That RPG is also a clusterfuck.
That RPG is also a clusterfuck.
I wouldn't like to run it in real life but on the internet maybe. Systems always look so simple until you play them (I only play retro clones in real life)
I mean, general opinion is that it is a poorly done homebrew from mechanical standpoint. Whether you use apps like Roll20 or run it IRL, mechanics stay the same.
I remember that. I spent a long time going over the details but I could never figure it out.
He never sleeps. He never dies.
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.
I get it (sorta).
Everyone in the game would have to really understand system though and I don't think it would be very good for running really complex battles (see servants/HGW).
So is this project dead? Because I recently had an idea of converting Fate Stay Night to pathfinder mechanics, dropped, but kept the concepts I had. Then I found that translated document that included the break down of how servant stats worked and started thinking up character creation design. While I don't think a proper table top game would work, a more condensed system could work. I think trying to completely translate everything based on numbers is too much rocket science and I only read to the end of Page 2 of this thread.
Trying to make a crunchy RPG fot a universe where rules only exist to be broken is always going to be a bad time.
Just use Mutants and Masterminds or something.
I personally have my own ideas on how actually design a Fate RPG, but I'm not sure if I want to go ahead and do that without seeing what I can gather from this guy's thread's work and see if we could collaborate.