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Everywhen vs Fate Core

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

EverywhenFate Core
GenreUniversalUniversal
TagsRules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-PrepNarrative, Rules-Light, Tag-Based, Freeform Magic, Social Combat, Improvisation, CC-Licensed Rules
Core MechanicRoll 2d6 + attribute + career (or combat ability) vs. 9+ to succeed. Bonus/penalty dice add extra d6s, keeping the best or worst two. Hero Points let you bend the rules. Careers replace skill lists: your background defines what you can do. Mighty Successes and Calamitous Failures add dramatic swings.Roll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects.
Dice2d64dF (Fudge dice)
ComplexityLowLow
AccessibilityMediumVery High
RunnabilityMediumVery High
LicenseProprietaryCC BY 3.0
Third-Party PublishingNot yet researchedNot yet researched
Cost$$Free
PublisherFiligree ForgeEvil Hat Productions
Year20182013
Best ForGroups who want a fast, career-based universal system with tons of optional rules switches: run weird westerns, cyberpunk, age of sail, high fantasy, or anything pulp and heroic.Narrative-focused groups who want to tell collaborative stories in any genre with minimal rules.
HighlightsCareer system eliminates skill lists, fast-playing 2d6 core, large optional rules toolkit (resolve, psionics, arcana, vehicles, mass battles, investigations), two included settings with more published separatelyGenre-agnostic, encourages narrative play, free rules
ConsiderationsRequires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstartThe aspect economy demands constant creative input that can exhaust players. Character differentiation can blur with freeform aspects. The game requires system mastery from the GM to run smoothly.