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90% positive over last 12 months
90% positive over last 12 months
97% positive over last 12 months
Fate Core System
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Free returns are available for the shipping address you chose. You can return the item for any reason in new and unused condition: no shipping charges
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- Select the return method
- Ship it!
Purchase options and add-ons
Age Range (Description) | Kid |
Number of Players | 3-6 |
Brand | Evil Hat Productions |
Theme | Superhero |
Material | Paper |
About this item
- Number of players: 3-6
- Age of players: 12+
- Length: 2-8 hours
- Type of Game: Roleplaying Game
- Languages Available: English
- Tabletop role playing game
- Flexible and fun
- Tons of variability
Customers usually keep this item
This product has fewer returns than average compared to similar products.
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Product information
Product Dimensions | 6.25 x 1 x 9.25 inches |
---|---|
Item Weight | 1.72 pounds |
Country of Origin | USA |
ASIN | 1613170297 |
Item model number | EHP0001 |
Manufacturer recommended age | 0 - 6 years |
Best Sellers Rank | #204,790 in Toys & Games (See Top 100 in Toys & Games) #6,900 in Board Games (Toys & Games) |
Customer Reviews |
4.7 out of 5 stars |
Is Discontinued By Manufacturer | No |
Language | English |
Manufacturer | Esdevium Games Ltd |
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Product Description
Grab your plasma rifles, spell components and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists. Of fate.
From the manufacturer
Grab your plasma rifles, spell components and jetpacks!
Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists. Of fate.
Game Information
- Number of players: 3-6
- Age of players: 12+
- Length: 2-8 hours
- Type of Game: Roleplaying Game
- Languages Available: English
- Tabletop role playing game
- Flexible and fun
- Tons of variability
Looking for specific info?
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers like the flexibility, appearance, writing style and ease of use of the tabletop game. They mention that it looks nice, the illustrations are amazing and that it encourages narrative and cinematic action play. They also appreciate the streamlined system and the ease of learning the rules. Customers also mention that the game allows them to build different scenarios and themes quickly and easily.
AI-generated from the text of customer reviews
Customers find the quality of the book high. They say it's a good system with simple rules that go over details. Customers also say the book is beautiful, the material is amazing, and the build quality is fantastic. They also describe the game as genius, and mention that it'll be a great addition to any collection of pen and paper RPGs.
"...has a wonderful silky finish that feels wonderful in your hands and is sturdy...." Read more
"...Player's Handbook all in one at a VERY AFFORDABLE price for a high-quality book/game system...." Read more
"...Story play driven by rapidly introducing conflicts and tension, Fate is wonderful...." Read more
"...I like the straight forward nature of the rules and sturdiness of the book itself. The hard cover is really solid...." Read more
Customers find the system very simple and streamlined to learn. They say the book is user friendly, and the rules are easy to follow. Readers also mention that the book does not get bogged down by countless rules that they have to constantly reference. They also say it's an easy to learn universal system for roleplaying that gets them started easily.
"...This makes the game overall very interesting and different than your math-crunchy, stat boosting, combat driven Dnd game. And I'm not bashing combat...." Read more
"...The rules are very simple and take a lot of work off the GM's plate. It encourages narrative and cinematic action play, rather than heavy rules...." Read more
"Fate is an easy to learn universal system for roleplaying. I like the straight forward nature of the rules and sturdiness of the book itself...." Read more
"...Just when you think this seems like a very simple and streamlined system to learn, it tacks on more fiddly bits: in addition to “skills” there are..." Read more
Customers find the writing style simple but powerful. They also say the narrative system is great and lends itself well to cinematic and narrative gameplay. Customers also say that the game is very story driven, encouraging narrative and cinematic action play. They say it's well organized and clearly written. Customers mention that the mechanics are intrinsically fun and part of the narrative. They mention that it works well with every type of story and that it has amazing set-piece moments.
"...My favorite parts of this system are it's flexibility and focus on narrative over mechanics, and how it puts GMs and players in a very level, very..." Read more
"...Compelling Aspects is intrinsically fun and part of the narrative. Normally mechanics just support or adjudicate uncertainty in conflict...." Read more
"It's a good system. Not exactly "rules light" but more "narrative" oriented, more "fun" oriented I definitely think...." Read more
"...Its Aspect, Stress, and Consequence systems do a great job of integrating the mechanics with the narrative, and the tuneable skill system minimizes..." Read more
Customers find the appearance of the book to be nice, well designed, and entertaining. They also appreciate the amazing illustrations and visuals. Readers mention that the layout is perfect, and the cover is smooth. They say the book has a wonderful silky finish that feels wonderful in their hands.
"...And unlike GURPS it doesn't feel generic, despite being a setting-less game made to power whatever you want it to...." Read more
"...For the physical copy the cover is nice and smooth. I'm not in the know as to what type of material it is, but it feels nice in my hands...." Read more
"...The rules are easy, elegant and strong, they allow you to build different scenarios and themes quickly and easily, by changing the rules...." Read more
"...Was actually surprised at the build quality of the book itself, quite nice.As far as it's contents, well, it's a great system...." Read more
Customers find the interpretation of the game valuable, abstract, and strong. They say the system opens up many possibilities and answers most basic questions. They also appreciate the collaborative world building system, which gives players buy-in. Overall, customers describe the game as a great gateway to introduce non-gamers to an RPG system.
"...out of D&D's raid and level style mechanical structure and encourage a more interpretive, tailor fit game experience. Cannot recommend enough!" Read more
"...It's very fast to get into. It's features a collaborative world building system which gives players buy in...." Read more
"...and stiff yet somehow malleable mechanics, yet there are some strong ideas within. Got to give it that!..." Read more
"Perfect book. Love the system. The book answers most of your basic questions and gets you started easily...." Read more
Customers appreciate the system's flexibility and narrative focus. They say it has a simple engine with a ton of wiggle room, and plenty of room for players.
"...My favorite parts of this system are it's flexibility and focus on narrative over mechanics, and how it puts GMs and players in a very level, very..." Read more
"...The system is flexible and fun." Read more
"...The rules are easy to follow and allow massive flexibility for whatever type of game you want to run. Want to be a cyborg witch doctor? No problem...." Read more
"Very good and basic with plenty of room for players and GM to add their own flavor...." Read more
Customers find the tabletop game open. They say it allows them to build different scenarios and themes quickly and easily, requires them to engage in improvisation, and provides a very open playing field. They also say there are no messy skill modifiers or huge sheets with different numbers splayed. Additionally, they appreciate the outlined tweaks and modifications throughout the book.
"...mechanics, and how it puts GMs and players in a very level, very open playing field...." Read more
"...It not only serves this role well, but encourages it! Tweaks and modifications are outlined throughout this book, and there's even another text..." Read more
"...It allows players to have more input on their surroundings than they do in most other games and the aspect system allows them to come up with some..." Read more
"...There's no messy skill modifiers and huge sheets with different numbers splayed across it...." Read more
Customers find the pace of the tabletop game to be fast and nice. They say it's very easy to play and keeps the game moving quickly.
"...to easily play via video chat and all remain engaged and keep the game moving quickly...." Read more
"...is relatively easy to learn, fairly easy to play, and moves quickly at the gaming table, FATE is a good choice...." Read more
"...being heavily involved in D&D. I have to say that it was a very nice change of pace...." Read more
"...It's as light weight as you want the system to be. It's very fast to get into...." Read more
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Top reviews from the United States
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The game itself is about as far as you can get from many TTRPGS before going into indie territory. Rather than attributes that give modifiers that get applied to die rolls you have "aspects", story elements that say why your character should get +2 successes or a re-do on a given skill roll, at the cost of a fate point, the meta currency of the game that powers everything and if done right should flow back and forth between you and the players or GM. The game's combat is very abstracted compared to the very technical style of most other games, but it makes sense. More sense than many systems in my opinion.
The other main mechanic is skills, which form a bonus to the total number of successes on a roll. This system keeps target numbers to succeed low enough to be easy to decide but easy to adjust for difficulty. These can have stunts attached to them which are like feats in the ubiquitous D&D, but they are not written out ahead of time. Players and GMs must work through them at creation, which isn't hard but involves allot of improv decision making on all ends.
My favorite parts of this system are it's flexibility and focus on narrative over mechanics, and how it puts GMs and players in a very level, very open playing field. You don't hide things from either side, but are supposed to make the kind of decisions your character would. It's exceedingly good for established universes where no system really exists specifically for it. And unlike GURPS it doesn't feel generic, despite being a setting-less game made to power whatever you want it to. The game mechanics themselves feel distinct without muddying the setting you put them in, and player/GM intent is held inviolate.
It's not perfect however. Players who like mechanical intricacy and clever stacking of mechanics, perfecting "builds", or GMs who want to create deadly uphill games where player characters WILL die are not going to like this system. The idea is you spend allot of time creating a character you want to play for a long arc, and the GM must be a fan of the characters and want to see them go through a real adventure, and make it through. It also takes allot of communication and deliberation with players for what they and you want to play, which while good can slow down the start of the game, which is not great for one shots or pick-up games.
Ultimately, i love it, but it definitely requires taking the time to unlearn some preconceived notions of how play works. It's a great way to break out of D&D's raid and level style mechanical structure and encourage a more interpretive, tailor fit game experience. Cannot recommend enough!
You should know that you can read this entire book for free LEGALLY on fate-srd.com. I would highly suggest trying to read it in that format... and then just caving in and buying the physical copy.
First thing to know, if you're familiar with Dungeons and Dragons, (which is basically the standard by which all other RPGs are measured, either positively or negatively) then it will please you to know that this book is basically the Dungeon Master book and the Player's Handbook all in one at a VERY AFFORDABLE price for a high-quality book/game system.
For the physical copy the cover is nice and smooth. I'm not in the know as to what type of material it is, but it feels nice in my hands. The book seems to be well made and the pages are a good thickness. There are no color illustrations, but the art in the book is done in such a way that it actually lends itself to the black and white form very nicely. I would also add that when you crack the book open all the way it does not feel as if the pages are going to fall out or that the spine might break, but I would also advise against doing so, as over time both of those things would probably occur.
If you are looking for something that is NOT Dungeons and Dragons then look no further. Tired of all the math and stats? Tired of having to "find" who your character is along the way? The one thing I didn't like about Dnd ( keep in mind I've only played 3.5 edition) was that sure I knew my character's profession and their skills, but I didn't know who they were. Some people might say, "that's the whole point of role playing." And while I agree that you need to find your character, the FATE way of creating characters already gives them a backstory and already gives them quirks and idiosyncrasies, in essence a platform that you can leap off of and dive right into your character, only to develop them even more as you play.
The system they present for character creation enables you to create a pretty well formed character in a relatively short amount of time. Because you are forced to think of your character in terms of Aspects, it pretty much guarantees that you will have a pretty clear idea of your character in your head and on the paper and it won't be just a bunch of +'s and -'s staring you in the face. And because everyone is making characters this way it will make for more enjoyable game and encourage actual role playing. Now I'm not trying to bash Dnd, (I've heard they fixed a lot of the character creation qualms I had with the whole Flaws concept in 5th edition) but I was just kind of getting tired of making a character that is stats first and personality second. I would not say that the FATE character guarantee's great character creation, but I would say that it is way more helpful at getting the idea of who your character is and what kind of choices they would make right from the get go.
As for other parts of the system I really like the "FATE ladder" or FATE scale (just Google it). This system of your dice rolls falling somewhere in this scale/ladder makes it very easily visually to understand your skill relation to other character's skills. And because Fate only uses 4 dice your rolls are usually only between -2 and +2, (mostly 0 I've found), which makes for really easy math so as to not impede the game play. Example: my Fight skill is a +3. I roll a -2 so my Fight skill in this instance has moved down to a +1.
Which brings me to my final point... which is FATE points. In my above example I rolled a -2 which brought my Fight skill down to a 1. Well I don't like that so I could spend a FATE point to either re-roll the dice completely, or I could just add a +2 to my original crap roll of -2, which would bring my Fight skill back to where it was in the first place.
But the Game Master could also spend FATE points. They are encouraged by the book/system to use FATE points to put the players in bad situations, or to make bad situations worse. The player does not have to accept the terms but they are tempted because they can only use a limited number of FATE points during a session of play. By agreeing to let bad stuff happen to their character, they not only gain a FATE point which they can spend later when they need it, but they also progress the story forward in ways their character would not want, but in ways that makes the game more enjoyable for them as players. This makes the game overall very interesting and different than your math-crunchy, stat boosting, combat driven Dnd game. And I'm not bashing combat. What I'm saying is that when you get to a combat scene in a FATE game you're that much more invested because the game has more character and role playing focus than being ONLY combat driven.
So if that sounds like your kind of thing give this book a try.
Top reviews from other countries
FATE core is about fiction, not physics. So don't expect full books outlining the minutia of dual wielding, feat trees, daggers vs. broadswords and so forth. FATE core imposes almost nothing on you. It is YOUR game and you get to play whatever you like.
I've played both DnD and Pathfinder and neither even come close to as much fun as FATE. Other systems straight up get in the way of player creativity. FATE core supports it. It also supports any game setting you can possibly imagine. It supports any length of campaign you like. No other system facilitates collaboration among players like FATE does. No other system lighters the GM workload like FATE. In literally every respect I can think of FATE is superior. And best of all, it's just one book. That's it. After buying this book you won't need anything else to play FATE core.
The only issue someone might have is that FATE has too few rules. Some people like to have tons of rules for every situation imaginable. To me that results in gaming sessions mostly spent looking up rules and arguing about them. It's boring and unimaginative and annoying.
For me, there's no going back to other systems. FATE beats them all hands down.