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Amazing Tales vs Fate Core

Compare Amazing Tales and Fate Core side by side. See differences in complexity, dice, genre, cost, and more.

Amazing TalesFate Core
GenreUniversalUniversal
Play StyleBeginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family, Fiction-First, Low-Prep, Theater of the MindNarrative, Rules-Light, Collaborative, Cinematic, Improvisation, Theater of the Mind, Low-Prep, Roleplay-Heavy, Drama, Freeform Magic, Open Source, Tag-Based
Core MechanicEach character has 4 skills the child invents. Each skill is assigned a die (d12, d10, d8, d6) — bigger die = better skill. Roll 3+ to succeed. That's the entire system.Roll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects.
Diced6–d124dF (Fudge dice)
ComplexityVery LowLow
AccessibilityVery HighVery High
CommunityLowHigh
LicenseProprietaryCC BY 3.0
Cost$Free (SRD)
PublisherMartin LloydEvil Hat Productions
Year20192013
Best ForParents playing with kids aged 4+ who want collaborative storytelling with the simplest possible rules — one die roll, no math, any setting.Narrative-focused groups who want to tell collaborative stories in any genre with minimal rules.
HighlightsGenuinely playable by 4-year-olds, genre-agnostic (pirates, space, fairy tales, anything), child creates their own character skills, four ready-to-play settings included, encourages collaborative storytellingGenre-agnostic, encourages narrative play, free rules
ConsiderationsFar too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depthAspect economy demands constant creative input which can exhaust players, character differentiation can blur with freeform aspects, requires system mastery from the GM to run smoothly