Fate Core vs GURPS
Compare Fate Core and GURPS side by side. See differences in complexity, dice, genre, cost, and more.
| Fate Core | GURPS | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Narrative, Rules-Light, Tag-Based, Freeform Magic, Social Combat, Improvisation, CC-Licensed Rules | Crunchy, Simulation, Sandbox, Character Building, Tactical |
| Core Mechanic | Roll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects. | Roll 3d6 under target number. Advantage/disadvantage system via character traits. |
| Dice | 4dF (Fudge dice) | 3d6 |
| Complexity | Low | Very High |
| Accessibility | Very High | High |
| Runnability | Very High | High |
| License | CC BY 3.0 | SJ Games Online Policy |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Cost | Free | $$ |
| Publisher | Evil Hat Productions | Steve Jackson Games |
| Year | 2013 | 2004 |
| Languages | English, French, German, Spanish, Portuguese | English |
| Best For | Narrative-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. |
| Highlights | Genre-agnostic, encourages narrative play, free rules | Highly customizable point-buy system, simulation-focused, one system for any genre |
| Considerations | The 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 |