pulp style of play while Cortex is a bit more gritty (primarily so only because it’s damage system is a bit more brutal).
Both systems feature a dice ladder, which is similar to the one used in Earthdawn. A stat or skill is defined as a die type, often starting at d4 and increasing from there. Thus a character might have a d6 Strength or d10 Intellect.
One difference lies in the fact that SW’s skills are limited by the associated stat but when you roll you roll either Stat OR skill. Cortex does not link skills to stats and when you roll you roll the Stat die and the skill die and add them together.
In both cases, the average difficulty is based on giving the d6 a 50% chance. Thus in the single roll system (SW) your base difficulty is 4, giving a single d6 and 50% chance of generating a success. Cortex, using two dice, puts their difficulty at 7 (the average of 2d6).
Multiple dice create a bell curve that that is more attractive to me.
Still, in both system luck plays a huge factor. So to combat this SW has Bennies and Cortex has Plot Points. Bennies generally let you re-roll. Plot Points let you add more to your roll and can be used before the roll (giving a higher potential bonus) or after the roll (giving a flat bonus). Re-rolls are better for crap rolls whereas Plot Points are better if you just miss your target number but a smidge.
Ultimately, both systems set out what they aim to do. They make a system that is versatile and fast. It’s really easy to adjudicate situations in both games (albeit it’s a touch easier in SW because they really have 1 core difficulty of 4, whereas Cortex has like 8 difficulty levels). Games like D&D turned me off because there is a rule for everything and you have to check up how much you can add to your jump distance with a successful roll and all that. SW/Cortex is just roll and go.
The combat system is quite similar but Cortex wins 2 out of 3 areas. First their attack and defense system is better. In SW, characters have a pretty crappy static defense. In Cortex, you can accept your crappy static defense or use an action to make your defense an opposed rolls. Aces for opposed rolls in combat.
The damage system in SW is convoluted. They really tried to get away from Hit Points (bless their hearts) but in doing so they created a system where you have a lot of hitting but nothing happening because your damage roll has to be pretty high to hurt some of your opponents. Cortex wins here too, reverting to Life points (co-HP-ugh!) but splitting up the damage to Stun and Wound. Damage is the difference between your attack-defense and then you roll your weapon die on top of that. It’s just enough crunch to make things interestin’.
What SW did introduce was the concept of Shaken. This is a generic effect that can be caused by pretty much anything, such as a kick to the nads, to being distracted by the pretty lights to being pinned under fire. Shaken is such a great addition to the game because you have generic non-attacks called Tricks that can be used to cause the Shaken effect. Tricks are unexpected things that allow you to rattle your opponent. A Shaken opponent cannot act until they recover from being Shaken. It’s a neat way to at least affect an opponent who might otherwise be too tough. In fact it carries through because if you Shake an opponent twice, they are wounded (the restriction here is that you cannot shake somebody with a Trick twice to wound them, but you use a Trick to shake them and then hit them somewhat lightly to Shake them again and viola, you’ve wounded an otherwise tough opponent). The theory is sound but in gameplay I’ve never seen it come up.
SW has always been my go-to system but I’m going to give Cortex a good long try. I suspect, because the damage system is cleaner and easier and it has a bell curve, I will enjoy it more.
#2 - Warhammer Fantasy Role-play (3rd edition)
Rules: 5/5
Setting: 5/5
Fun Factor: 4/5
I’ve made it no secret that I love the new Warhammer (WFR). The previous editions had the Warhammer world going for it but used a very flat percentile system for the mechanics. I’ve worked with percentile systems a fair bit over the years and they bore me to death. Unless you alter the rules, it’s pretty much on/off. You either succeed or fail and there are no degrees by which you do either. So you can pretty much parry an Ogre’s attack as easily as a Skaven’s attack because the system doesn’t take into account the Ogre’s massive strength. Mind you, Ogres are 8 foot tall walls of muscle, but they are only slightly stronger than a human (I mean by their stats) so I guess I was fooling myself by looking at their pictures. Oh yes, and all their stat lines may have been fucked.
Ever since D&D and Warhammer both came out, both of which are games that focus heavily on combat, you’ve gotten into the “I attack” combat situations. For a long time there was little more than the player announcing that “attack” and rolling a die. It’s been a lot of fun over the years but it’s a bit tired.
D&D was smart enough to realize this and came out with their Powers based system, where you all but abandon basic attacks and everything has flavour. It was a step in the right direction but one which ultimately still ends up returning to its roots because the players end up using their small pool of powers over and over again so they become about as rote as “I attack”.
Warhammer tried a slightly different direction, using Action cards. Every player gets a number of Action cards which depicts basic or advanced attacks. Instead of limited how many times per fight or day that you can use these Actions cards (aka D&D), your Action cards have a recharge rate which determines how many rounds must pass before using your Action card again. It is a bit complex, especially at first, to be tracking so many cards but it does allow for some very neat and more importantly, very visual combat. You can actually build a fighting style for your character.
They have a neat defense system, where your Action cards can Parry (if you have a weapon), Dodge or Block (if you have a shield) and then advanced and better versions of each of those but with higher requirements. When attacked, you’re free to react with a defense card which will make your opponent’s attack slightly harder. The trick is, your defense cards have a Recharge rate, so if you throw out a Parry against the first Beastman, you will not have it ready for the second, instead having to rely on a Dodge or Block reaction. As a GM I really appreciate this because I can visualize this very well and it gives a player good control over their defense without making them invulnerable.
There is nothing to say, however, that you could just end up taking a set of cards with a 1 Recharge value and using them every round, thus it’s still possible to get into a “I attack” syndrome. Players are notorious for finding and utilizing the ‘best’ attack, which makes sense from a game perspective. If two weapon fighting nets you a bonus over a basic attack and only has a trivial risk associated to it, then you use the two weapon fighting card ad nauseam.
The dice mechanic in WFR is new, fresh and bold. Instead of numbers they use symbols and you use those symbols to interpret the results. Lots of ‘hit’ symbols results in a stronger hit. Lots of Boon symbols results in a bonus that happens which doesn’t necessarily translate into damage (such as knocking an opponent on their ass with a hammer weapon). Consequently there are plenty of symbols, none of which (on their own) are hard to interpret. But a single roll could take a fair bit more ‘handling’ time than most games, because with every action you have to build a dice pool, then roll, then interpret the results based on the card used and the GM input (where Banes – which are bad things – are rolled).
That being said, the bit of playtesting I’ve done with it showed some remarkable results. In one case, the party heard the braying of quickly closing beastmen, and were forced to make a Willpower roll to avoid stress. The dwarf made his roll successfully, but received a couple of Banes. The environment card that was out suggested that 2 Banes while performing physical activity would result in a character twisting their ankle, but I decided to allow that in this instance, because it was dare cool. The dwarf didn’t necessarily lose his cool, but the braying made him nervous enough that he took a step back, onto a piece of rock that was clearing unbalanced and he tumbled backwards, twisting his ankle.
They say that the dice can tell a story and in many ways they can. That was an excellent example of how the dice helped conjure up a perfect image in my head and the rules helped promote that random incident. In other games, if a character made his roll, it might be unfair or railroading if I were to then say, “well you aren’t really scared but you trip anyway.”. But here, I’m allowed to interpret some of the results of the player’s rolls.
WFR has a lot of tools at the GM’s hands as well. Monsters have basic stats but they also have bonus dice that the GM can use on any roll that they wish. No more do I need a massive list of skills that Orc A possesses. Are they putting an Aggression, Cunning or Expertise towards this roll? If so, then I can see if they have an additional dice that I’m allowed to add.
Finally, the monsters in the book are, final-fucking-ly, appropriately tough for, well, being monsters. The various races have their flavour and Orcs, who have biceps as large as my chest, have appropriately high Strength stats.
By and large, the whole game seems to ‘fit’ right. The game is not what I would call rules light but it does have a lot of stuff that is wide and open for GM interpretation. This is very good in the hands of a good GM and bad in the hands of a poor GM.
I only don’t give it the number 1 spot because I know that with such drastic rules (action cards, interpretive dice, etc) that there are the usual host of problems that will occur with the system. It’s a system that promotes a high success rate which means that the players will enjoy succeeding at most actions that they do. Characters can end up getting massive dice pools which leads to more handling time. Also there will be times where the imagination engine (GM’s brain) runs dry when trying to interpret Boons and Banes for a heavy rolling game.
Furthermore, whereas most games come out and are reasonably complete, Warhammer 3rd edition is not. I mean you can play it, but it’s missing the higher levels of Magic (both Wizards and Priests). The monster list is pretty small. There are no Halflings in the game (not that I care but some people will). This game needs a lot of expansions and they are coming, but very slowly. For the ideas that I have, I couldn’t even run this without a few more books that are coming out this year (2010).
#1 - Fate
Rules: 3/5
Setting: ???
Fun Factor: 3/5
The astute might have noticed that I’ve not assigned Fate particularly high scores in rules and fun factor. This is because Fate brings something entirely different to the table.
First the bad: Fate’s core mechanic is based on a very simple principle. Skill + dice roll. Simple enough, but the dice are proprietary and have only 3 results on them. A negative, a blank and a positive (2 of each). What this means is that you can have a bonus that swings from +4 to – 4 (or an 8 point swing) with an average of zero bonus or negative assigned to your skill. But there is a way to get an automatic +2 to a roll and a way to re-roll a particularly bad throw, thus, I found that in general, a character will gain some sort of bonus to their skill.
Factor in that skill values start as high as 4 or 5 and that the default difficulty for a lot of actions should be 1, you’ve got a system that will see players pass their skills rolls rather casually.
It isn’t a bad system but it doesn’t bring to the table all the crunchy bits that the new Warhammer does. Really it’s just a pass or fail system. The GM can make it easier or hard by assigning a difficulty and that’s about it.
What Fate brings to the table, is something entirely different: Aspects. Instead of a hardline set of stats/attributes, the game attempts a more literary interpretation. It presumes that your character is baseline (average) unless you tell it. Therefore Aspects are your own personal description and they tell the story what is important about the character. If your character is very strong, then you are free to buy that as an Aspect. The brilliant thing about this is that it brings us one step closer to books and movies. Take any character from a show or book. Now build that character in a standard system. Let’s see, John Mclane from the Die Hard films. Well, he’s slightly above average in strength (good pipes on Bruce Willis), ummm, I guess he’s probably a bit smarter than your average bear, is he more charismatic? I dunno, probably not? Oh but he certain has a great constitution or would he just have a lot of hit points?
I feel that we play games to image ourselves in fantastic settings, as displayed or told in movies/TV and books. But we use complex rules to define our characters primarily because RPG’s have their firm roots in war games. It’s something that we by and large, refuse to get away from. Fate brings us one step closer to the movies or books.
The point being, unless the author mentions that John Mclane has fantastic physical strength, then it doesn’t matter to the book and thus it doesn’t matter to Fate.
The Aspects can then be used to define unique traits or items, things that are more powerful than the norm but cannot be used all the time. This is a bit of a tricky situation as this is a very literary concept. To give you the best example, think of Harry Potter’s Cloak of Invisibility. He uses it, maybe 2-4 times in the book, whereas a real person would use it…like…24/7 to solve all their problems. Harry doesn’t because the author is smart enough to realize that the cloak is plot device and should not always be used to solve the plot. It would make for a dull climax if Harry just walked up to somebody at the end of the book and blasted them with a surprise attack cuz he was invisible.
Unique traits or items in Fate are purchased like Aspects but they fall into a more nebulous area. You gain a very cool ability, such as the cloak, a One True Sword, a spaceship or whatever you want with this. Then you gain a number of uses per story. Simple. Basically you can use this item to help make a situation easier to solve. But you can only use it so many times per game. This is where we as players can get a little stuck in our old ways. “It makes no sense that I can’t use the cloak again!” The idea here is that you have to make up a reason why you can’t use the cloak again. You forgot it at home. You did put it on, but the werewolf could smell you and pounces on you knocking the cloak off. It begins to rain which disrupts the flow of the cloak and so you resign yourself to taking it off, since it’s not helping.
Fate’s Aspects are such a massive step in the right direction for games that it propels this to my number 1 game, because I feel that this holds the best potential for rules-lite games. In a Fate game, I put down my character sheet and I role play. The sheet is an aid but the character isn’t defined by stats. It was defined by me. That’s such an excellent and exciting direction for games, that I can’t wait to see it implemented more.