Amazing Tales vs Fate Core
Compare Amazing Tales and Fate Core side by side. See differences in complexity, dice, genre, cost, and more.
| Amazing Tales | Fate Core | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Beginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family, Fiction-First, Low-Prep, Theater of the Mind | Narrative, Rules-Light, Collaborative, Cinematic, Improvisation, Theater of the Mind, Low-Prep, Roleplay-Heavy, Drama, Freeform Magic, Open Source, Tag-Based |
| Core Mechanic | Each 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. |
| Dice | d6–d12 | 4dF (Fudge dice) |
| Complexity | Very Low | Low |
| Accessibility | Very High | Very High |
| Community | Low | High |
| License | Proprietary | CC BY 3.0 |
| Cost | $ | Free (SRD) |
| Publisher | Martin Lloyd | Evil Hat Productions |
| Year | 2019 | 2013 |
| Best For | Parents 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. |
| Highlights | Genuinely 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 storytelling | Genre-agnostic, encourages narrative play, free rules |
| Considerations | Far too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depth | Aspect 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 |