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This is a really great book if you are looking to keep your roleplaying light and fast, focusing on the action. I have the hard copy (via Kickstarter) and the PDF.
While it is indeed rules-light compared to a lot of heavier games, there is enough detail in the mechanics of the system to help you account for various details that might come up. For example, in driving there are four different levels of drift. The equipment list has this epic combo of "silencer," "cool shades," and "brain pills" right next to each other. And there are tips on creating new weapons, abilities, and enemies as well.
The book is also really good at teaching you how to use the system flexibly. The author anticipates some issues that might come up, and either demonstrates how to improvise through them, or provides examples, or adaptable templates.
Finally I appreciated that there was plenty of info for new GMs, even including a couple paragraphs on people bringing their phones t...
Rating: [5 of 5 Stars!] |
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Of the various Fate magic systems I've seen, this is my favorite. It's a good combination of ease of learning, ease of use, and flexibility. I like the discussion on setting difficulty levels. I like the concept of using a sequence of resolution mechanics (no roll needed, single roll, aspect needed to roll, challenge, contest, conflict, session, scenario, story arc) to decide how much effort is required for a given magical act. It's a good use of the Fate pacing toolbox. Nice touches include describing animated creatures and enchanted items in simple but usable ways.
*High Fantasy Magic* lists thirteen magical disciplines. They're a pretty good mix. You could easily add your own: a one-paragraph overview, maybe some typical stunts, and maybe some notes on the animated creatures and enchanted items the discipline would create.
I use it with Fate Accelerated. The three permission aspects in *HFM* tell you which approach goes with each. It's easy to see why tho...
Rating: [5 of 5 Stars!] |
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