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Fate Core vs GURPS

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

Fate CoreGURPS
GenreUniversalUniversal
TagsNarrative, Rules-Light, Tag-Based, Freeform Magic, Social Combat, Improvisation, CC-Licensed RulesCrunchy, Simulation, Sandbox, Character Building, Tactical
Core MechanicRoll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects.Roll 3d6 under target number. Advantage/disadvantage system via character traits.
Dice4dF (Fudge dice)3d6
ComplexityLowVery High
AccessibilityVery HighHigh
RunnabilityVery HighHigh
LicenseCC BY 3.0SJ Games Online Policy
Third-Party PublishingNot yet researchedNot yet researched
CostFree$$
PublisherEvil Hat ProductionsSteve Jackson Games
Year20132004
LanguagesEnglish, French, German, Spanish, PortugueseEnglish
Best ForNarrative-focused groups who want to tell collaborative stories in any genre with minimal rules.Groups who want a single system for every genre with granular simulation and deep customization.
HighlightsGenre-agnostic, encourages narrative play, free rulesHighly customizable point-buy system, simulation-focused, one system for any genre
ConsiderationsThe 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.Character creation requires significant point-budget planning, combat rules are granular with many modifiers to track, full system spans two 576-page core books plus supplements, GM prep is substantial for campaigns using multiple sourcebooks