Inteface Zero 2.0; FATE vs Savage Worlds


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One setting, two iterations (I am aware of more but I don't want d20 right now) in truth they both bring something different to the table

but if I could only invest in one, which would you propose?


Never mind I bought the FATE Iteration, but if anyone who has played the savage world one is willing to share more info I would like to know ^_^


Sorry, I didn't see this thread until you mentioned Savage Worlds in your second post.

I've played in the SW version of IZ2.0, and I loved it! But I'm a big SW fan (don't play anything else), so I might be a bit biased. ;)

Hope FATE works well for you.


ZenFox42 wrote:

Sorry, I didn't see this thread until you mentioned Savage Worlds in your second post.

I've played in the SW version of IZ2.0, and I loved it! But I'm a big SW fan (don't play anything else), so I might be a bit biased. ;)

Hope FATE works well for you.

I get the sense I ll like both!

Given SWs similarities to most d20 systems (not saying that its not unique or better etc just that there is a more similar structure of simulation rather than narration)

it might be easier to find people for it and possibly its better suited overall for a long campaign arc?

I get the sense that FATE is proper for shorter duration campaigns?

I cant decide, because I see the merits of both approaches really. But depending on the week I might crave for the crunchiness of micromanaging weapons and upgrades etc or for the intellectual relief of just not bothering with all that and focusing on the story and character...


ZenFox42 wrote:

Sorry, I didn't see this thread until you mentioned Savage Worlds in your second post.

hey no worries! ^_^ and thanks for replying.


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While I have played D&D/PF and SW, I have looked into, but not played, FATE. My impression is that it is more about co-creating the story between the GM and players, and would require a lot of creativity (and agreement) on everyone's part to work well. Whether it works depends entirely on the group.

SW, on the other hand, while it *is* a "simulator", has *none* of the micro-managing that D&D/PF have (or that GURPS has a ton of!). It is designed to be minimal and sleek, but with just enough "crunch" so that PC's don't all end up looking the same, or that combats get boring ("I swing at him, he swings at me..."). That's why I like it so much!


Btw(this is directed at fate players that might eventually see this thread):

How easy would you say it would be to convert adventures from SW to FATE?

Or is it just easier to buy SW too? :P


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With the freedom that FATE offers, is there really any conversion needed? I would say very easy - the hardest part my be to combine the different abilities SW characters have into Stunts and Aspects, but as SW uses very evocative titles already, I feel that should be easy.

What always drove me away from FATE is that I feel their conflicts rely too much on people coming up with interesting descriptions for different conflicts and not just oneshotting everything by combining the same abilities/aspects. But that's just my taste/group.


DerNils wrote:

With the freedom that FATE offers, is there really any conversion needed? I would say very easy - the hardest part my be to combine the different abilities SW characters have into Stunts and Aspects, but as SW uses very evocative titles already, I feel that should be easy.

What always drove me away from FATE is that I feel their conflicts rely too much on people coming up with interesting descriptions for different conflicts and not just oneshotting everything by combining the same abilities/aspects. But that's just my taste/group.

Thanks for your reply.

Btw: why not invest into SW too though?

(aside from financial reasons)

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