Fate is much more my jam when it comes to “rework for everything” systems. It fits narrative elements with mechanics without being constraining.
Whenever I play PBTA I keep bouncing against the limits of the system because most of them are laser focused on emulating some sort of narrative genre, and often I want more from my characters than to just play out a selected arrangement of tropes. And as a GM I occasionally feature quests that pull from entirely different genres.
I really like Fate and hope to one day find a group that clicks with it. It avoids many of the tropes I’m tired of in D&D.
But in my experience it does need players who are going to do more than phone it in. Passive players can really drag it down. “I dunno I hit him with my sword” kind of works in D&D but not very well in Fate.
Fate is much more my jam when it comes to “rework for everything” systems. It fits narrative elements with mechanics without being constraining.
Whenever I play PBTA I keep bouncing against the limits of the system because most of them are laser focused on emulating some sort of narrative genre, and often I want more from my characters than to just play out a selected arrangement of tropes. And as a GM I occasionally feature quests that pull from entirely different genres.
I really like Fate and hope to one day find a group that clicks with it. It avoids many of the tropes I’m tired of in D&D.
But in my experience it does need players who are going to do more than phone it in. Passive players can really drag it down. “I dunno I hit him with my sword” kind of works in D&D but not very well in Fate.