erfenden's review against another edition

Go to review page

4.0

It's really short but not a quite a complete self-contained game (like it supposedly is). It refers many times to the Fate Core rulebook and it contains very little in way of gm resources (so if you're running the game, you really need to read fate core). But the substitution of approaches for skills is appealing and I'll definitely suggest this to new players in my game who need to learn to play Fate.

danielwestheide's review against another edition

Go to review page

4.0

Very nice, light version of Fate Core. Not suited for beginners as a standalone product, though, due to frequent references to the Fate Core book.

messyreading's review against another edition

Go to review page

4.0

Cool framework, need to play more to really test it.

vickar's review against another edition

Go to review page

3.0

Besides the fact that I consider that Fate lacks modularity and more generic mechanics to actually be an adaptable system, the book lacks clarity. The flow of the book doesn't follow the game flow, and some rules are ambiguous.

ricksilva's review against another edition

Go to review page

4.0

When we moved overseas, I packed up my mammoth collection of roleplaying game rulebooks, with one exception. Fate Accelerated is a complete roleplaying system that weighs in at under 50 pages, and allows for running a game in any setting that the GM wants to think up. It was the perfect "I can only fit one rpg book into the suitcase" book.

I read this cover-to-cover as part of a "Read An RPG Book In Public Week" that I discovered over on Facebook, and so I've spent the past few days pulling it out during my morning commute on the Ho Chi Minh City bus system.

Obviously, a game really needs to be played to be truly experienced, and I have only run the game on one occasion, and that was with me playing pretty fast-and-loose with the rules.

I did find that reading the whole book gave me a much better sense of the total system than I gained by just trying to dive right in an run a session. That being said, I felt like the book could have been better organized in its presentation. There is a lot of mention of rules "which will be explained in a future chapter", which felt like the kind of thing that could be minimized with better organization.

The game is highly cooperative, with players having a much bigger role in determining the course of the story than they do in something like Dungeons & Dragons. There is heavy emphasis on storytelling, and the gameplay is minimized. This suits my style of GMing very well, and I love the fact that I don't have to learn huge amounts of rules to run a game.

People who love characters with very detailed powers and lots of game-mechanic-based strategy are not going to find this as enjoyable.

But as mentioned, it fits my style of play, and it allows me to very quickly adapt ideas for worlds into playable settings. It's free as an ebook and $5 for the hard copy. Compare that to the well over $100 investment you'd have to make for the new D&D edition (which, to be fair, does have a free "basic set" ebook available).

I haven't played enough to really see what this system can do, but it has loads of potential in a small, easily transportable package.

heregrim's review against another edition

Go to review page

5.0

Love the fate system! More important this book serves as both a faster way and a quick tutorial for new players!

jeremiah_mccoy's review against another edition

Go to review page

5.0

A great RPG.

morganlethey's review against another edition

Go to review page

4.0

I'm surprised. I might actually find a use for this as a one-shot or something. Definitely willing to give FATE another shot after reading this.

gilbertog13's review

Go to review page

informative slow-paced

4.0

mburnamfink's review

Go to review page

4.0

Fate Accelerated is probably the definitive minimally viable universal RPG system. Roll 4dF (special d6s marked with -,0,+), add a bonus from one of six approaches that are basically the classic six stats with more evocative names, and play fate points to invoke aspects, from the high concept of your character to situational bonuses. The true clever part is how aspects cover almost every possibility in play, providing mechanical weight to describing how things happen without weighing down the game with a ton of rules. Fate points provide a nice way to limit character power, and compels, where a negative aspect is invoked against the character by the GM, create drama in the moment and fuel the fate point economy.

I can't say that I want to run Fate, but like a set of hex keys ever game collection should have it.