Sorry to take things off topic, what are your thoughts on Fate? What style of game is it best suited to?
Well, there are quite a lot of Fate
implementations and some of them, such as Starblazers Adventures
, I haven't really looked at closely. They do vary quite a bit. My experience of Fate in actual play is confined to Spirit of the Century
I find Fate a bit weird and disconcerting, because what I expect of an RPG is that it is for determining what happens when I ask it, which I do when my understanding of world logic/realism, dramatic appropriateness, or game fun doesn't make that clear to me. But Fate doesn't seem to be for determining what happens, it seems to be for deciding which player gets to choose what happens and within what limits. There are rules in Spirit of the Century
in which a player whose character has expert knowledge of a matter first decides what his or her character says, and then rolls (and maybe spends fate points) to see whether it is true. The basic approach seems to be to make the players like a team of writers in the writer's room of a pulp adventure show, collaborating to make up a fast-paced, twist-packed, boppy adventure show that doesn't take itself very seriously and is sometimes even ironic. It's a system that seems to encourage technobabble and arse-pulls in the interests of always being fast-paced and fun.
It doesn't seem to be good for games that are about the character investigating, exploring, and discovering things that GM knows and the other players don't. It doesn't seem to be very good for games in which the PCs have to husband resources and make tactical choices to overcome a challenge with limited resources and opportunities. Unfortunately the campaign I tried it out with — Red-Blooded Earth Men
— is both.
It probably is good for any style of game aptly described with the word "rollicking", and for a style of game in which everyone has to think of their feet to deal with the utterly unexpected.