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So I came across this dilemma. I love 3x D&D and I love Savage Worlds, but if I was ever going to make a Harry Potter Universe game for my girlfriend, it would require SOOO much work and research into the spells. Then, at the end of the day, the game would not feel like Harry Potter because they don't care about how many times you can cast a spell, or knowing specifically the distances and all that. The game SYSTEM would care, but the characters should not. Then I read about Fate Accelerated's stat system.
Fate Accelerated was a Kickstarter project. They have the PDF for free on the website. Really, its there, all legal and everything, go grab it and have yourself a read(link at the bottom if I remember to put it there). It was designed to be a quick version of Fate so that you and your friends could just decide to play, and get characters and a world going in less than 20 minutes. This "group together" thing is emphasized by the fact that its almost impossible to finish a character without the group's input into relationships and stuff. The game is geared to make NEW stories right when you all sit down. This is not a game for those that like to create self contained characters and GM's that like to create a novel for the group to play through, this is not that kind of game.(the GM could easily keep a list of settings and even scenes though)
Fate's stat system is a system of "approaches" instead of physical/mental attributes. They describe how your character approaches a problem or situation. Instead of muscle and wisdom, your approaches are: Careful, Clever, Flashy, Forceful, Quick, Sneaky. That's your stats and basically your "skills" all in one go. In my example, you do not make a huge list of spells you know; you simply say "I use my exspeloramus(spelling, I know) spell to cleverly knock the wand from their hand". The GM can argue that's force, but in the end the group settles the discussion and there ya go.
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The Fate points and how the game works is really neat too. It gives the players a bit of "GM'ing" ability while playing, so that they can create their own parts of the story. They can create problems so that they can get Fate points, or they can create advantageous conditions to help during a challenge. Someone can just say "its raining" and there it is, raining. Someone can say "I check under the doormat and find the key" instead of going through what the GM planned. That might scare some GM's, but its not quite that easy to alter the world, you'll have to learn the system to find out.
My girlfriend said its like playing a dream where all the players are lucid dreamers. Since I'm a lucid dreamer, I think this analogy fits really well.
I'll do some more Fate related posts later. I want to talk about the differences between Bennies and Fate Points, and I might give some better examples on how the players create the world.
Fate Accelerated Official site
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