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64 pages, ebook
Published January 1, 2020
I’m looking at this game for two reasons: 1) I saw He-Man and the Masters of the Universe and thought it might be fun to run a game in that style and 2) Probably not coincidentally, Umdaar was just released and is very impressive. And is written for FATE.
FWIW, currently reading Starblazer Adventures has convinced me that it might be possible to run a game in FATE.
I can’t possibly see how that trade would be worth it, and seems like a rule that could be cut for simplicity.
What is the point of a Hostile Invocation?
Why complicate it with paying the enemy a FATE point rather than just paying a FATE point as usual?
What makes the game more fun by making the distinction between who the Aspect came from?
But really, what the hell is the difference between Broken Arm and Arm in a Cast? How can you Invoke or Compel in any way different from both. I suppose you sign a cast but not a broken arm but should you get a Fate point for that? In cases like this I don’t think even the authors have figured it all out yet.
This seems really arbitrary and random to me. It also seems like being able to practically rewrite your character every session will lead to chaos pretty quickly. Especially when even the ‘High Concept’ can be subject to interpretation.
This is another ridiculously fiddly bit. If you find that you don’t use a skill as much as you thought you would, but you use another all the time, you can’t improve the skills you actually use in the game?!
Let’s face it, if you improve all your +3’s to be +4, so what? Next time you’ll have +2’s and +1’s to improve. It seems like it will all come out in the wash.
You know, all those things Experience Points made so much easier to manage.
This seems to indicate a weird relationship between things written down as ‘Aspects’ and things that are logically already existing Aspects. How does this work?