Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

What system would go with this game type and story?

Basically I am wanting to do a one on one game with a friend. It's all about him going to a boarder school and the scrounging around he does there. He will probably being doing stupid, not so legal things during the sessions. Everything about the school's setting and story will be no hassle to set up, but the only problem is I don't have a system to go off for rolling. I read a bit from fate core It says not exactly for one on one, it actually mentions for 3+ people, but could it work? What other systems out there might be good for this type of game? Also I would like if I could still add other people just in case.
1387691147
Gauss
Forum Champion
Moved to Off-topic
Gauss said: Moved to Off-topic Oh sorry I didn't quite get what exactly was "on topic".
1387691421
Pat S.
Forum Champion
Sheet Author
You can make any system work for a one to one game. You just have to adjust somethings so any combat won't overwhelm the character. If this is going to be a modern game setting then take a look at some of this srd sites. d20 hero Is the ogl of mutant and masterminds (superhero) which if you don't use powers you can look at stripping them out. d20 modern is the ogl of the d20 system made for modern setting. Fate srd : The purpose of this site is to be a friendly, searchable, bookmarkable home for the Fate Roleplaying Game System Reference Document (SRD) There are other sites where you can find systems to use just depends on your setting.
1387691492
Pat S.
Forum Champion
Sheet Author
Dereck j. said: Gauss said: Moved to Off-topic Oh sorry I didn't quite get what exactly was "on topic". On topic is usually anything that deals with roll20 site and such.
1387692536
Gauss
Forum Champion
Metroknight is correct. Our forums are designed from the point of view of helping you to use Roll20. Thus, on-topic relates to Roll20 specifically while off-topic relates to other stuff such as what kind of game you would like to run in Roll20.
Metroknight said: You can make any system work for a one to one game. You just have to adjust somethings so any combat won't overwhelm the character. If this is going to be a modern game setting then take a look at some of this srd sites. d20 hero Is the ogl of mutant and masterminds (superhero) which if you don't use powers you can look at stripping them out. d20 modern is the ogl of the d20 system made for modern setting. Fate srd : The purpose of this site is to be a friendly, searchable, bookmarkable home for the Fate Roleplaying Game System Reference Document (SRD) There are other sites where you can find systems to use just depends on your setting. Thanks, this seems promising. I don't think the d20 hero one will fit well, but the others may.
1387695839

Edited 1387695920
Pat S.
Forum Champion
Sheet Author
You are welcomed and let me know if they work or not. If needed I will look through my links for other sites that might work for you if I have them if not them I will turn my google fu loose on the web to see what I might find.
Dereck j. said: I read a bit from fate core It says not exactly for one on one, it actually mentions for 3+ people, but could it work? What other systems out there might be good for this type of game? Also I would like if I could still add other people just in case. The chief problem with Fate Core in a one on one game is that it could turn into a pissing match over compels and Fate points between only two participants. If you can come up with a gentleman's agreement over the number of points per scene it should work fine. Kind of in the same vein of Fate is Risus a very simple and comedic game that is design around people doing stupid, not so legal activities. It's free - which is always a bonus but hides a surprising amount of depth in a small package. The Risus Companion, which runs ten bucks, is the best GM advice book I've come across but isn't needed for the game at all. On the other end of the spectrum for something more detailed would be GURPS Lite or even full on GURPS if you're so inclined. Kids in boarding schools would be made up of twenty points or less. It's a good system to stat out a character's strengths and weaknesses. Since combat is likely to be nothing more than a fist fight, you won't need to worry about most of the rules. Good luck!
1387733887
Pat S.
Forum Champion
Sheet Author
Dave D. said: The chief problem with Fate Core in a one on one game is that it could turn into a pissing match over compels and Fate points between only two participants. If you can come up with a gentleman's agreement over the number of points per scene it should work fine. I didn't know that but then again I don't know fate. I played in a game briefly before real life issues forced me to drop out and I've been trying to puzzle the system out on my own. If you need a pretty good detail orientated system then gurps or gurps lite is the way to go. I ran a gurps campaign for about 10 yrs (started with man to man) then moved and never got back into the system. If the campaign is going to be one of those highschool dramafest (anima stuff) then gurps lite is a good choice but another one could be tristat since it was made by the company that created BESM (Big Eyes Small Mouth) system.
1387735383

Edited 1387735696
Gid
Roll20 Team
Dave D. said: The chief problem with Fate Core in a one on one game is that it could turn into a pissing match over compels and Fate points between only two participants. If you can come up with a gentleman's agreement over the number of points per scene it should work fine. Yeah. In order for a one on one to work in Fate Core|Accelerated, both you and the player need to be all in on the "creating an awesome story together" rather than serving as actual opponents. So long as you're both in the proper give-and-take mindset, it should work. To give you an idea of what a one-on-one playoff is like in Fate Accelerated here's a write-up of a oneshot called Olaf vs the Orcs using Fate Accelerated.
Having only one PC in a Fate Core game also somewhat weakens the "Create Advantage" action as there aren't any other players around to grab the free invocation that gets created. Again, it's by no means an insurmountable obstacle but it does keep the game from living up to its full potential. I don't vouch for any of these games but there are some options designed to get closer to do what you want out of the box. School Daze [sic] is a d6 based system with free rules at the link and a payware pdf through the usual suspects. Teenagers from Outer Space has more of an anime influence to it and uses a d6 version of the Interlock system but is reasonably well regarded. Finally there's the almost-as-old-as-I-am and out of print Alma Mater ; the artwork caused some controversy back when it came out but is probably tame by today's standards.
Thanks guys for helping me out. I don't think I will be using fate core since I prefer to make up most of the story for this.
1387808185
Pat S.
Forum Champion
Sheet Author
No problem and if you have a problem or a question then feel free to ask. With this community you will get an answer but weither you like it or not is debateable.
If you like Fate Core but it's unsuitable due to fate points and compels, you could always try FUDGE, the system FATE was built on. Same dice, same approach, no Fate points.
So I took a look through all the systems and I decided to go with the d20 Modern system Metro knight mentioned because it allows me to make up a large portion of the story and it is more complex than the other systems that were recommended. We prefer a bit more of a complex system rather than the easy d6 ones. If any of you have any reason why I should use a different system instead let me know. If there is other somewhat complex systems out there feel free to tell.
1387998230
GiGs
Pro
Sheet Author
API Scripter
I know I'm too late, but personally I'd have gone with Fate Core., The negatives people have suggested aren't negatives at all. One-on-one player is always different from group play, no matter what system you are using. Fate Core works perfectly well if you never use compels and never use the Create Advantage moves. Just give the player a higher refresh (more fate points) if you want to see more aspects in play. Hero System and GURPS are pretty good for one in one player (Hero better than GURPS IMO). Class systems like d20 are in general pretty bad for one-on-one play, because they are designed to enforce some level of niche protection between player roles at the table. Skills-based systems like Hero, GURPS, and Fate work better for one-on-one play because the PC's character can develop in whatever direction they like, and can usually be more well-rounded characters. A single character can be a reasonably adequate Fighter, Rogue, and Bard all at the same time, for example (and depending on the setting, be a spellcaster too). They'll still have specialisms that they do better than others, but can be more self-reliant and so be able to interact with the varied challenges and situations you will put them in, without failing just because they aren't the right class to do that job.
1388001178
Pat S.
Forum Champion
Sheet Author
The thing is that any system can work on one to one play. It just takes the Gm and player to trust each along with being able to play off each other also.
1388075269
GiGs
Pro
Sheet Author
API Scripter
While it's true that any system can be used for any kind of game at all, some are better suited for different experiences. The OP asked for systems that would work well - saying "any system can work" isn't really all that useful.
1388082054
Pat S.
Forum Champion
Sheet Author
Yes and no. I offered suggestions earlier in the thread as did others but knowing that you can adjust a system you are already familiar with or wish to run to suit it to your party size is useful. I couldn't go into to much detail nor could anyone else until the chosen system is announced. So far the info in this thread has supplied specific systems to look at that in general are easier to use in a one on one game. There has been suggestions that any system is usable in a one to one game but it would take work on the GM's part (that was me earlier in the thread). If the OP desires to use a system that is not easy to use in a one on one game then the OP knows it can be done. For D20 games which are not easy to run for a one on one game, just have the PC hire NPCs to beef up the party strength. There are adventures written for solo player games. I think 3.x and pathfinder use a chart that helps the GM build balanced encounters that are based on the party strength. Most point based systems are very easy. Someone has pointed out a method for fate which to me is a hard system to understand but others have no problem with it. Over all just knowing that you can use any system for one on one game is useful for the fact it might encourage you to look at a system you at first dismissed but liked. G G said: While it's true that any system can be used for any kind of game at all, some are better suited for different experiences. The OP asked for systems that would work well - saying "any system can work" isn't really all that useful. You took my comment out of context somewhat also. Metroknight said: You can make any system work for a one to one game. You just have to adjust somethings so any combat won't overwhelm the character. Any system will need the GM to adjust things for one to one and I stated it. Gurps, Hero, and other point based game will need adjustments. You have to decide how powerful the opponents are, how many they are, etc. This is the same with other games. I don't know of any system that you can open a book and run it straight out of the book for one player but there could be one that I don't know of (I haven't kept up with them in recent years).
1388117004
GiGs
Pro
Sheet Author
API Scripter
In your quote, I actually completely misread the second sentence. Yes, your comment was more helpful than I suggested, and I'm sorry for being dismissive.
1388117560
Pat S.
Forum Champion
Sheet Author
Don't worry about it GG, I didn't get mad. You suggested Hero which is a good system but most people know it for the superhero portion (champions) but didn't that recently (few years or less ago) come out with a new edition? I know GURPS did and I thought Hero did also. I personal would still recommend one of my links as those are SRD sites which means no cost out of pocket and everyone can use the same site for character creation. It sucks when one person has the books and no one else does. I always try to promote free editions or srd sites because of that.
G G said: I know I'm too late, but personally I'd have gone with Fate Core., The negatives people have suggested aren't negatives at all. One-on-one player is always different from group play, no matter what system you are using. Fate Core works perfectly well if you never use compels and never use the Create Advantage moves. Just give the player a higher refresh (more fate points) if you want to see more aspects in play. Hero System and GURPS are pretty good for one in one player (Hero better than GURPS IMO). Class systems like d20 are in general pretty bad for one-on-one play, because they are designed to enforce some level of niche protection between player roles at the table. Skills-based systems like Hero, GURPS, and Fate work better for one-on-one play because the PC's character can develop in whatever direction they like, and can usually be more well-rounded characters. A single character can be a reasonably adequate Fighter, Rogue, and Bard all at the same time, for example (and depending on the setting, be a spellcaster too). They'll still have specialisms that they do better than others, but can be more self-reliant and so be able to interact with the varied challenges and situations you will put them in, without failing just because they aren't the right class to do that job. You are not too late. The fate core seems good but I am not sure if I want that type of style game for this. I may decide to implement it later depending on how I feel about the system that I use first. I am basically playing with someone who has never played a tabletop and I think he might like the d20 modern system more.
1388217518

Edited 1388219042
Actually I changed my mind I'm going to do something else I think xD. Not sure which but probably one of the ones you all recommended. Augh I have no idea which system should be used. Maybe starting my friend off with a simple system would be better IDK.
1388235612
Pat S.
Forum Champion
Sheet Author
Lets narrow down the setting some so we can help you more effective rather than a shotgun effect.
1388252202
GiGs
Pro
Sheet Author
API Scripter
I think you've made the right choice, Derrick. If i was introducing someone to roleplaying, a D20 variant wouldn't be my first choice. As Metroknight suggests, give us an idea of the type of setting you plan to play, and what gameplay elements you want to emphasise, like combat, using technology, investigation, larger than life characters or gritty realism, etc.
Ok, basically this is what I will be doing. The setting will be a boarding school(but possibly outside depending on circumstances). The opening will be sort of like this: Your family has decided it was best to send you to a boarding school after(insert reason here). You are sent by plane and arrive at Birmingham, Alabama Airport. Afterwards you are picked up by a shuttle and driven several hours to the boarding school. Eventually you step off the shuttle and are presented with a lovely sight of a school and it looks quite wealthy with freshly cut grass and unique architecture. A sign to the right reads Indian Spring School in bold letters. So I want to be able to have my friend interact in any way he wishes weather it be legal or not. It would be nice to have some combat if the opportunity presents itself. My friend would like to be hacking so I would prefer a hacking system in the system that is implemented. I would also like a fair amount of crafting and social interaction as well. Another thing that I want is the ability for him to go into any skills he wishes as long as he properly levels up(which I'm that can be found in many systems). For example if he has a few main skills and decides he wants to invest some skill points into something else he should be able to. What system do you think will go good with this?
1388293370

Edited 1388293635
Pat S.
Forum Champion
Sheet Author
Ok with that description more than likely the d20 is out the window although d20 modern could still be used but it would need a creative gm with the rules probably . I relooked at d20 modern and it could still be used without to much trouble but you will still need a good hand on the system . You not indicating anything in the fantastical realm such as paranormal or supernatural but more in the real life setting style. With this type of setting, I would be leaning towards Gurps, Savage World, or something else of that nature. The problem is that I don't think there is any free resources for them.
1388295192

Edited 1388297955
Metroknight said: Ok with that description more than likely the d20 is out the window although d20 modern could still be used but it would need a creative gm with the rules probably . I relooked at d20 modern and it could still be used without to much trouble but you will still need a good hand on the system . You not indicating anything in the fantastical realm such as paranormal or supernatural but more in the real life setting style. With this type of setting, I would be leaning towards Gurps, Savage World, or something else of that nature. The problem is that I don't think there is any free resources for them. Hmm I will think about it for a bit.
1388356231

Edited 1388356379
Guess I will stick with d20 modern xD. It seems like a nice system.
1388357718
Pat S.
Forum Champion
Sheet Author
Good luck and if you need help then just ask. There should be someone that can offer you an answer that will suit your game.
1388691352

Edited 1388692026
Alright I was having the worst time figuring stuff out until I found the reference document xD. A problem I am having now is how much am I suppose to start with when I start putting in ability scores? It says here, "The normal human range is 3 to 18." Ok so what does it mean?! <a href="http://www.systemreferencedocuments.org/resources/" rel="nofollow">http://www.systemreferencedocuments.org/resources/</a>... Does it mean each ability starts off with 3+ or what? Am I suppose to roll to see which pack he gets ranging from 3 to 18? I also have idea what to start people off with skill level. It shows here that it goes off of ability scores are somehow linked to skill <a href="http://www.systemreferencedocuments.org/resources" rel="nofollow">http://www.systemreferencedocuments.org/resources</a>... so if that is true what does this mean?! D: There is a table of ability modifiers showing an ability score and its modifier. So am I suppose to add the modifier to the skill? It says each class has a few set of skills according to what they do therefore ability modifiers should be different for what a person is playing right? How often should ability modifiers change if at all. Also how the heck are trained skills suppose to work aside from the other skills. I'm pretty confused with all this. I haven't been the GM of a tabletop before so I would appreciate it if someone helped me out, it would be a big help.
1388692430

Edited 1388692475
Pat S.
Forum Champion
Sheet Author
Unless it is a point buy setup you just roll 3d6 and record the result in the ability. A 3d6 roll gives you the range from 3 to 18 The skill level is a modifier that is added to a d20 roll that also uses the bonus modifier if supplied for a high attribute. Example: 20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds. The number 20 is the number you make a roll against/over. Lets say your character has a Strength of 18 so you will roll 1d20 + 4 (strength bonus) + 2 (supposed skill level). Now depending on what is roll you could succeed or not. Does that help any?
1388693383

Edited 1388693468
Metroknight said: Unless it is a point buy setup you just roll 3d6 and record the result in the ability. A 3d6 roll gives you the range from 3 to 18 The skill level is a modifier that is added to a d20 roll that also uses the bonus modifier if supplied for a high attribute. Example: 20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds. The number 20 is the number you make a roll against/over. Lets say your character has a Strength of 18 so you will roll 1d20 + 4 (strength bonus) + 2 (supposed skill level). Now depending on what is roll you could succeed or not. Does that help any? That helps a fair amount with the ability score but what number of points do you start off people regarding skill levels? Is there any sort of special requirement when adding training points to trained skills? And also are these ability scores suppose to change with level?
1388694103
Pat S.
Forum Champion
Sheet Author
Dereck j. said: That helps a fair amount with the ability score but what number of points do you start off people regarding skill levels? Is there any sort of special requirement when adding training points to trained skills? And also are these ability scores suppose to change with level? Each class will tell you how many skill points you start with. Look at the stronghero but each class will have that. <a href="http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/stronghero.html" rel="nofollow">http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/stronghero.html</a> Multiclass hero - Skills A multiclass hero uses his or her character level to determine the maximum ranks the hero can have in a skill. If a skill is a class skill for any of a multiclass hero’s classes, then use character level to determine a skill’s maximum rank. (The maximum rank for a class skill is 3 + character level.) When a multiclass hero gains a level in a class, he or she spends that level’s skill points as a member of that class. Only that class’s class skills may be purchased as class skills. All other skills, including skills for another class the hero has levels in, are considered cross-class skills when ranks in those skills are purchased at this level. <a href="http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/basicclasses.html" rel="nofollow">http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/basicclasses.html</a>
1388703115

Edited 1388703185
Ah ok thank you very much I'm starting to get it now. I must have missed that because I forgot intelligence modifiers aid in more skill points so it seemed like a weird thing. Ok I am getting a better understanding. So wait is it in a multiclass character that they can have only 3+skill with whatever they do according to their level? For example a level one character can only have four skill when this person is playing a multiclass character. Is that right? Are normal class characters restricted or can they add skills to class skills all they want?
I think I should reread this and maybe I will better understand it. Thanks for helping at least.
1388708815

Edited 1388708884
Pat S.
Forum Champion
Sheet Author
Each class has specific setup. I posted the multiclass as some people miss that. If you need help or have a question then just ask.
Looking through I can finally understand some more things but an issue I'm having is with ability scores again. It said the normal human range is from 3-18 so I would roll a 3d6. The problem is on the ability score modifier if I were to only roll and get 3 then I would be severely disabled since I would not have any points in that ability. For example: strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier. Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks. There is 5 abilities so how the heck am I suppose to have points in all 6 if I am getting only 3 points to distribute? Also if I were to only get 3 points I would have crazy amounts of dice reductions like -4 if I put one point in ability due to this rule (ability/2) -5 [round result down]. So I don't understand what in the world they are saying to do. Also for the ability of constitution it is related to health. Ok but what is the health of the class?! I look through and it doesn't even tell me the number of health each class has starting out. I am just left confused :S. If someone could please help me out that would be great.
1389562009

Edited 1389562154
Dereck, for health, you'll want to look at the Hit Die type. I think for D20 Modern, like all the D20 games, you get whatever you roll on the Hit DIe for hit points each level plus your constitution modifier. For instance, your Hit Die says 1d8. You roll a d8 and get 6. Your constitution is 15, so your modifier is +2. Your hit points for that level are therefor 6+2, or 8. Next level you would repeat the process. As for ability scores, you roll 3d6 for EACH ability strength, dexterity, constitution, intelligence, wisdom, and charisma), so roll 3d6 6 times. Most GMs usually let you assign the scores you roll to whatever ability you like.
1389563190

Edited 1389563288
Sarah A. said: Dereck, for health, you'll want to look at the Hit Die type. I think for D20 Modern, like all the D20 games, you get whatever you roll on the Hit DIe for hit points each level plus your constitution modifier. For instance, your Hit Die says 1d8. You roll a d8 and get 6. Your constitution is 15, so your modifier is +2. Your hit points for that level are therefor 6+2, or 8. Next level you would repeat the process. As for ability scores, you roll 3d6 for EACH ability, so roll 3d6 6 times. Thank you so much!!!
1389636451
GiGs
Pro
Sheet Author
API Scripter
Also note that most groups use some house rule variant: for instance, roll 4d6 and keep the best 3, for each stat Also, there's a stat array option which allows you to avoid rolling, and just assign these six scores to stats (this is from D&D 3.0; other editions may have slightly different arrays): 15, 14, 13, 12, 10, 8
1389636538
GiGs
Pro
Sheet Author
API Scripter
Note that if you were using Fate, you probably would be having a much easier time of it. It's not too late to dump D20!
G G said: Note that if you were using Fate, you probably would be having a much easier time of it. It's not too late to dump D20! OR...you could use D6 seeing as it's FREE unlike the other two and easily obtainable, and has fairly easy rules...
1389643284

Edited 1389643310
Pat S.
Forum Champion
Sheet Author
modern d20 is ogl and has a SRD which is what Dereck J is reading and using right now. Rather than arguing over which system why don't we help him as most of us are fairly experienced.
1389647984
GiGs
Pro
Sheet Author
API Scripter
The Question said: G G said: Note that if you were using Fate, you probably would be having a much easier time of it. It's not too late to dump D20! OR...you could use D6 seeing as it's FREE unlike the other two and easily obtainable, and has fairly easy rules... Both Fate and D20 Modern are freely available, via their SRDs. That said... The various D20 SRDs usually miss some stuff and are poorly organised for the purpose of learning the rules - they are fine if you already know the game and are using the SRDs as reference, but if you've never played and are using them to learn the game, it's going to be a major struggle. Fate's SRD is the complete rules text, presented in the same order as the printed rulebook, so is on the same footing as the d6 system. I agree with you that d6 would be a much better choice than d20.
1389648261
GiGs
Pro
Sheet Author
API Scripter
Metroknight said: modern d20 is ogl and has a SRD which is what Dereck J is reading and using right now. Rather than arguing over which system why don't we help him as most of us are fairly experienced. Well, first, I did give help before suggesting a different system. But personally i think helping him to understand D20 is a mistake. Learning d20 is a MAJOR undertaking, especially with Derrick's unfamiliarity (as demonstrated with his question about allocating stat points). When you're that unfamiliar with rpgs, D20 is a really bad system to start with. The more we help him with queries about d20, the more invested he'll get in that system, when a better option is to switch to one that requires much less work to understand and use in play.
While I agree that D20 is rather...complicated in comparison to other systems, I'm going to play off both sides for the sake of arguement. Since this a personal one on one game, there should be as less crunch as possible, allowing both the GM and Player to just flow off ideas and not need to check a rulebook is the most logical conclusion so streamlined systems are encouraged. However, D20 is sort of like the Algebra of the TTRPG systems, once you're familiar with that you'll find you can use it for other systems: CoC D20, M&M, Pathfinder, D20 Modern, D&D, and others that use a similar principle. So ultimately it'd be up to Derrick, sure he'll be unfamilar with the system for a while but in the long run he may benefit from learning the system, though he runs the risk of scaring his friend off with the amount of rules there are, or he can choose a simpler system that has no jump off point but allows his friend and himself to play a game without alot of fuss.
G G said: Note that if you were using Fate, you probably would be having a much easier time of it. It's not too late to dump D20! I love Fate and have played it for around a decade now (pre-SotC even) but I really don't see it being a good match for what Dereck wants out of a system. It also comes with it's own set of baggage that isn't intuitive for everyone. As The Question points out directly above, learning any system - even D20 Modern - gives someone starting out a point of comparison and he can figure out where to go from there. Would I recommend an easier system? Sure. But considering that over half of gaming happily plays a D20 derivative game, I don't think Dereck is making a "wrong" decision.
1389671084
Pat S.
Forum Champion
Sheet Author
I'm not saying anything wrong with any of the systems and I'm not arguing about what is free or not but I was just pointing out that after all the info posted it appears that Dereck chose to go with d20 and we should.support it. If he chooses to express interest in a different system then we should support and help with any questions. I tried fate a few times and I just didn't like it but I won't knock it about like other people do to various systems. To each their own and lets game in peace.
*sighs* Fiiine, you Mentors never let me just start an edition war...geeze! Anyway since we're on the topic of systems and such, what system do you think would be effective to teach a 7 year old, something not too complicated but would allow them to feel accomplished with their own creativity?