[RPG] What better not to use Fate Core for

fate-core

I've seen lots of praise about the Fate system, especially it's Fate Core implementation. Because of that I was thinking about which of my past campaigns could have been played in Fate instead of their native system for the benefit of the whole gaming group, smoother play and lower bookkeeping burden. My rough answer was: nearly all of them.

Surely this can't be right.

I would ask for answers from RPG.SE members who are familiar with practical aspects of fate (pun not intended) and particularly its shortcomings. Are there particular genres that it's bad at? Are there situations or scenes which it struggles to model and what are they in general? Are there certain moods that it fails to support? I'm asking specifically about Fate Core.

Best Answer

Fate characters are proactive, competent and dramatic

It may seem like that's a given for just about any game: who wouldn't want competent, proactive, dramatic characters in their games? But some genres don't work that way.

Horror is a notable example. Most horror games turn on characters feeling powerless, which is not what Fate does - horror in Fate needs to work on different levels. Likewise dramatic characters are not really welcome in traditional dungeon crawls - their drama adds nothing to the process of killing goblins, so dungeon crawls in Fate have to operate on different levels than they normally do in other games.

Fate is collaborative

It's a dialogue between players and the GM. In a game heavily based on pre-established setting and plot where players merely discover it, Fate will not play to its strengths.

Fate struggles with immersion

Players are regularly asked to take up the position of a storyteller, to consider what they'd like to happen to their characters - that's how compels work. For those who don't want to get out of their character's head during the game, this is a detriment.

Fate lacks tactical crunch

What's a blessing to some is a weakness for others. There is no optimization, no clever combos, no interesting mechanical tactics. It's all about the story, with numbers kept deliberately simple. Characters can be more or less mechanically complex, but there's no system-mastery minigame.

Fate is flexible

A large part of Fate Core is the Toolbox which offers guidance on how to fiddle with it. Some degree of crunch can be added, horror can be attempted, etc. It's a bit of a cop-out for this question, but some of these "weaknesses" can be shored up.