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Fate Core System

4.6 out of 5 stars 505 ratings
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Purchase options and add-ons

  • Supplement to the Fiasco role playing game, not a standalone game
  • Features exciting rules variants
  • Adds depth and complexity
  • Tabletop role playing game
  • Flexible and fun
  • Tons of variability

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Product information

Product Dimensions 6.25 x 1 x 9.25 inches
Item Weight 1.21 pounds
Country of Origin USA
ASIN 1613170297
Item model number EHP0001
Manufacturer recommended age 13 years and up
Best Sellers Rank #158,122 in Toys & Games (See Top 100 in Toys & Games)
#4,465 in Board Games (Toys & Games)
Customer Reviews
4.6 out of 5 stars 505 ratings

4.6 out of 5 stars
Is Discontinued By Manufacturer No
Language English
Manufacturer Flat River Group

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Evil Hat Productions Fate Core System


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Product Description

Playsets and hacking the rules. In addition, the companion features exciting rules variants, new tilt and aftermath tables and four new playsets.


From the manufacturer

Fate:Core:System

Grab your plasma rifles, spell components and jetpacks!

Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists. Of fate.

Fate:Core:System

Game Information

  • Number of players: 3-6
  • Age of players: 12+
  • Length: 2-8 hours
  • Type of Game: Roleplaying Game
  • Languages Available: English
  • Tabletop role playing game
  • Flexible and fun
  • Tons of variability

What's in the box

  • Jetpack
  • Customer reviews

    4.6 out of 5 stars
    505 global ratings

    Review this product

    Share your thoughts with other customers

    Customers say

    Customers find this RPG system to be the best ever, with fantastic book content and easy-to-follow rules that are not bogged down by countless rules. Moreover, the narrative mechanics are powerful and story-driven, while character creation takes mere minutes to create well-formed characters. Additionally, customers appreciate that it's a fun system that keeps the game moving quickly, and one customer notes it's particularly suitable for quick get-togethers.

    AI-generated from the text of customer reviews

    32 customers mention "Rpg system"32 positive0 negative

    Customers praise this RPG system, with one noting it's a nice change from other game system books, and another highlighting its suitability for established universes.

    "...With all of this, I think this is a perfect system for my group while we are playing online during quarantine...." Read more

    "...It's exceedingly good for established universes where no system really exists specifically for it...." Read more

    "...- Tuneable-- FATE is wonderful as a baseplate for custom systems. It not only serves this role well, but encourages it!..." Read more

    "...best when you use it to tell stories about people who are proactive, competent, and dramatic."..." Read more

    28 customers mention "Book quality"28 positive0 negative

    Customers praise the book's fantastic content and build quality, with one customer noting its hardbound format.

    "...'s Handbook all in one at a VERY AFFORDABLE price for a high-quality book/game system. For the physical copy the cover is nice and smooth...." Read more

    "...has a wonderful silky finish that feels wonderful in your hands and is sturdy...." Read more

    "...+ The hardback is nice production quality and should last a long time even with regular use..." Read more

    "The book content is fantastic. However, the book itself is not glossy and it feels like I am holding chalk whenever I try to read it...." Read more

    27 customers mention "Ease of learning"27 positive0 negative

    Customers find the game system easy to learn, with simple rules that are easy to follow and can be customized with personal touches.

    "...only between -2 and +2, (mostly 0 I've found), which makes for really easy math so as to not impede the game play. Example: my Fight skill is a +3...." Read more

    "...The rules are very simple and take a lot of work off the GM's plate. It encourages narrative and cinematic action play, rather than heavy rules...." Read more

    "...and focus on narrative over mechanics, and how it puts GMs and players in a very level, very open playing field...." Read more

    "...Got to give it that! Most will be familiar to the experienced GM but some might jump out when least expected. It depends on the reader." Read more

    27 customers mention "Narrative focus"24 positive3 negative

    Customers appreciate the narrative focus of this RPG system, praising its powerful mechanics and fiction-first approach, with one customer noting it's great for story-driven roleplaying.

    "...and different than your math-crunchy, stat boosting, combat driven Dnd game. And I'm not bashing combat...." Read more

    "...Compelling Aspects is intrinsically fun and part of the narrative. Normally mechanics just support or adjudicate uncertainty in conflict...." Read more

    "...My favorite parts of this system are it's flexibility and focus on narrative over mechanics, and how it puts GMs and players in a very level, very..." Read more

    "...Aspect, Stress, and Consequence systems do a great job of integrating the mechanics with the narrative, and the tuneable skill system minimizes the..." Read more

    20 customers mention "Fun to play"20 positive0 negative

    Customers find the Fate Core system enjoyable, with one customer noting it's the most collaborative game they've played, while another mentions it gets players more engaged.

    "...This makes the game overall very interesting and different than your math-crunchy, stat boosting, combat driven Dnd game. And I'm not bashing combat...." Read more

    "...Compelling Aspects is intrinsically fun and part of the narrative. Normally mechanics just support or adjudicate uncertainty in conflict...." Read more

    "...use it "as is", but for what the book is: a toolkit for creating your own RPG adventures and campaigns, I think it does a good job...." Read more

    "...This system is the most collaborative game I have played. My players can help me create the world that we play in addition to their own characters...." Read more

    11 customers mention "Character builder"11 positive0 negative

    Customers appreciate the character builder, finding it easy to create well-formed characters, with one customer noting that character creation takes mere minutes and another mentioning that it encourages actual role-playing.

    "...they present for character creation enables you to create a pretty well formed character in a relatively short amount of time...." Read more

    "...However, character and world creation ARE play. The process IS fun, rather than a chore that must be completed to get to the game...." Read more

    "...Simple but powerful narrative mechanics. - Character creation takes mere minutes once you learn the system, and wonderful tools are provided..." Read more

    "...games and the aspect system allows them to come up with some pretty sweet characters...." Read more

    11 customers mention "Rules"11 positive0 negative

    Customers appreciate that the game system is not bogged down by countless rules, with one customer noting it's different from math-crunchy systems.

    "...This makes the game overall very interesting and different than your math-crunchy, stat boosting, combat driven Dnd game. And I'm not bashing combat...." Read more

    "...It encourages narrative and cinematic action play, rather than heavy rules...." Read more

    "...and stiff yet somehow malleable mechanics, yet there are some strong ideas within. Got to give it that!..." Read more

    "...Nice on the pocket book! + Rules are light and most of the book is taken up trying to help you understand the unique concepts of Aspects..." Read more

    10 customers mention "Pace"10 positive0 negative

    Customers appreciate the game's pace, finding it a nice change of pace and easy to get into, with one customer noting it's great for quick get-togethers.

    "...to easily play via video chat and all remain engaged and keep the game moving quickly...." Read more

    "...is relatively easy to learn, fairly easy to play, and moves quickly at the gaming table, FATE is a good choice...." Read more

    "...I can throw this in any setting I want with minor tweaking and run a game on the fly without worrying about prepping the bad guys and NPCs...." Read more

    "...and strong, they allow you to build different scenarios and themes quickly and easily, by changing the rules...." Read more

    Great gateway (introduce non-gamers) RPG system
    5 out of 5 stars
    Great gateway (introduce non-gamers) RPG system
    My kids and I wanted to start roleplaying so I did a bunch of research and the consensus was, "If you are new as a game master and players, start with something rules light and easy to to play, like Fate." So I grabbed the books and started reading. + For around $20 you get all the needed rules to start as a player in Fate or as a game master. Nice on the pocket book! + Rules are light and most of the book is taken up trying to help you understand the unique concepts of Aspects and the like + You have "templates" that help you game master and play in a setting / scenario of your choice. For pre-made stuff, they have some world books that give you backgrounds, locations, characters, scenarios, etc. (see my pic when I get it uploaded) + The hardback is nice production quality and should last a long time even with regular use NOTE: This is a very story driven type of game. I'm rating this "neutral" as this may not be the preference of some folks. From my research, easy game to learn and story driven go with Fate If you want like 100% action and almost no story, but not too much rule overload upgrade from Fate to Savage Worlds If you want to simulate your favorite movie, with a bazillion options to make it 'realistic" to that movie (e.g. Jurassic Park, 5th Element), then go with GURPS. Fate and the other examples are not genre specific, like D&D and Pathfinder are strictly fantasy. So it's all in what you are looking for, as there is a system out there for you. I got all four books for under $70, which isn't much more than the price of a new video game these days. And I get to have hours of fun with my family and friends roleplaying. OVERALL: I'd recommend you check this out if you are like me and trying to get back into RPing after a 20+year break or are simply new to roleplaying or your family/friends who are interested in RPing or want a more story telling system that isn't genre specific.
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    Top reviews from the United States

    • Reviewed in the United States on March 22, 2016
      FATE Core is an awesome book. Really enjoyed reading it.

      You should know that you can read this entire book for free LEGALLY on fate-srd.com. I would highly suggest trying to read it in that format... and then just caving in and buying the physical copy.

      First thing to know, if you're familiar with Dungeons and Dragons, (which is basically the standard by which all other RPGs are measured, either positively or negatively) then it will please you to know that this book is basically the Dungeon Master book and the Player's Handbook all in one at a VERY AFFORDABLE price for a high-quality book/game system.

      For the physical copy the cover is nice and smooth. I'm not in the know as to what type of material it is, but it feels nice in my hands. The book seems to be well made and the pages are a good thickness. There are no color illustrations, but the art in the book is done in such a way that it actually lends itself to the black and white form very nicely. I would also add that when you crack the book open all the way it does not feel as if the pages are going to fall out or that the spine might break, but I would also advise against doing so, as over time both of those things would probably occur.

      If you are looking for something that is NOT Dungeons and Dragons then look no further. Tired of all the math and stats? Tired of having to "find" who your character is along the way? The one thing I didn't like about Dnd ( keep in mind I've only played 3.5 edition) was that sure I knew my character's profession and their skills, but I didn't know who they were. Some people might say, "that's the whole point of role playing." And while I agree that you need to find your character, the FATE way of creating characters already gives them a backstory and already gives them quirks and idiosyncrasies, in essence a platform that you can leap off of and dive right into your character, only to develop them even more as you play.

      The system they present for character creation enables you to create a pretty well formed character in a relatively short amount of time. Because you are forced to think of your character in terms of Aspects, it pretty much guarantees that you will have a pretty clear idea of your character in your head and on the paper and it won't be just a bunch of +'s and -'s staring you in the face. And because everyone is making characters this way it will make for more enjoyable game and encourage actual role playing. Now I'm not trying to bash Dnd, (I've heard they fixed a lot of the character creation qualms I had with the whole Flaws concept in 5th edition) but I was just kind of getting tired of making a character that is stats first and personality second. I would not say that the FATE character guarantee's great character creation, but I would say that it is way more helpful at getting the idea of who your character is and what kind of choices they would make right from the get go.

      As for other parts of the system I really like the "FATE ladder" or FATE scale (just Google it). This system of your dice rolls falling somewhere in this scale/ladder makes it very easily visually to understand your skill relation to other character's skills. And because Fate only uses 4 dice your rolls are usually only between -2 and +2, (mostly 0 I've found), which makes for really easy math so as to not impede the game play. Example: my Fight skill is a +3. I roll a -2 so my Fight skill in this instance has moved down to a +1.

      Which brings me to my final point... which is FATE points. In my above example I rolled a -2 which brought my Fight skill down to a 1. Well I don't like that so I could spend a FATE point to either re-roll the dice completely, or I could just add a +2 to my original crap roll of -2, which would bring my Fight skill back to where it was in the first place.

      But the Game Master could also spend FATE points. They are encouraged by the book/system to use FATE points to put the players in bad situations, or to make bad situations worse. The player does not have to accept the terms but they are tempted because they can only use a limited number of FATE points during a session of play. By agreeing to let bad stuff happen to their character, they not only gain a FATE point which they can spend later when they need it, but they also progress the story forward in ways their character would not want, but in ways that makes the game more enjoyable for them as players. This makes the game overall very interesting and different than your math-crunchy, stat boosting, combat driven Dnd game. And I'm not bashing combat. What I'm saying is that when you get to a combat scene in a FATE game you're that much more invested because the game has more character and role playing focus than being ONLY combat driven.

      So if that sounds like your kind of thing give this book a try.
      41 people found this helpful
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    • Reviewed in the United States on April 19, 2020
      If you want a narrative system that lends itself to pulpy action or other types of Story play driven by rapidly introducing conflicts and tension, Fate is wonderful. It requires a bit more work than other systems, but that work is inherently fun and makes for a game that feels like *your's*.

      My group has done three sessions with this so far. A World-Building Session 0, and two adventure sessions. I am still getting my head around everything as a GM, so this is an early review. I will compare it to Powered by the Apocalypse (PbtA) systems.

      Fate is a universal system. It lends itself very well to cinematic and narrative gameplay. If you think of the mechanics and systems like elements from an adventure movie/show/book, they make a lot of sense. The mood/style of game we are playing is very Sci-Fi Pulp Action(!). I can not speak to how well this system would work for a horror themed or similar style game.

      It's universal nature is both a boon and potentially a hindrance. Character and world creation are involved and require the group meet to cover everything. You will need to custom tweak some elements of the system to fit the world you plan to use, especially if you plan to incorporate any sort of magic, super power, or high tech. You would not have players go off and make characters on their own like D&D or be able to plop down a simple playbook like a PbtA game, and have players pick up and start playing in 5-10 minutes.

      However, character and world creation ARE play. The process IS fun, rather than a chore that must be completed to get to the game. It also puts a LOT of the power in the players' hands. The whole group creates the setting and defines what major troubles will be. Obviously the GM can put tighter ropes around this, but I think it will work best giving the players a lot of freedom. It takes work off the GM's plate and gets the players more engaged. (I only told my players that the game would be pulpy action, it would not be D&D style fantasy, we would keep the scope relatively small and contained).

      Players will likely start play taking some time to wrap their heads around some of the mechanics ("How do Stunts work?"), but it works well enough to get started and figure out in play as you go along.

      It also has a mechanic of "Compelling Aspects" that is quickly becoming my favorite mechanic I have ever seen. Compelling Aspects is intrinsically fun and part of the narrative. Normally mechanics just support or adjudicate uncertainty in conflict. Compelling an aspect actually *is* the uncertainty and conflict. Offering the players a choice of whether or not to accept that something will complicate their lives, with a boon if they accept and cost if the decline, is immediately a fun choice that creates drama for the players, story, and table as a whole. When I hold up that Fate Point, my players all get an, "Ohhhh... Crap..." look on their face.

      With all of this, I think this is a perfect system for my group while we are playing online during quarantine. The rules are very simple and take a lot of work off the GM's plate. It encourages narrative and cinematic action play, rather than heavy rules. This means our group is able to easily play via video chat and all remain engaged and keep the game moving quickly. As a GM I need minimal notes or references to juggle and keep track of (mostly just keeping track of names), and so can devote all of my mental energy to the players and the story.
      2 people found this helpful
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